Stygian
With flaring red eyes, a human drips blood from her
fingernails as a fireball turns the enemy mind flayers
to cinders and their burning heals her allies.
Limping from a near death injury, a half-orc labeled a
heretic reverberates a wave of shattering sound augmented
by a sacrifice of their own life energy. Those calling them a heretic soon drop to the ground.
Enshrouded in darkness, a nimble elf dances around blinded foes on the battlefield and hears a cry from one of his allies. He reaches out and magically takes her wound on his own body, carrying the weight of the axe that struck her.
Stygians are empowered by their worship of vampiric gods. Some worship one specific goddess or venerate a pantheon, some devote themselves to a particular aspect of a many-faced god. Their talents cannot be read in a book and are not given to them as some gift, but earned with the blood, sweat and tears of the faithful - whether they're called heretics or not.
Venerators
While all stygians worship the vampire gods, they do so in many different ways according to traditions, the gods' rites and personal desires. Some burn great monsters or heaps of divine priests in pyres, some stay in secret to make assassinations according to the plans of the sanguine, and others make a legacy for themselves and increase that of whom they worship. You can roll or choose your veneration on the table below.
d6 | Veneration |
---|---|
1 | Building pyres of fallen foes |
2 | Counting every divine priest and warrior killed |
3 | Lifting grave-locks and freeing vampires |
4 | Gathering large quantities of blood |
5 | Bringing others into venerating worship |
6 | Revenge slaying those who have killed a vampire |
Quick Build
You can make a stygian quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the acolyte background. Third, choose the eldritch blast, guidance, and poison spray cantrips, along with the 1st-level spells absorb elements, false life, healing word and inflict wounds.
Multiclassing
The prerequisites for multiclassing into a stygian are a Constitution and Wisdom score of 13. When you multiclass into stygian, you gain proficiency with light and medium armor.
Stygian
Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Cult Cloak, Spellcasting | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Rivers of Blood, Unstopping Heart |
3 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Stygian Partition, Hemomancer | 3 | 7 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score improvement | 3 | 8 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | ─ | 4 | 10 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Stygian Partition feature | 4 | 11 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 4 | 12 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score improvement | 4 | 13 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | ─ | 5 | 15 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Rivers of Blood improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score improvement | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Stygian Partition feature | 6 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 6 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score improvement | 6 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Hemomancer improvement | 6 | 23 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Stygian Partition feature | 6 | 24 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score improvement | 6 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Seas of Blood | 6 | 26 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a stygian, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per stygian level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per stygian level after 1st
Proficiencies
- Armor: light armor, medium armor
- Weapons: None
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Deception, History, Insight, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a cloak worth 10 gp or (b) a cloak worth 50 gp
- (a) two daggers or (b) a shortbow
- (a) a priest's pack or (b) a dungeoneer's pack
- a quarterstaff
Cult Cloak
Starting at 1st level, you are well versed in the ways of hidden power. When you wear your cloak worth 10 gp or the cloak worth 50 gp, they give you AC as if they were leather armor or scale mail respectively. You can fashion other cult cloaks that give you AC equal to other armors you are proficient in, or modify an existing cloak (even if it's magical), spending a number of gold equal to or more than the armor's cost.
Spellcasting
Your worship of vampire gods has rewarded you with a fraction of their power, bestowed upon your faith. Your attunement to their existence fuels your spells.
Cantrips
At 1st level, you know three cantrips of your choice from the stygian spell list. You learn additional stygian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Stygian table.
Spell Slots
The Stygian table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these stygian spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the stygian spell list. The Spells Known column of the Stygian table shows when you learn more stygian spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the stygian spells you know and replace it with another spell from the stygian spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is the spellcasting ability for your stygian spells. Your power comes from attunement to the vampire gods. You use your Wisdom whenever a dancer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a stygian spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Ritual Casting
You can cast a stygian spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Self Focus
When you cast spells that require a material component, you ignore that component unless it has a value, such as the diamond dust worth 100 gp for the greater restoration spell, in which case the components are required.
Rivers of Blood
Starting at 2nd level, you know that your blood and your magic are twinned spirits, and how to augment them together. You gain both features below.
Cantrips of Blood
You cannot use both features below on the same cantrip until you reach 10th level as a stygian.
Wound. When you deal damage with a cantrip, you can lose a number of hitpoints equal to your cantrips known on the Stygian table and add it to the cantrip's damage.
Chase. When you cast a cantrip, you can lose a number of hitpoints equal to your cantrips known on the Stygian table and increase the range by 5 feet times your hitpoints spent.
Spells of Blood
You cannot use both features below on the same spell until you reach 10th level as a stygian.
Spire. When you deal damage with a spell of 1st-level or higher, you can lose a number of hitpoints equal to your spells known on the Stygian table and add it to that damage.
Chalice. When you deal damage with a spell of 1st-level or higher, you can lose a number of hitpoints equal to your spells known on the Stygian table. For that amount you can heal a number of creatures you can see equal to your Wisdom modifier. You cannot heal yourself with Chalice.
You can't reduce this hitpoint loss in any way.
Unstopping Heart
Also at 2nd level, you channel atavistic resilience. Once per turn when using Rivers of Blood would reduce you to 0 hitpoints, you are instead reduced to 1. Additionally, you are proficient in death saving throws, and if the result of a death saving throw you make is 18 or higher, you regain 1 hitpoint.
Stygian Partition
At 3rd level, choose a stygian partition, which embody the qualities of the vampire god you worship: partition of the heart, partition of the flame, or partition of the soil, which are detailed at the end of the class description.
Your choice grants you features when you choose it at 3rd level and again at 6th, 14th, and 18th level.
Partition Spells
Each partition has a list of spells - its partition spells - that you gain immediately or at the stygian levels noted in the partition description. Once you gain a partition spell, you always know it, and it doesn't count against the number of spells you know. A partition spell is always a stygian spell for you.
Hemomancer
At 3rd level, if you cast a hemomancy spell, you only take half as much necrotic damage from casting the spell. You still cast that spell as if you had spent that many hitpoints.
At 17th level, you only take one necrotic damage from casting the spell (and still cast as if you had spent the maximum amount of hitpoints).
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20.
Seas of Blood
Beginning at 20th level, you an translate your ichor into true power. As a bonus action, you can create a spell slot of any spell level, spending hitpoints equal to your number of spells known.
Once you create a spell slot of a spell level, you can't create another one of the same level until you finish a long rest.
Stygian Partition
The partition of your stygian lies in the specifics of their worship. Do they venerate one or a group of undead gods centered on a specific symbol - fire, earth, metal, water, or wood? Or does your stygian venerate themselves, with ambition to join the gods at the end of their journey?
Partition of the Heart
You are the understudy to the vampire god's disciples, and you know you are to supercede them to fulfill your sanguine life.
Partition of the Heart Spells
Stygian Level | Spell |
---|---|
3 | bless |
3 | levitate |
5 | revivify |
7 | aura of purity |
9 | awaken |
11 | word of recall |
Hand Over Heart
Beginning at 3rd level, you know the sacred flame cantrip. It requires a Constitution saving throw for you, and you can add your Constitution modifier to the damage roll.
Weight of the World
Also at 3rd level, when a creature you can see within 30 feet of you takes damage, you can take that damage instead as a reaction. This doesn't transfer any other effects that might accompany the damage, and is first reduced by half your level (rounded up). This damage can't be further reduced by any other abilities, features, or spells, but can be reduced by resistances or immunities. Taking this damage never requires a concentration saving throw from you.
You can take this reaction a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
Shield of Blood
At 6th level, a creature you heal has resistance to the next damage it takes until the end of its next turn.
Holy Flight
Starting at 14th level, when you use Weight of the World or heal a creature, you gain a flying speed of 60 feet until the end of your next turn.
Titanic Resistance
At 18th level, when you use Weight of the World, you can reduce the damage you take to 0.
Partition of the Flame
You are the energy, the crest of life within the religion of the vampire gods.
Partition of the Flame Spells
Stygian Level | Spell |
---|---|
3 | burning hands |
3 | continual flame |
5 | fireball |
7 | wall of fire |
9 | immolation |
11 | investiture of flame |
Hand Over Flame
Beginning at 3rd level, you know the produce flame cantrip. When you hurl the flame, it requires a Constitution saving throw for you (instead of making a ranged attack), you can hurl it at a creature within 60 feet of you, and you can add your Constitution modifier to the damage roll.
Light the Way
Also at 3rd level, you can set your entire body on fire when you cast produce flame. Any creature that starts its turn next to you while you are entirely on fire takes half the damage from your produce flame as if they had failed the save. If you end your turn without spending your entire movespeed, you also take half the damage as if you had failed the save. Taking this damage never requires a concentration saving throw from you.
You can set yourself entirely on fire a number of times equal to your Wisdom modifier, and can douse yourself any time on your turn. You regain all expended uses when you finish a long rest.
Flames Take Me
At 6th level, you are immune to the fire damage of your own spells of 1st level or higher and have resistance to fire damage.
Candlecrown
Starting at 14th level, while you are entirely on fire, you can spend any amount of movespeed to teleport adjacent to a fire you can see on your turn, including from your spells.
Divine Flicker
At 18th level, you can achieve a divine flicker of the eternal flame. As an action, you can gain temporary hitpoints equal to your hitpoint maximum.
Once you take this action, you can't take it again until you finish a long rest.
Partition of the Soil
You are the birth, the changing of life within the religion of the vampire gods. Stygians like you are the rarest; little changes in a stable world of vampiric rule.
Partition of the Soil Spells
Stygian Level | Spell |
---|---|
3 | abosrb elements |
3 | dust devil |
5 | spirit guardians |
7 | banishment |
9 | circle of power |
11 | transport via plants |
Hand Over Soil
Beginning at 3rd level, you know the mold earth cantrip. When you cast it, you can manipulate it instantaneously to target a creature within 60 feet. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage, and you can add your Constitution modifier to the damage roll.
The cantrip's damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
Clear the Path
Also at 3rd level, you can use the earth to clear the path in front of you as an action. The ground in 15-foot wide line stretching 45 feet out from you becomes simple terrain if it was difficult, and any creature within the line must make a Strength saving throw or be pushed to the closest side outside of the line.
You can clear the path a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
Resilient Earth
At 6th level, you gain proficiency in Constitution saving throws.
Traverse the Ground
Starting at 14th level, you gain a burrowing speed of 30 feet. You can burrow through dirt and sand, but not stone or other solid foundations.
Decompose
At 18th level, you gain the power of decay and renewal. As an action you can consume and decompose a Medium, Large, or Huge corpse, and you regain any number of your hitpoints.
Once you take this action, you can't take it again until you finish a long rest.
Art Credits in Order of Appearance
Glass Red Wine, creative commons
Callilust, Daniel Kamarudin
noname, Daena Key
Ayrden, the Oracle, F3LC4T
2020 - Shermie, REDEYE_REI KIM
Partition of the Waves
Partition of the Waves Spells
Stygian Level | Spell |
---|---|
3 | sleep |
3 | invisibility |
5 | slow |
7 | greater invisibility |
9 | misleading |
11 | soul cage |
Partition of the Gold
Partition of the Gold Spells
Stygian Level | Spell |
---|---|
3 | armor of agathys |
3 | silence |
5 | blood money+ |
7 | ice storm |
9 | modify memory |
11 | flesh to stone |
Partition of the Wode
Partition of the Wode Spells
Stygian Level | Spell |
---|---|
3 | ** |
3 | spike growth |
5 | plant growth |
7 | ** |
9 | wall of thorns |
11 | ** |
Stygian Spells
Below is the spell list for you to choose your stygian spells from. Stygian gains all spells from the Dark Arts Player's Companion on its spell list. A spell marked with * is contained in this document, and a spell marked with + is contained in meow magic.
Cantrips (0 Level)
- Chill Touch
- Eldritch Blast
- Fire Bolt
- Friends
- Gloves of Ember+
- Guidance
- Hallowed Hands+
- Holdingchain+
- Infestation
- Lightning Lure
- Poison Spray
- Resistance
- Sweet Dreams+
- Thorn Whip
- Thundersnap+
1st Level
- Absorb Elements
- Alarm
- Bane
- Cause Fear
- Ceremony
- Charm Person
- Command
- Cure Wounds
- Deadline+
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Enchanting Gaze+
- False Life
- Fog Cloud
- Guiding Bolt
- Healing Word
- Inflict Wounds
- Lantern Walker+
- Ray of Sickness
- Sleep
- Thunderwave
2nd Level
- Aid
- Alter Self
- Carry On+
- Cover of Night+
- Darkness
- Dark Sphere+
- Enthrall
- Eyes of Ichor+
- Healing Spirit
- Hold Person
- Inner Fire+
- Lesser Restoration
- Locate Animals or Plants
- Misty Step
- Phantasmal Force
- Prayer of Healing
- Ray of Enfeeblement
- See Invisibility
- Shatter
- Warding Bond
- Zone of Lies
- Zone of Truth
3rd Level
- Animate Dead
- Aura of Vitality
- Beacon for the Deluded+
- Beacon of Hope
- Bestow Curse
- Birdsight+
- Blink
- Bloody Storm+
- Cruorstorm+
- Entomb+
- Fly
- Glyph of Warding
- Heaven's Plumage+
- Lesser Consumption+
- Liliander's Hellspear+
- Magnetic Beam+
- Mass Healing Word
- Onyx Skull+
- Phantom Steed
- Saving Grace+
- Speak with Dead
- Through the Fire and Flames+
- Thunderbolts+
- Vampiric Allies+
- Vampiric Touch
4th Level
- Aura of Life
- Animate Dead Swarm+
- Bewitching Apple+
- Blight
- Charm Monster
- Death Ward
- Divination
- Incinerate Dead+
- Leaping Hands+
- Phantasmal Killer
- Planar Hounds+
- Polymorph
- Rain of Fists+
- Shadow of Moil
- Sickening Radiance
- Swallow+
- Thirst of the Bloodwyrm+
- Vitriolic Sphere
5th Level
- Antilife Shell
- Black Fireball+
- Bloodstone Path+
- Cloudkill
- Cone of Cold
- Contagion
- Corrode Inner Flesh+
- Danse Macabre
- Deface+
- Destructive Wave
- Dominate Person
- Dream
- Eclipse Locale+
- Enervation
- Flame Strike
- Geas
- Greater Entomb+
- Greater Restoration
- Hold Monster
- Mass Cure Wounds
- Naga's Poison+
- Negative Energy Flood
- Planar Binding
- Raise Dead
- Scorchline Artifact+
- Soul Burning Implosion+
- Storm of Crows+
- Teleportation Circle
- Walk of Ungoliant+
6th Level
- All the Lights are Souls+
- Bones of the Earth
- Chain Lightning
- Circle of Death
- Create Undead
- Death of the Author+
- Disintegrate
- Harm
- Heal
- Mass Suggestion
- Mental Prison
- Trojan Focus+
- True Seeing
7th Level
- Animate Creature+
- Delayed Blast Fireball
- Divine Word
- Fire Storm
- Greater Consumption+
- Plane Shift
- Power Word Pain
- Regenerate
- Resurrection
- Temple of the Gods
8th Level
- Antimagic Field
- Dominate Monster
- Feeblemind
- Holy Aura
- Incendiary Cloud
- Mind Blank
- Power Word Stun
- Soul in the Mirror+
9th Level
- Animate Lord+
- Astral Projection
- Delusion of Fear+
- Gate
- Imprisonment
- Mass Heal
- Mass Polymorph
- Power Word Birth+
- Power Word Heal
- Power Word Kill
- True Resurrection