Closing their eyes and taking a deep breath, a figure clothed in rags and scraps walks througha warzone. Every arrow barely wizzes past them, every sword swings to low. Slowly, they make their way through the carnage before kneeling before an ancient idol.
Clothed in chains and cloth, a masked figure lay shuddering in the road. Abandoned by their fellows and left to die, he turns to face the war band of orcs chasing him and with a shuddering hand, he lifts off his mask.
The paraiah is a castaway, rejected by their fellows finding strength in their conviction and will
|Level||Proficiency Bonus||Features||Persecution Dice|
|1st||+2||Untouchable, Unarmored Defense||-|
|2nd||+2||Persecution dice (d8)||2|
|3rd||+2||Exile, first exile bonus||2|
|4th||+2||Ability score increase||3|
|7th||+3||second exile bonus, Persecution dice (d10)||4|
|8th||+3||Ability score increase||5|
|11th||+4||third exile bonus||6|
|12th||+4||Ability score increase||6|
|13th||+5||Persecution dice (d12)||6|
|17th||+6||fourth exile bonus||8|
|19th||+6||Ability score increase||8|
As a pariah, you gain the following class features
- Hit Dice: 1d8 per Pariah level
- Hit Points at 1st Level: 8 + your constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier
- Armor: none
- Weapons: Daggers, Sling, Club, Quarterstaff
- Tools: Weaver's tools
- Saving Throws: Wisdom, Intelligence
- Skills: Choose any two skills
You start with the following equipment, in addition to the equipment granted by your background:
- (a) or (b)
Any time you are attacked, you may use you reaction to force the attacker to make a wisdom (DC 8 + your wisdom modifier) saving throw or take 1d6 psychic damage. The damage dealt by this feature is dealt before the triggering attack, and becomes 2d6 at level 5, 3d6 at level 10, and 4d6 at level 15 in this class
Additionaly, your unarmed strikes deal the same damage.
While wearing no armor your armor class is 10 + your dexterity modifier + your wisdom modifier. You can be using a shield and still gain these bonuses
You cannot expect aid from those around you. You gain an amount of Persecution Dice as listed in the persecution dice table of the leveling chart. the dice type changes at level 7 and 13. any time you roll a d20 you may expend one of these dice and roll it, adding it to your total. You regain one dice following a short rest and all dice following a long rest
The nature of your pariahdom is revealed. Choose one of the Exiles listed at the end of this chapter. This exile will give you features as you level up
Ability score increase
At 4th, 8th, 12th, 16th and 19th level you may increase one stat of your choice by 2 or two stats of your choice by 1. You cannot raise a stat above 20 in this way
Any time you roll initiative you may expend and roll a persecution dice and add it to your total
You have advantage on wisdom saving throws
if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn
When moving towards you, creatures must spend an extra foot of movement for every two feet travelled
at 16th level you reduce all damage dealt to you by 4, to a minimum of 1. This does not apply to self-inflicted damage.
at 19th level, if you start a combat with no more than half of your Persecution dice You immediately gain 4 uses.
By the time you are 20th level, you have thrown off the mental and physical barriers of your pariahdom. Your Wisdom and Constitution ability score increase by 4. Their maximum is now 24.
You have proficiencies with two instruments of your choice, as well as darts and spears.
When you take this exile you learn the gust and resistance cantrips. Your wisdom is your spellcasting modifier for this
Your social revulsiveness begins to alter the world around you. At third level after an attack is made against you but before you know the outcome you may use your reaction to expending a Persecution Dice, rolling it and subtract that total from the attack's roll. You can also do this to damage dealt to you
Alternatively, you can use your reaction to decide if your Untouchable feature deals damage on a succesful or unsuccesful attack.
At sixth level you can take an action to force all creatures in 60' that can see you to make a wisdom save (DC 8 + your wisdom modifier + your proficiency bonus). On a failed save, they must spend their next turn either attacking you or moving towards you. All attacks made against you during this time have disadvantage. On a succesful save, the creatures are not affected.
By 11th level creatures looking at or near you are apalled and cannot focus. you may take the dodge action as a bonus action on your turn
At 17th level when you are attacked, you may make a DC 17 dexterity save and on a success, deal the same damage as psychic to all creatures within 20' of you. You may only do this a number of times per day equal to your wisdom modifier, minimum 1.
This exile has taught you certain skills for hiding and protecting yourself. You become proficient with healer's kits and shortswords, if you were not already.
Disease has ridden your body, wielding surprising advantages.
- At any time, you can make a constitution save with advantage and double your proficiency bonus against the saving throw of a Disease you are infected with to reset its incubation time
- Diseases cannot apply levels of exhaustion to you, nor can they kill you outright, set you to 0 hit points, or bring you below 0 hit points with damage
When you take this exile at third level you learn the Infestation and Poison spray cantrips. Your wisdom is your spellcasting modifier for this
Also at third level, your body has learned to coexist with its disease. You gain the following benefits
- you can chose to have your untouchable feature deal necrotic or psychic damage
- you can touch a creature that is diseased and cure them of the disease, infecting yourself with it. You cannot use this feature on one creature more than once every 24 hours
- any time a creature takes damage from you, you may opt to try and infect it with a disease you are infected with. The disease will begin to manifest symptoms immediately, and if it does not have a saving throw to avoid being infected, the target creature may make a DC (8 + your wisdom modifier + your proficiency bonus) constitution save to avoid being infected. You may use this feature a number of times equalling your proficiency modifier, and regain all uses following a long rest
#### At sixth level
at 11th level when using the untouchable feature you can force a constitution save (DC 8 + your wisdom modifer + your proficiency bonus) against the victim. On a succesful save, they take 1d4 of poison damage. on a failed save, they take 1d8 of necrotic damage and are leprous. A leprous creature takes 4 more admage from every damage source and takes a d8 of poison damage after any sort of rest. A leperous creature ay re-attempt this saving throw at the start of their turn and following any sort of rest
at 17th level you learn to control your plague, and more importantly, how it spreads. You can cast the Contagion spell once without expending a spell slot, with wisdom as your spellcasting modifier. You may expend either two of your Persecution Dice, two of your Hit Dice, or one of your Hit Dice and one of your Persecution Dice to cast it again
When you take this exile You learn the Spare the dying and Word of radiance cantrips. Your wisdom is your spellcasting modifier for this and you can cast them while at 0 hitpoints
You gain proficiency in whips and flails, as well as knowledge (religion) ability checks
Protection of the Gods
At third level your faith is your shield. While wearing no armor your armor class equals 12 + your dexterity bonus.
At sixth level you can utilize your conviction to damage those who reject you. Your untouchable attack now has a range of 60'. It deals radiant damage
Also at 6th level, When your untouchable feature is activated you can chose instead to heal that amount to yourself
at 11th level your suffering can be felt by those around you. any creature who activated your untouchable trait in the turn previous has damage you deal to it doubled.
by 17th level, your god has recognized your suffering and granted you divine powers for it. You learn three cleric cantrips of your choice and can cast the cleric spell Holy Aura once per day with wisdom as your spellcasting modifier. Additionaly, an amount of times per day equal to your wisdom modifier you can expend a Persecution dice and cast either holy aura or another cleric spell of fourth level or under. You cannot use thisf eature to cast more spells in a day than a cleric of equal level would be able to.