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Published by alexord105, 2022-11-14 14:14:39

Complete Martyr

Complete Martyr 1.0

Keywords: Complete Martyr,Martyr,DnD,D&D,5e,DnD Class,D&D Class,Class,Mage Hand Press

COMPLETE
MARTYR

A Definitive Class by

Mage Hand Press

Credits

Designers Michael Holik
Cover Illustrator Agustín Marceillac
Graphic Designer Michael Holik
Interior Illustrations Lucas Ferreira CM

On the Cover

Agustín Marceillac illustrates a martyr
channeling their divinely-inspired magic,
drawing forth blood as a sacrifice for the
miracles to be cast.

Disclaimer: Literally anyone can be a martyr. If you’re having
a bad day, maybe it’s because you stepped on a grasshopper
martyr and invoked the wrath of the ancient grasshopper
god, Leapmorius, who has brought down the full fury of
their grasshopper wrath upon you.
Mage Hand Press, and their associated logos are
trademarks of Mage Hand Press LLC
® 2020 Mage Hand Press LLC. All Rights Reserved.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage
Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section
1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Complete Martyr is published by Mage Hand Press LLC under the Open Game License version 1.0a. Copyright
2020 Mage Hand Press LLC. All Rights Reserved
MAGE HAND PRESS
855 E Ash Ln #903 Euless, TX 76039
www.magehandpress.com

Table of Contents

Chapter 1: Martyr.......................................................................................................................................1
Creating a Martyr �������������������������������������������������������������������������������������������������������������������������������� 2

Class Features.............................................................................................................................................2
Mortal Burdens..........................................................................................................................................4

Burden of Atonement �������������������������������������������������������������������������������������������������������������������������� 4
Burden of Discord ������������������������������������������������������������������������������������������������������������������������������� 5
Burden of the End �������������������������������������������������������������������������������������������������������������������������������� 6
Burden of Mercy ����������������������������������������������������������������������������������������������������������������������������������� 6
Burden of Revolution ������������������������������������������������������������������������������������������������������������������������� 7
Burden of Truth ����������������������������������������������������������������������������������������������������������������������������������� 7
Burden of Tyranny ������������������������������������������������������������������������������������������������������������������������������� 8
Chapter 2: Spells.........................................................................................................................................9
Martyr Spells ���������������������������������������������������������������������������������������������������������������������������������������� 9
New Spells ���������������������������������������������������������������������������������������������������������������������������������������������� 9

Chapter 1: The Martyr Max Spell
Martyr Spell Uses
Proficiency Level
Squalid masses crowd draw close around a young Level Bonus Features — —
dwarf in spotless clothing. He touches them each in 1st 2
turn, healing injuries, curing illnesses, and restoring 1st +2 Mortal Burden, Ordained Death 1st 3
hope. 2nd +2 Spellcasting, Sainted Reprisal 1st 3
A ragged tiefling speaks in a crowded square. 3rd +2 Divine Healing, Torment 2nd 6
As if in response, dark clouds gather over her head 4th +2 Ability Score Improvement 2nd 6
and the earth trembles at her words. 5th +3 Extra Attack 2nd 7
A mad king spits and swears from his throne at 6th +3 Mortal Burden feature 2nd 7
imperial guards who have fled or been slain. A lone 7th +3 Respite 3rd 9
dragonborn stands before him, solemnly preparing 8th +3 Ability Score Improvement 3rd 9
herself for divinely-demanded regicide. 9th +4 — 3rd 10
Martyrs are implements of the gods, hand- 10th +4 Undying Conviction 3rd 10
picked to spill their blood in service of a divine 11th +4 Torment improvement 4th 11
cause. Such an end is inevitable, for once a martyr is 12th +4 Ability Score Improvement 4th 11
chosen, their fate is fixed in the heavens. 13th +5 — 4th 12
14th +5 Mortal Burden feature 4th 12
Fated to Die 15th +5 March Unto Destiny 5th 14
16th +5 Ability Score Improvement 5th 14
Martyrs are chosen by the gods, predestined to 17th +6 — 5th 15
speed forth to a final destination: they are ordained 18th +6 Mortal Burden feature 5th 15
to die for a great cause. Martyrs are prophets and 19th +6 Ability Score Improvement
oracles, great priests and liberators. No matter how 20th +6 Final Martyrdom
much good they might accomplish in their lives, the
end must always be the same: a glorious death, to
be remembered in legend.
No matter the circumstance, a martyr cannot
avoid their destiny. While some martyrs gladly
accept their holy approbation, others struggle
against it. However, from the moment the gods
choose their martyr, they shall intervene in the
martyr’s fate, pulling them inexorably towards their
cause. The gods will settle for a lesser martyr if they
must, if the one chosen is unwilling to follow their
path, but they always prefer to uplift their martyr to
the heights of sainthood before the inevitable death.

Blood of the Martyr

As martyrs are ordained by the gods to die, their
suffering is holy sacrament. Martyrs brought close to
death grow more powerful, not less, and those that
spill their own blood evoke waves of divine energy.
In the view of the gods, such hardship only heightens
martyrdom and hastens the martyr to their destiny.
Paradoxically, martyrs are protected from death’s
precipice even as they are edged closer towards it.
Every torment and persecution suffered by them is
weighed with equal moments of respite offered by the
gods. For the gods do not mean to kill their charge
early; a martyr should meet their fate only at the
preordained time and place.

1

Mage Hand Press

Creating a Martyr Your choice grants you features at 1st level, and again
at 6th, 14th, and 18th level.
As you create a martyr, think about the moment you
chosen by the gods and your burden was placed upon Burden Spells
you. Were you visited by an angelic host or a god
disguised as a mortal? Did you quietly hear a divine Each burden has a list of associated spells that you gain
voice in your ear, as stigmata formed on your body? at the martyr levels specified in the burden description.
Was your soul violently dragged to the Upper (or Once you gain access to a burden spell, you always
Lower) Planes for an audience with the gods? have it prepared, and it doesn’t count against the
Consider the life you led before you were ordained number of spells you can prepare each day.
for martyrdom. Were you a wicked soul, purified and If you gain a burden spell that doesn’t appear on
redeemed to undergo this task? Were you already a the martyr spell list, the spell is nonetheless a martyr
warrior, adventurer, or cleric in service of the gods? spell for you.
Also, consider how you reacted. Did you accept the
task and your inevitable destiny, or did you run from Ordained Death
it? Are you still running?
As a martyr, you have been predestined by the gods
Quick Build to perish for a great cause; there is no greater glory in
death, and no greater joy in the afterlife. However, it is
To build a martyr quickly, follow these suggestions: not yet your time. Starting at 1st level, when you fall
Constitution should be your highest ability score. Your to 0 hit points and begin to make death saving throws,
next highest ability score should be Strength if you you must fail 5 saving throws to die. Additionally, if a
choose a Burden, such as the Burden of Revolution, spell has the sole effect of restoring you to life (but not
which focuses on melee combat, or Wisdom if undeath), the caster doesn’t need material components
you choose one focused on spellcasting. Pick any to cast the spell on you.
background.
Mark of the Herald
Class Features
At 2nd level, your divine cause manifests itself upon
As a martyr, you have the following class features. you, forming a special mark or stigmata for all to see.
You have advantage on checks you make to convince
Hit Points others that you are an ordained martyr in service of a
holy cause.
Hit Dice: 1d12 per martyr level
Hit Points at 1st Level: 12 + your Constitution Spellcasting

modifier Starting at 2nd level, you can leverage the power of
Hit Points at Higher Levels: 1d12 (or 7) + your your suffering to cast divine magic.

Constitution modifier per martyr level after 1st Casting Spells

Proficiencies To cast one of your martyr spells of 1st level or
higher, you must lose hit points to create and expend
Armor: Light armor, medium armor, shields a spell slot greater than or equal to that spell’s level.
Weapons: Simple and martial weapons The number of hit points is listed on the Hit Points
Tools: None Spellcasting table and can’t be reduced or avoided. You
Saving Throws: Strength, Wisdom don’t make Constitution saving throws to maintain
Skills: Choose two from Athletics, History, Insight, concentration on spells as a result of losing these hit
points.
Intimidation, Medicine, Persuasion, and Religion The Martyr table shows the maximum level of
spell slot you can create.
Equipment The Spell Uses column of the Martyr table shows
how many spells you can cast. When you expend hit
You start with the following equipment, in addition to points to cast a spell, you expend one of these uses.
the equipment granted by your background: You regain all expended uses when you finish a long
• (a) a martial weapon and a shield or (b) two martial rest.
Hit Points Spellcasting
weapons
• (a) scale mail or (b) chain mail (if proficient) Spell Level Damage
• (a) a light crossbow and 20 bolts, or (b) any simple 1st 5
2nd 10
weapon 3rd 20
• (a) a priest’s pack or (b) an explorer’s pack 4th 30
• A holy symbol 5th 45

Mortal Burden

Beginning at 1st level, you are fated to perish in the
name of a great ideal, cementing your name alongside
others who have done the same. Choose a Mortal
Burden, detailed at the end of the class description.

2

Martyr

Preparing Spells Ability Score Improvement

You prepare the list of martyr spells that are available When you reach 4th level, and again at 8th, 12th, 16th,
for you to cast, choosing from the martyr spell list. and 19th level, you can increase one ability score of
When you do so, choose a number of martyr spells your choice by 2, or you can increase two ability scores
equal to your Wisdom modifier + half your martyr of your choice by 1. As normal, you can’t increase an
level, rounded down (minimum of one spell). Spells ability score above 20 using this feature.
you choose must be of a level no higher than what’s
shown on the Max Spell Level column for your level. Extra Attack
You can change your list of prepared spells when you
finish a long rest. Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
Healing Magic turn.

Because your power is derived from mortal suffering, Respite
you can’t regain hit points from any spell you cast.
Beginning at 7th level, you regain all spent Hit Dice
Spellcasting Ability when you finish a long rest, instead of only half of
them.
Wisdom is your spellcasting modifier for martyr spells,
since your power originates in the devotion used Undying Conviction
overcome your trials and tribulations. You use your
Wisdom whenever a spell refers to your spellcasting Beginning at 10th level, when you are reduced to 0 hit
ability. In addition, you use your Wisdom modifier points and are not killed outright, you can choose to
when setting the saving throw DC for a martyr spell drop to 1 hit point instead. Once you use this ability,
you cast and when making an attack roll with one. you can’t use it again until you finish a long rest.

Spell save DC = 8 + your proficiency bonus + March Unto Destiny
your Wisdom modifier
At 15th level, your inevitable end draws nearer, and
Spell attack modifier = your proficiency bonus + nothing can hold you from it. You do not need to
your Wisdom modifier eat or drink, and cannot be paralyzed, petrified, or
stunned.
Spellcasting Focus
Final Martyrdom
You can use a holy symbol as a spellcasting focus for
your martyr spells. At 20th level, you have at last reached your
predestination: you will die in eternal glory. You can
Sainted Reprisal use your action to become immune to all damage
for 10 minutes. During this duration, you can’t be
Also at 2nd level, you can reprimand those who draw blinded, charmed, deafened, exhausted, frightened,
your blood. When a creature you can see within 5 feet incapacitated, poisoned, restrained, or rendered
of you hits you with a melee attack, you can use your unconscious. You have advantage on all ability checks,
reaction to deal that creature 1d6 necrotic or radiant attack rolls, and saving throws.
damage (your choice). Additionally, during this duration, you can cast
The damage increases by 1d6 when you reach 5th the wish spell once, without spending a spell slot or
level (2d6), 11th level (3d6), and 17th level (4d6). hit points. If you use the spell produce any effect other
than duplicating another spell, the stress of casting
Divine Healing it doesn’t reduce your Strength or cause you to take
necrotic damage.
Starting at 3rd level, you can utter a prayer to the gods At the end of this duration, you die. No force,
for mercy. As an action, you can spend Hit Dice and short of divine intervention can prevent your death,
regain hit points as if you had just finished a short rest. and you can’t be returned to life by any means.
When you use this ability, you can spend a number of
Hit Dice up to your proficiency bonus. 3

Torment

By 3rd level, you have learned to curry the gods’ favor
through anguish and mortal trials. Once on each
of your turns when you hit a creature with a melee
weapon attack, you can lose 5 hit points, which can’t
be reduced or avoided, to deal a bonus +10 bonus
necrotic or radiant damage (your choice) to the
target. You don’t make Constitution saving throws to
maintain concentration on spells as a result of losing
these hit points.
Starting at 11th level, you can lose 10 hit points to
deal an additional +20 damage to the target.

Mage Hand Press

Mortal Burdens Burden of Atonement

Martyrs are created and driven forth to right an For all the wrong you have done in your life, the gods
inexorable wrong in the world. On this quest, they are have graced you with an undeserved second chance.
a direct instrument of the gods, and no matter how Your burden is to atone, to undo all the evils you have
hard they try, they cannot escape the burden of their done in your life, and to seek redemption before the
duty. gods. How you accomplish this is your choice, so
long as you remove any dark marks you leave behind.
4 Ultimately, your final martyrdom might be a grand act,
averting a great disaster or banishing a force of evil, or
it might be as humble as redirecting the life of an evil
person and causing them to seek redemption, passing
the torch to a new martyr of atonement.

Burden Spells

You gain burden spells at the martyr levels listed.

Martyr Level Spells

3rd cure wounds, sanctuary

5th calm emotions, lesser restoration

9th remove curse, speak with dead

13th death ward, fire shield

17th greater restoration, mass cure
wounds

Bonus Proficiencies

Starting at 1st level, you gain proficiency in heavy
armor.

Self-Sacrifice

Also at 1st level, you can dive in the way of an attack.
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your
reaction to change the target of the attack to yourself
instead.
Once you use this ability, you can’t use it again
until you finish a short or long rest.

Blooded Reprieve

Starting at 6th level, whenever you use your Torment
feature against a hostile creature and you reduce the
target to 0 hit points, you lose no hit points from using
the ability.

Draw Aggression

Beginning at 14th level, as a bonus action on your
turn, you can invoke the ire of your foes to protect
your allies. Until the beginning of your next turn, each
hostile creature you choose within 5 feet of you that
can see you has disadvantage on attack rolls against
creatures other than you, and advantage on attack rolls
against you.

Sin Eater

Starting at 18th level, you can use your action to
transfer negative effects from any number of willing
creatures within 60 feet to yourself. You can transfer
one of the following effects from each creature:
• One level of exhaustion
• One disease or poison

Martyr

• One curse, including the target’s attunement to a Havoc!
cursed magic item
Also at 1st level, you can stoke the flames of chaos with
• Any reduction to one of the target’s ability scores your sword. When you hit a hostile creature with a
• One effect reducing the target’s hit point maximum melee weapon attack, you can roll on the table below
• The blinded, charmed, deafened, paralyzed, to trigger an additional effect.
Once you use this ability, you can’t use it again
petrified, or poisoned condition until you finish a short or long rest.
The effect ends for the creature and targets you as if
you were the original target, with the effect’s original d10 Effect
duration. You can transfer multiple negative effects of 1 You trade places with the target.
the same type to yourself, affecting you only once each 2 Lightning strikes you and the target,
time you use this ability. dealing 3d6 lightning damage to each of
you.
Burden of Discord 3 The target must vocalize their innermost
thoughts for the next minute.
Martyrs of Discord are chosen at random to sow chaos 4 You cast darkness, centered on the target.
and stoke evil wherever they travel. They light things 5 You become invisible until the end of your
on fire, commit petty crimes, and even murder when next turn, as per the spell invisibility.
the fancy strikes. Given to their own predilections, 6 The target bursts into flames, taking 1d4
martyrs of discord are unified only by their charge to fire damage. The target continues to take
disrupt the status quo as much as possible. 1d4 fire damage at the beginning of their
No one is certain why the gods make martyrs of turns until a creature extinguishes the
Discord in the first place. Perhaps, it is at the whim of flames as an action.
one capricious or evil god, or perhaps the gods desire 7 The target’s skin transforms into a brittle
a balance between chaos and law, and must sometimes glass until the end of its next turn,
stoke the fire to restore this balance. reducing its AC by 3.
8 The target comically falls prone.
Burden Spells 9 Something explodes in the distance,
dealing 8d6 fire damage to any creature
You gain burden spells at the martyr levels listed. within a 20-foot radius of the exploding
object. The GM decides what explodes.
Martyr Level Spells 10 Roll on this table twice and apply both
results. If you get this result on one or
3rd hideous laughter, inflict wounds both secondary rolls, ignore it.

5th knock, shatter Blooded Reprieve

9th lightning bolt, stinking cloud Starting at 6th level, whenever you use your Torment
feature against a hostile creature and you reduce the
13th confusion, polymorph target to 0 hit points, you lose no hit points from using
the ability.
17th animate objects, passwall

Cantrips

Starting at 1st level, your divine mission grants you
a sliver of divine magic. You learn the shocking grasp
and thaumaturgy cantrips, and one other cantrip of
your choice from the cleric spell list. You do not lose
hit points for casting these spells. Wisdom is your
spellcasting modifier for these spells.

Mortal Burdens Description 5
Protects the innocent to redeem a life of mistakes
Name Chosen by the gods to spread chaos, wreak havoc, and disrupt the status quo
Burden of Atonement One goal: prevent the end of the world.
Burden of Discord Healers and miracle workers tasked with inspiring a lasting hope
Burden of the End A martyr chosen to slay a tyrant and free the world from their oppression
Burden of Mercy Prophets and diviners, chosen to spread a message the world may not be ready to hear
Burden of Revolution Evil martyrs, destined to conquer and subjugate the innocent
Burden of Truth
Burden of Tyranny

Mage Hand Press

Coin of Chaos keep the new rolls. Once you use this ability, you can’t
use it again until you finish a short or long rest.
Beginning at 14th level, you have a coin blessed with
the tides of chaos. Whenever you or a creature you can Sacrosanct Spell
see makes an attack roll, ability check, or saving throw,
you can flip a coin to add a bonus to the roll. The At 6th level, when you cast a spell with a casting time
bonus equals +4 on a heads, or +1 on a tails. Once you of 1 minute or longer or a spell that has the sole effect
use the coin, the coin goes to the GM, who can use it of restoring hit points, you lose no hit points from
to enhance any roll made by an NPC or monster. Once casting the spell, if you cast it at its lowest level.
the GM has used the coin, it passes back to you, and so
on. When you finish a long rest, you regain the coin, Embrace the Inevitable
whether or not the GM has used it.
Starting at 14th level, once on each of your turns, when
Pandemonium you cast a martyr spell of 1st level or higher which
calls for a saving throw to resist its effects, you can
At 18th level, you can use your Havoc! ability spend additional hit points equal to half the cost of the
whenever you make an attack roll or cast a spell spell to cause the creature to roll its first save against
targeting a hostile creature, without taking a rest. the spell with disadvantage.

Burden of the End Halt Apocalypse

The gods have seen a great cataclysm on the horizon By 18th level, the gods have blessed you with precious
and have tasked their martyr with protecting the world time enough to forestall catastrophe. At the end
from catastrophe. The exact nature of the coming of your turn, you can choose to take another turn
End may vary: sometimes the awakening or arrival of immediately. Once you use this ability, you can’t use it
an evil entity, sometimes the discovery and abuse of again until you finish a long rest.
a powerful artifact, and sometimes it is a singularly
destructive event that endangers the gods themselves, Burden of Mercy
but the martyr must be dedicated to give their lives to
stop it. To this end, the gods imbue their martyr with When the suffering of the world grows too heavy, and
ancient and powerful spells, tools once gifted only to the cries of the anguished grow too loud, the gods
prophets. deliver a martyr to ease the strife and bring peace
When the coming cataclysm threatens the world, a to the masses. This burden, however, has no end. A
martyr would be ill-served to ignore their call, for the martyr may spend all their days healing the sick and
cataclysm imperils them directly, as well as the lives of driving demons out of the possessed, but they will
their family and their companions. The life of a martyr scarcely impact the world at large. Indeed, the onus
is always forfeit, but the rest of the world can yet be upon them is not to mend every wound or comfort
saved. every widow, but to provide hope in the darkest of
times that the gods have not forsaken their people, that
peace will soon reign, and that light will be victorious.

Burden Spells Burden Spells

You gain burden spells at the martyr levels listed. You gain burden spells at the martyr levels listed.

Martyr Level Spells Martyr Level Spells

3rd guiding bolt, protection from evil 3rd healing word, sanctuary
and good
5th enhance ability, lesser restoration
5th blindness/deafness, darkness
9th remove curse, revivify
9th call lightning, counterspell
13th death ward, freedom of movement
13th blight, control water
17th mass healing word, raise dead
17th flame strike, insect plague

Cantrips Cantrips

Starting at 1st level, your divine mission grants you Starting at 1st level, your divine mission grants you a
a sliver of divine magic. You learn the sacred flame sliver of divine magic. You learn the spare the dying
and thaumaturgy cantrips, and one other cantrip of and thaumaturgy cantrips, and one other cantrip of
your choice from the cleric spell list. You do not lose your choice from the cleric spell list. You do not lose
hit points for casting these spells. Wisdom is your hit points for casting these spells. Wisdom is your
spellcasting modifier for these spells. spellcasting modifier for these spells.

Herald of the End Balm

Also at 1st level, your magic is empowered with Also at 1st level, you can use a bonus action to restore
foreknowledge of the end times, heightening its force. 1 hit point to a creature within 60 feet or remove the
When you cast a martyr spell that deals damage, you blinded, deafened, or poisoned condition from a willing
creature you touch. Once you use this feature, you must
6 can choose to reroll all of its damage dice, and must finish a short or long rest before you can use it again.

Martyr

Sacrosanct Spell

At 6th level, when you cast a spell with a casting time
of 1 minute or longer or a spell that has the sole effect
of restoring hit points, you lose no hit points from
casting the spell, if you cast it at its lowest level.

Shared Respite

Beginning at 14th level, when you use your Respite
ability to expend hit dice and regain hit points, one
willing creature you choose within 60 feet can
also regain hit points equal to the highest number
rolled on a hit die + your Constitution modifier.

Anointed Healer Blooded Reprieve

By 18th level, your status as a divine healer is Starting at 6th level, whenever you use your Torment
enshrined in sainthood. Whenever you restore hit feature against a hostile creature and you reduce the
points to a creature, you can add your martyr level to target to 0 hit points, you lose no hit points from using
the number of regained hit points. You can add this the ability.
additional healing to a creature once, and regain the
ability to do so for each creature when you finish a Unyielding Banner
long rest.
At 14th level, your banner is a symbol of resistance.
Burden of Revolution You and friendly creatures within 10 feet of you can
add your Wisdom modifier to initiative rolls, and are
Kings and leaders are bound by an unspoken immune to being charmed or frightened.
covenant to the gods to govern their people justly and
peacefully. When a monarch turns their back on the Kingslayer
gods, embraces tyranny, or uses cruel measures against
their own people, a martyr is called to end their By 18th level, you are the bane of despots, usurper of
reign. Rarely, does a Martyr of Revolution come with tyrants. When you reduce a hostile creature to 0 hit
peaceful measures, for when a king must fall, only the points, choose one of the following effects:
sword can provide the necessary leverage. • All of the creature’s spells and effects immediately
Such martyrs are not only called to battle kings; any
person of influence that oppresses others and abuses end, including all spells with permanent effects.
their power might wrong the gods enough to earn the Spells contingent on the target’s death do not
ire of a martyr. In dark times, a martyr might be tasked trigger.
with clearing a continent of despots and oppressors, • Each creature within 120 feet of the target which
calling for a full-scale military campaign of liberation. is aligned with it and has a lower challenge rating
than it must make a Wisdom saving throw against
Burden Spells your spell save DC or be frightened of you for 1
minute.
You gain burden spells at the martyr levels listed. Spells • You can use your bonus action to move up to 15
marked with an asterisk are included in Chapter 2. feet and make another melee weapon attack.

Martyr Level Spells Burden of Truth

3rd command, heroism Tasked with unveiling the world’s deceptions and
delivering to the people a profound truth, martyr’s
5th hold person, magic weapon tasked with the Burden of Truth face an endless battle
with the disillusionment and lies. Such a martyr
9th haste, pillar of salt* must earn the peoples’ hearts and minds, turning
their favors away from evil influences and toward
13th stoneskin, wall of fire divine ones. It is an uphill battle, but one that rarely
requires grievous violence, except in the most dire of
17th hold monster, telepathic bond circumstances.
Martyrs of Truth are often deemed prophets, for
Bonus Proficiencies their gods entrust them with knowledge of the future,
insights into the past, and sacacious perspective on the
Starting at 1st level, you gain proficiency in heavy present. Such information is proof of their messages’
armor. divine origin, and is a necessary balm, for the truths
such martyrs are called to preach are often a bitter pill
Bulwark of Rebellion for listeners to swallow.

Also at 1st level, you can use a bonus action to gain
temporary hit points equal to 1d10 + your martyr
level, which last for 1 hour. Once you use this feature,
you must finish a short or long rest before you can use
it again.

7

Mage Hand Press

Burden Spells Burden Spells

You gain burden spells at the martyr levels listed. You gain burden spells at the martyr levels listed.

Martyr Level Spells Martyr Level Spells

3rd charm person, identify 3rd bane, command

5th augury, detect thoughts 5th find steed, hold person

9th sending, speak with dead 9th bestow curse, fear

13th divination, freedom of movement 13th banishment, dominate beast

17th legend lore, scrying 17th dominate person, geas

Moral Erudition Bonus Proficiencies

Starting at 1st level, you can add your Wisdom Starting at 1st level, you gain proficiency in heavy
modifier instead of your Charisma modifier to armor.
Charisma (Persuasion) checks. Additionally, others
can naturally sense when you are telling the truth. Diabolic Ultimatum

Maxim of Truth Also at 1st level, you can drive your enemies to harsh
choices with a glace. Choose one creature you can see
Also at 1st level, your force of personality compels which can see you within 60 feet to make a Wisdom
others to truthfulness. You can use your bonus action saving throw (DC equals 8 + your proficiency bonus +
to cast the spell zone of truth (DC equals 8 + your your Wisdom modifier). On a failed save, the creature
proficiency bonus + your Wisdom modifier), centered is charmed or frightened by you (the target’s choice)
on yourself with a 5-foot radius area. This effect lasts for up to 1 minute. It can repeat this saving throw on
for 1 minute. Once you cast this spell in this way, you each of its turns, ending the effect on a success.
can’t use it again until you finish a short or long rest. Once you use this ability, you can’t use it again
until you finish a short or long rest.
Sacrosanct Spell
Blooded Reprieve
At 6th level, when you cast a spell with a casting time
of 1 minute or longer or a spell that has the sole effect Starting at 6th level, whenever you use your Torment
of restoring hit points, you lose no hit points from feature against a hostile creature and you reduce the
casting the spell, if you cast it at its lowest level. target to 0 hit points, you lose no hit points from using
the ability.
Foretold Escape
Crush Resistance
Starting at 14th level, when an attacker that you can
see makes an attack roll against you, you can use your By 14th level, your strikes drain the vitality of others.
reaction to impose disadvantage on the attack. Once on each of your turns, when you hit a hostile
creature with a melee weapon attack, you gain 1d8
Eyes of Prophecy temporary hit points. Alternatively, if you reduce a
charmed or allied humanoid to 0 hit points with a
By 18th level, you are entrusted with glimpses of the melee weapon attack, you gain 3d8 temporary hit
future, allowing you to replace the roll of one attack points. Temporary hit points gained from this ability
roll, ability check, or saving throw you make with a 20. last for 1 minute.
Once you use this feature, you can’t use it again until
you finish a long rest. Totalitarian

Burden of Tyranny By 18th level, you can demand complete fealty from
dire enemies. You can cast the spell dominate person
When malevolent gods find the world pacified and once without using hit points or counting against your
defenseless, they send a martyr of tyranny to conquer total number of martyr spells per day. Whenever you
its kingdoms, subjugate the weak, and spread misery cast dominate person, the target has disadvantage on its
with their blade. Once unleashed, this martyr stops saving throw and does not make a new Wisdom saving
at nothing to establish an empire to rule over with throw against the spell when it takes damage. Once
an iron fist. They demand bloodshed from their you cast this spell without using hit points, you can’t
foes and pledges of absolute fealty from their allies, do so again until you finish a long rest.
taking gleeful satisfaction with every power grab and
malicious turn. It is not enough to rule: they must
be feared, and any resistance must cower in their
shadows. Only then will the gods let them die, likely
stabbed in the back by someone crueler or more
pitiless.

8

Martyr

Chapter 2: Spells New Spells

This chapter details new divine spells available to These spells are new to the martyr class and are listed
martyrs. First, it presents the list of spells available to in alphabetical order.
the martyr, then it details new spells in alphabetical
order. Burnt Offering

Martyr Spells 1st-level abjuration (ritual)
Casting Time: 10 minutes
Martyrs can choose from the following spells when Range: Self
they prepare spells after a long rest. Spells marked with Components: V, S, M (a pyre and slain animal)
an asterisk are new to this class. Duration: 24 hours
1st Level By constructing a pyre and burning an animal’s corpse,
bless you court the favor of the gods. For the duration,
burnt offering* you can add your Wisdom modifier, instead of your
command Dexterity modifier, to your Armor Class.
cure wounds At Higher Levels. If you cast this spell using a
detect evil and good spell slot of 3rd level or higher, you can also reroll one
detect magic saving throw you make during the duration. You can
detect poison and disease choose to reroll the saving throw after you roll the die,
guiding bolt but must decide before the outcome is determined and
heroism must use the new roll.
indemnify*
inflict wounds Halo of Flame
protection from evil and good
purify food and drink 2nd-level evocation
shield of faith Casting Time: 1 action
2nd Level Range: Self (10-foot radius, 5-foot wide ring)
aid Components: V, S
halo of flame* Duration: Instantaneous
lesser restoration A ring of flame ignites above your head, and then
locate object springs outward, coming to rest in a burning circle.
magic weapon The circle is composed of a 5-foot wide line of flame,
protection from poison curving to form a 10-foot radius ring around you.
zone of truth Each creature you choose within the area must make
3rd Level a Dexterity saving throw. On a failed save, a creature
create food and water takes 4d6 fire damage, or half as much on a successful
daylight save.
dispel magic
magic circle 9
pillar of salt*
remove curse
revivify
snakestaff*
4th Level
banishment
death ward
locate creature
stoneskin
5th Level
dispel evil and good
flame strike
geas
hallow
insect plague
raise dead

Mage Hand Press

At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

Indemnify

1st-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 hour
You fling a drop of blood at a target you can see within
range, marking them for reckoning. The target must
make a Constitution saving throw. On a failed save,
the target takes 1d8 radiant or necrotic damage (your
choice) whenever you lose hit points for the duration.

Pillar of Salt

3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of lantern oil and a

pinch of sulfur)
Duration: Instantaneous
You deliver a mote of divine wrath to a point you
can see within range. Each creature you choose in
a 10-foot radius sphere centered on that point must
make a Constitution saving throw. On a failed save, a
creature takes 7d6 necrotic damage, or half as much on
a successful save. If this damage reduces a target which
failed its saving throw to 0 hit points, it is transformed
into a pillar of salt.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.

Snakestaff

3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a quarterstaff)
Duration: Concentration, up to 1 hour
You cast a staff to the ground, which writhes and grows
into a giant constrictor snake under your control,
which acts on its own initiative count. The snake
is friendly to you and your companions. The snake
will obey any verbal commands that you issue to it
(no action required by you). If you don’t issue any
commands, it defends itself from hostile creatures, but
otherwise takes no actions. If the snake is reduced to 0
hit points, it dies and reverts to a broken staff. The GM
has the creature’s statistics.

10

Martyr

Producers

Alonzo C Washington Jack Heimbach Ken Fairbank Robert Field
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Complete Martyr Copyright 2020, Mage Hand Press LLC; authors Michael Holik
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