# Blood Mage
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, watching as their blood splatters the ground and her face. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons, and as the battle comes to a close, her axes fall to the floor, becoming simple pools of blood. She kneels by a fallen enemy, the blood draining from it's body. The dwarf walks away, unscathed beyond two scabbed palms.

A Blood Mage has mastered the art of the body. Using the natural energy of life, they sculpt the world to their liking. They concentrate on either self-preservation via the stealing of another's blood, or by manipulation through control of the enemy's blood. 

The original Blood Mages studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another the nature of this dark magic, and the field of users has grown silently in the shadows. 

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### Power in the Blood 
Blood mages understand that life itself is power, and that this power manifests itself through the blood that courses through all living things. A blood mage may or may not respect the power that comes with using their own vitality to cast spells.
Blood mage spells mostly deal with the manipulation of blood (their own or others), for the purposes of domination, protection, or offense. 

### Strength by Sacrifice 
A blood mage recognizes that manipulating their life essence can be a dangerous and auspicious endeavor. If they abuse their power and ignore the limitations of their own bodies, they could easily destroy themselves. This risk, however, is not without its own rewards -- by manipulating their bodies at will, they are rewarded with enormous power. 

### Creating a Blood Mage
When creating a blood mage, consider what led your character to this way of life.  Are they the descendants of blood mages, or did your character encounter a blood mage and become enamored with the power they commanded? Lust for power and disregard for the convention are excellent driving forces behind a longing for the powers of blood magic. What are you attempting to accomplish? Do you respect the life force that you desire to command? Perhaps your character feels drawn to blood magic more for its closeness to unadulterated life, or maybe you seek to become greater than life itself through forcible subversion.

#### Quick Build 
You can make a blood mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma then Dexterity. Second, choose the charlatan background.

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## Class Features
As a Blood Mage, you gain the following class features. 

#### Hit Points
___
* **Hit Dice:** 1d8 per Blood Mage level
* **Hit Points at 1st level:** 8 + your Constitution modifer
* **Hit Poitns at Higher Levels:** 1d8 (or 5) + your Constitution modifier Blood Mage level after 1st 

#### Proficiencies 
___
* **Armor:** Light armor
* **Weapons:** Simple weapons and crossbows
* **Tools:** None 
* **Saving Throws:** Constitution and Charisma 
* **Skills** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Persuasion, and Religion.

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background: 
* Leather armor
* *(a)* a light crossbow and 20 bolts or 
* *(a)* an explorer's pack or *(b)* a scholar's pack
* *(a)* an arcane forcus or *(b)* a component pouch

### Spellcasting 
You are a mage that uses their own vitality to cast their spells
___
* **Cantrips.** At first level, you know 4 cantrips of your choice from the Sorcerer's spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.
* **Blood Magic.** To cast one of these blood mage spells, you must lose a certain amount of hit points. When you damage yourself this way, you do not make a concentration check, and you go to 1 hit point when you cast a spell that has a higher hit point cost than your current HP. You are unable to cast spells that heal. 
* **Spells Known of First Level or Higher.** Charisma is your spellcasting ability for your blood mage spells, because your spells rely on your ability to manipulate yourself without major physical harm.  
* **Spellcasting Cost.** You have one normal spellcasting slot, which increases as you level. If you wish to cast spells beyond this slot, however, you must sacrifice HP as denoted by the table below: 

<div style='margin-top:15px'></div>

|Spell Level | Life Cost  |
|:----:|:-------------|
| 1st  | 2 HP |
| 2nd  | 5 HP |
| 3rd| 10 HP|
| 4th | 15 HP |
| 5th | 20 HP |
| 6th | 25 HP |
| 7th | 30 HP |
| 8th | 35 HP |
| 9th | 45 HP |

```
```
### Buffer
By 1st level, you've gained a pool of temporary HP that is used to reduce the amount of true damage your spells do to you. This pool is equal to 4 + your constitution modifier + your Blood Mage level. This HP regenerates every long rest.

### Healthy 
By second level, the strength of your arcane blood grants you advantage on Constitution saving throws. 

### Blood Archetype
At 3rd level you may choose a Blood Archetype, which grants you features at 3rd level and again at 6th, 10th, 14th and 18th levels.

### Ability Score Increase 
When you reach 4th level, and again at 8th, 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 using this feature.

### Sacrifice
By 5th level, you have figured out how to effectively heal allied creatures. As an action, you may touch a creature and give it  hit points equal to your blood mage level + your Constitution modifier. You may use this feature a number of times equal to your Constitution modifier (minimum 1) and regain all uses of this feature once you finish a long rest.

### Death's Door
By 15th level, you have attained mastery over blood magic. You may reduce the HP cost of all 1st, 2nd, and 3rd level spells' by half. 

### Meltdown
At 20th level, your control over your body and blood can erupt into a furious rage. For one minute, you regain 50 points of health, and all spell HP costs are reduced by half. If the spell is a first or second level spell, it's cost is reduced to 0. 

## Blood Mage Archetypes
The magic of a blood mage can take many forms, from offensive to defensive and everything in between. Though their powers greatly vary, they all revolve around the idea of liquid vitality. 

### The Vampire Archetype 
Vampire blood mages are powerful ranged spellcasters, weak to melee attacks but not to be taken lightly in the slightest. 

Though they may be inconvenienced at hand-to-hand combat, they present a unique challenge as far as spellcasters go. In addition to casting basic incantations, they have the ability to use your body -- and your blood -- against you. 

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| Level | Feature |
|:----:|:-------------|
| 3rd  | Life Energy |
| 6th  | Spell of Draining |
| 10th | Vitality Puppet |
| 14th | Deadly Grasp |
| 18th | Siphon |

#### Life Energy 
 By 3rd level, you know how to spend extra hit points to increase your damage. When you cast a spell, you may spend an amount of hit points equal to your Constitution modifier (minimum 1) to increase the damage a spell deals by 2 damage for each hit point used.
 
#### Spell of Draining
By 6th level, you know how to siphon life from a creature you hit with this spell. When you cast this spell and it successfully hits, you heal your HP = 2x spell slot level and do that damage to the creature.

#### Vitality Puppet
At 10th level, you've gained enough dominance over blood that you can control it even when it has left the body. If a hostile creature around you takes slashing or piercing damage, you can raise puppets from the blood they've lost. There are two ways of doing this: 
* MINOR PUPPET: For each 10 points of damage done, you may raise a single puppet (with a max of 3). This 'bloody puppet' has 5 HP and 10 ft. of movement, and will act on your turn by your command. They can lash out at your enemies, doing 1d6 necrotic damage per hit.  

* MAJOR PUPPET: For each 30 points of damage done, you may raise a single, stronger puppet. It has 20 HP and 20 ft. of movement, but deals 3d6 in necrotic damage. *You may only have one major puppet active at a time,* or they will end up fighting each other instead of your enemies. 

You cannot mix and match your puppets. If you choose to summon multiple minor puppets, you cannot summon any major puppets until the minor ones are dead, and vice versa. 

*This spell is cast with concentration*

#### Deadly Grasp
By 14th level, you can feel the blood flowing through your enemy's veins, and take control of it. You force them to make a Constitution saving throw equal to your spell save DC, or be hindered by their hardened blood. For every round they are caught in your spell, they take 2d10 necrotic damage and have a movement speed reduced to 5 feet. During this time, they have disadvantage on Dexterity and Strength checks. Every round, they have a chance to make the save again. The use of this spell regenerates once every long rest. 

*This spell is cast with concentration [range of 30 ft] *

#### Siphon
At 18th level, the death of an enemy grants you extreme power. If you are the one to deal the final blow to a creature, you regain HP equal to 1/2 it's maximum total. 
```
```
### The Cleaver Archetype 
While Vampire blood mages spend their lives honing the strength of their spells, the Cleaver blood mage seeks only to enhance their own physical strength. With deadly weaponry and natural armor, Cleavers are formidable foes with the strength of a barbarian and the cunning of a sorcerer. 

| Level | Feature |
|:----:|:-------------|
| 3rd  | Bloodbath |
| 6th  | Minor Regeneration |
| 10th | Strong as Steel |
| 14th | Hearty |
| 18th | Boiling Blood |

#### Bloodbath
By 3rd level, your control over your blood has become powerful enough to manifest itself as physical weapons. As an action, you may choose to form any melee weapon made entirely of hardened blood. 

Forming your weapon costs HP equal to their average damage value (e.x. 7 for greataxes and greatswords, 3 for daggers, etc), but it can take any melee form you wish. You are considered proficient with it, and it counts as magical for the purpose of overcoming damage immunities. When wielding these weapons, you are a granted an extra attack and it acts as a +1 weapon. 

The weapon dissolves into a useless puddle of blood if it leaves your hand, or if you die. When the weapon dissolves, you do not regain the HP it cost to make. 

In addition, when you reach 12th level, the weapon does an additional 1d12 necrotic damage, and becomes a +2 weapon. 



#### Minor Regeneration 
At 6th level, you've learned to use your powers and heal yourself for damage taken. Once per long rest, you may regain HP equal to 1d8 + your constitution modifier.

#### Strong as Steel
As you reach 10th level, your control over your own blood grows. By expending 15 HP, from your veins flows a suit of pure blood, hard as steel. This armor acts as heavy armor, giving disadvantage on stealth, but adds +2 to your AC. This armor lasts for  a minute before dissipating. You do not regain your HP spent after it's duration has ended. You can use this ability once per long rest. 

#### Hearty 
Your strong body and powerful blood begin to rub off on your physical statistics. At 14th level, you gain 15 additional HP.

#### Boiling Blood
By 18th level, you can raise your internal body temperature so high that the blood in your veins begins to boil. For one minute, any creature within 5 feet of you must make a Constitution throw equal to your spell save DC or take 3d10 fire damage. 

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<div class='classTable wide'>
##### The Blood Mage
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Free Slots | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Spellcasting, Buffer | 4 |2 |1| 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Healthy | 4 | 3 |1| 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Blood Archetype | 4 | 4 |1| 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Increase | 5 | 5 |1| 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Sacrifice | 5 | 6 |1| 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Blood Archetype Feature | 5 | 7 |1| 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 5 | 8 |1| 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Increase | 5 | 9 |1| 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 6 | 10 |1| 4 | 3 | 3 |3 | 1 | — | — | — | — |
| 10th | +4 | Blood Archetype Feature | 6 | 11 |1| 4 | 3 | 3 |3 | 2 | — | — | — | — |
| 11th | +4 | — | 6 | 12 |2| 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Increase | 6 | 12 |2| 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 6 | 13 |2| 4 | 3 | 3 | 3 | 2| 1 | 1 | — | — |
| 14th | +5 | Blood Archetype Feature | 6 | 13 |2| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Death's Door | 6 | 14 |2| 4 | 3 | 3 | 3 | 2 | 1 | 1 |1 | — |
| 16th | +5 | Ability Score Increase | 6 | 14 |2| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 6 | 15 |2| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Blood Archetype Feature | 6 | 15 |2| 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Increase | 6 | 15 |2| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Meltdown | 6 | 15 |2| 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
</div>

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# Aura Guardian
Clad in chain mail with a battleaxe at the ready, a human rushes towards his allies to aid in the defense. His mere presence bolsters the allies' defense as he raises his battleaxe and lets out a great war cry. No wraiths nor ghouls can bring a glimpse of fear into the party's heart, for he is a beacon of courage, and a paragon of great war. Their victory is a near guarantee with the Guardian by their side, protecting them from harm. 

Deep in the forested woods, and exhausted party beats back a barrage of undead with heavy eyes and sloppy blows. They're growing tired, and hope is fading. As an elven warlock steps back and stumbles, watches as the undead sword swings towards her tired body, she closes her eyes and expects the worst. 

Suddenly, from the side, there bursts their Guardian -- a tall and muscular woman, howling fiercely, throwing herself before the elf and taking the hit directly to her breastplate. Blood streaks across the sky, but the woman doesn't seem fazed. Quite the opposite... she lets out a battle cry, lopping the creature in two and raising her sword high into the air. 

"To battle, comrades! Now is not the time to give up hope!" 

As if by some magic, the party feels as though the words are seeping into their tired limbs, giving them strength and courage to fight on. The battle may be won, after all. 

### Masters of the Soul 
Not much is known of the birth of the Aura Guardians, but the power they seem to exude is terrifying to enemies and bolstering to allies. This is closely related to the source of their innate power: their own souls, which they've learned to harness and manipulate to fit their needs. 

Upon reaching great power, the Aura Guardian's own powerful soul is oftentimes too much for their body to bear... and, as a result, it radiates from their chest and forms an intangible, yet powerful, aura. This aura affects all creatures within it, benefitting alies and creating areas of intense destruction for enemies. 

### Creating an Aura Guardian
When creating an Aura Guardian, keep a few things in mind: How did your character come to hold their abilities? Were they born with an intensely powerful soul, or were they granted it by a god or other great being? Aura Guardians are not always born... sometimes they're made, having been blessed by a god or goddess. 

What is your purpose as an Aura Guardian? Do you accept your powers, or are you frightened and wary of them? Do you like to use your powers for good, or for evil? 

#### Quick Build 
You can make an aura guardian quickly by following these suggestions. First, make Strength or Wisdom your highest ablility score, depending on whether you want to focus on close combat or on the spellcasting from your aspects. Your next-highest ability score should be Constitution. Second, choose the soldier background.

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## Class Features
As an Aura Guardian, you gain the following class features. 

#### Hit Points
___
* **Hit Dice:** 1d8 per Aura Guardian level
* **Hit Points at 1st level:** 8 + your Constitution modifer
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Aura Guardian level after 1st 

#### Proficiencies 
___
* **Armor:** Light armor, medium armor, and shields
* **Weapons:** Simple weapons, greataxes, greatswords, mauls, pikes, warhammers
* **Tools:** None 
* **Saving Throws:** Constitution and Charisma 
* **Skills** Choose two from the following: Athletics, History, Insight, Persuasion, Perception, and Religion

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background: 
* Leather armor
* *(a)* a greataxe *(b)* a pike, *(c)* a warhammer, or *(d)* two handaxes
* *(a)* an explorer's pack or *(b)* a dungeoneer's pack
* *(a)* an arcane forcus or *(b)* a component pouch

### Aspects 
As an Aura Guardian, you can channel some aspects of your soul to harness mystical energy within yourself. Aspects are categorized by your emotions and your thoughts on  abstract concepts.

At 1st level, you know two aspects of your choice. You learn additional aspects at higher levels, as shown in the Aspects Known column of the Aura Guardian table.

#### Aspect Focus
Though you may know multiple aspects (as detailed in the table), you can only draw benefits from one at a time. As a bonus action, you may choose one of your known aspects and obtain the benefits it provides to you. 

Using another bonus action will dismiss your focus on your current aspect, and allow you to focus on another to gain it's benefits. You do not have to expend a full action to focus or break focus. 

If your focus is broken by casting a concentration-based spell, your aspect disperses and you lose all bonuses you had originally gained from it. 

### Aura Guardian Stance 
Starting at 1st level, the Aura Guardian chooses a path to follow based on a chosen stance (Steadfast or Versatile), both of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.

<div style='margin-top:150px'></div>

### Resolve Points
Starting at 2nd level, your control over your mystic power becomes more complex, enabling you to manifest a range of various supernatural powers with your inner fire. Your control over your mystic power is represented by a number of resolve points. Your aura guardian level determines the number of points you have, as shown in the Resolve Points column of the Aura Guardian table.

You can spend your resolve points to fuel various aspect features. Each aspect describes effects you can create with it by spending a certain number of resolve points. You regain all spent resolve points when you finish a long rest.

Some of your aspect features require your target to make a saving throw to resist the feature's effect. The saving throw DC is calculated as follows:

Aspect save DC = 8 + your proficiency bonus + your Wisdom modifier. 

### Aura 
Starting at 3rd level, the power of your soul becomes so strong that your aspects emnate from you in a 10 foot radius. Any friendly creatures within this radius will gain special bonuses, told in more detail in the descriptions of the aspects. 

### Ability Score Increase 
When you reach 4th level, and again at 8th, 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 using this feature.

### Extended Aura 
Starting at 11th level, the range of your aura increases to 20 feet. When you reach 18th level, the range of your aura increases to 30 feet.

### Guardian's Determination 
Starting at 20th level, your devotion and determination as an aura guardian gives you an fierce hope and resolve. Whenever you finish a short rest, you regain 4 resolve points.

## Guardian Stances

### Steadfast Stance
The Aura Guardians' *steadfast* stance represents their role as the defender, an indomitable bulwark that guards their allies and stands up to any threats they face. As the name implies, the stance is rarely broken, just like the Guardian's will to protect those in need.

#### Bonus Proficiency 
Starting from 1st level, you gain proficiency in heavy armor.

#### Bulwark
At 1st level, when you or a friendly creature 5 feet away from you takes damage from an attack, you can use your reaction to either halve that damage, or take that damage yourself instead of the target creature.

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#### Extra Attack 
Starting from 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Stalwart Guardian 
Starting from 10th level, your willpower is too strong to be overpowered. You have advantage on Constitution saving throws to maintain your focus on an aspect.

#### Empowered Aspects 
Starting from 14th level, you and all friendly creatures within your aura have resistance to bludgeoning, piercing, and slashing damage from nonmagical source. Also, the area within your aura is a difficult terrain for your enemies.

### Versatile Stance
The Aura Guardians' *versatile* stance is an increase in the raw power of the aura, originating from the fact that one harnesses power through their own soul and thoughts. Through immense training and self-control, the Guardian awakens a font of power that further enables their abilities. 

#### Bonus Aspects
Starting from 1st level, you can manifest more aspects than other Guardians. The following aspects are added to your list: Air, Earth, Fire, Storm, Water.

#### Talented 
Also starting from 1st level, you learn two cantrips from the following list: *friends, light, mending, message, mage hand, minor illusion, spare the dying,* and *prestidigitation.* You can cast these cantrips without breaking focus on your aspect. 

#### Metamagic Bending 
Starting from 6th level, you can assume more direct control over your mystic power. You learn two Metamagic options from the list available to the sorcerer class, and you spend your resolve points instead of sorcery points to fuel these spells

#### Aspect Veteran 
Starting at 10th level, you have better control over your aspects, performing wonders but spending less effort. Whenever you cast a spell using your aspect feature, you can reduce the resolve point cost by 1. You cannot reduce the resolve point cost below 2 with this feature.

#### Mastery 
Starting from 14th level, you have full control over one of your aspects. Choose one of the aspects you know. This aspect becomes permanent, and will remain active even when you are focused on other aspects.

<div style='margin-top:10px'></div>

<div class='descriptive'>
##### One Life, One Stance
Both stances of an Aura 
Guardian have unique abilities and add different bonuses to your character. If you're struggling between which stance to choose, consider the motives and personality of your Aura Guardian. Do they strive to protect and defend? If so, make them Steadfast. If they strive to master their class and skill, make them Versatile. 
</div>

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<div class='descriptive'>
##### Dextro Situ
As the latin title suggests, be sure to think about the timing of your aspects! One aspect may be powerful against one enemy, but useless against another. Consider carefully what the right powers are for your given situation. 
</div>

## Aspects 
Each of the following are aspects than an Aura Guardian may take. Some are exclusive to Versatile stance, but not all: 

### Air 
|| *Versatile Stance Only* ||

___

* **FOCUS:** While focused on this aspect, moving through both magical *and* nonmagical terrain will not cost you extra movement. Additionally, you ignore any obstacles and spells that may effect you if stepped on (like traps, and the *grease* spell). You also gain +5 feet of movement. 
* **AURA:** When a friendly creature starts its turn in your aura, they gain +5 feet of movement for the duration of their turn. 
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 3   | You may *Dash* or *Disengage* as bonus actions on your turn 
| 2   | You can cast *Jump*  |
| 5  | As a bonus action, replace your Aura feature with the following: When you or any friendly creature within your aura makes a Dexterity saving throw that allows it to take only half damage, the creature gains a bonus to the saving throw equal to your aura bonus, and takes no damage on a successful save. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### Courage 
___

* **FOCUS:** While focused on this aspect, you cannot be frightened. 
* **AURA:** Whenever any friendly creatures within your aura must make a saving throw against being frightened, the creature gains a bonus to the saving throw equal to your aura bonus. 
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 5   | You may cast *Haste.* The spell does not require concentration, and lasts for 1 minute (or until you lose focus on this aspect)
| 3   | As a bonus action, you can gain a bonus to saving throws against being paralyzed or stunned equal to your aura bonus. This feature lasts for 1 minute or until you lose focus on this aspect.  |
| 2  | You may cast *Heroism.* The spell does not require concentration, and lasts for 1 minute (or until you lose focus on this aspect)

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### Death

___

* **FOCUS:** While focused on this aspect, you have resistance to necrotic damage, and you can see normally in nonmagical darkness to a distance of 30 feet.
* **AURA:** In the area of your aura, bright light from nonmagical sources is reduced to dim light, and dim light from nonmagical sources is reduced to darkness. Additionally, when a hostile creature starts its turn within your aura, it must make on a Charisma saving throw.  On a failed save, the creature is blinded until the start of its next turn. Constructs and undead automatically succeed on this saving throw.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 2   | You may cast *Inflict Wounds* as a first level spell
| 5  | You may cast *Animate Dead* as a third level spell   |
| 5  | As a bonus action, you can replace your Aura feature with the following: When a hostile creature (other than constructs or undead) start its turn in your aura and has less than 1/2 health, it takes necrotic damage equal to your aura bonus. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### Earth
|| *Versatile Stance Only* ||

___

* **FOCUS:** While focused on this aspect, you have resistance to bludgeoning, piercing, and slashing damage from all nonmagical sources, but your speed decreases by 10 feet.
* **AURA:** When you or any friendly creatures within your aura make a saving throw against being knocked prone, shoved, or grappled, the creature gains bonus to the saving throw equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 5   | As a bonus action, you can replace your Aura feature with the following: When a hostile creature enters your aura for the first time on or starts its turn there, it must make a Strength saving throw. On a failed save, the creature's speed drops to 0 until the start of its next turn. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action. 
| 5   | You can cast *Meld Into Stone*  |
| 2  | As a bonus action, you can cause 1 creature within 10 feet of you to make a Strength saving throw. The creature must be on solid ground, cannot be flying and cannot be swimming. On a failed save, the target creature is knocked prone.|

<div style='margin-top:20px'></div>

<div class='descriptive'>
##### For You and For Me 
Consider not just how your powers can benefit you, but also how they might benefit your party in any given situation. Remember, the Aura Guardian can bolster both themselves and their allies!
</div>



### Fear
___

* **FOCUS:** While focused on this aspect, you gain proficiency in the Intimidation skill.
* **AURA:** Whenever any hostile creature within your aura is hit by a melee attack, the creature must make a Wisdom saving throw.  On a failed save, the creature immediately falls prone. Creatures that are immune to being frightened automatically succeed on the save.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 3   | You can target one hostile creature within your aura. Target creatures must make a Wisdom saving throws or become frightened of you. While the creature is frightened by this feature, choose an ability score. The save DC for all saving throws the creature makes with the chosen ability is increased by your aura bonus. This feature lasts for 1 minute, or until you lose focus on this aspect. 
| 3   | You can cast *Blindness/Deafness*|
| 5  | As a bonus action, replace your Aura feature with the following: Whenever any hostile creatures within your aura make a saving throw, the save DC for the saving throw is increased by your aura bonus. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### Fire
|| *Versatile Stance Only* ||

___

* **FOCUS:** While focused on this aspect, you gain resistance to fire damage.
* **AURA:** Whenever you or any friendly creatures within your aura hit a target creature with a weapon attack or attack cantrip, the target takes additional fire damage equal to your aura bonus. Additionally, you and all friendly creatures within your aura do not suffer the effects of extreme heat.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 5   | You give resistance to fire damage to all friendly creatures within your aura. This effect lasts for 1 minute or until you lose focus on this aspect.
| 5   | You can cast *Fireball* as a third level spell  |
| 2  | As a bonus action, you can ignite one flammable object within your aura that isn't be worn or carried|

### Greed
|| *Versatile Stance Only* ||

___

* **FOCUS:** While focused on this aspect, you have proficiency in the Deception and Persuasion skills.
* **AURA:** You and friendly creatures within your aura add your aura bonus to Charisma (Deception) and Charisma (Persuasion) skill checks. Additionally, magic such as the *zone of truth* spell cannot determine if you or friendly creatures within your aura are lying.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

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| Cost... | Bonus |
|:----:|:-|:---:
| 3   | You can cast *Suggestion* as a second level spell 
| 2   | You can cast *Illusory Script*|
| 5  | As a bonus action, you can replace your Aura feature with the following: When a creature enters the area within your aura, you can impose them to make a Wisdom saving throw.  On a failed save, the creature becomes charmed to you for 1 minute or until it moves out of your aura. While the creature is charmed this way, it has disadvantage on all skill checks. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### Hope
___

* **FOCUS:** While focused on this aspect, you gain proficiency in the Medicine skill, and when you use a healer's kit to stabilize a dying creature, that creature also gains an additional hit point. 
* **AURA:** Whenever you or any friendly creatures within your aura restore hit points from a spell, the creature regains additional hit points equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 3   | You may give one creature (other than yourself) within your aura temporary hit points equal to 1d8 plus your aura bonus. The temporary hit points last for 10 minutes, or until you lose focus on this aspect.
| 5   | You can cast *Daylight*  |
| 5  | As a bonus action, replace your Aura feature with the following: Whenever any friendly creatures within your aura make a death saving throw, they gain a bonus to the saving throw equal to your aura bonus. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### Knowledge
___

* **FOCUS:** While focused on this aspect, you gain proficiency with one skill of your choice. Each time you focus on this aspect, you can choose a different skill.
* **AURA:** When you or any friendly creatures within your aura make an ability check using a skill proficiency, the creature gains a bonus to the check equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 5   | As a bonus action, you can give everyone in your aura proficiency in one skill that at least *one other person in the aura already possesses.* This effect lasts for 1 minute, or until you end the aspect or lose concentration. 
| 2   | You can cast *Comprehend Languages*  |
| 5  | You can cast *Tongues*|

```
```



### Protection
___

* **FOCUS:** While focused on this aspect, you gain +1 bonus to AC as long as you are wearing armor. 
* **AURA:** When you or a friendly creature within your aura are hit by an attack, the creature can use its reaction to gain bonus to AC equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 2   | You may cast *Sanctuary* 
| 5   | You can cast *Counterspell* at the third level |
| 5  | As a bonus action, replace your Aura feature with the following: You and friendly creatures in your aura are under the effect of the following spells: *protection from evil and good* and *protection from poison*. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.
|

### Storm
|| *Versatile Stance Only* ||
___

* **FOCUS:** Each time you focus on this aspect, choose one of the following damage types: lightning or thunder. While focused on this aspect, you gain resistance to the chosen damage type. 
* **AURA:** When you or any friendly creature takes damage from a melee attack, the attacker must make a Dexterity saving throw. On a failed save, the attacker takes damage equal to 1d8 plus your aura bonus. The damage type is equal to the damage type you chose when you focus on this aspect. 
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 5   | You give resistance to all friendly creatures within your aura. The damage type of resistance is equal to the damage type you chose when you focus on this aspect. This effect lasts for 1 minute or until you lose focus on this aspect.
| 2   | You can cast *Thunderwave* as a first level spell  |
| 5  | You can cast *Lightning Bolt* as a third level spell |

### Strength
___

* **FOCUS:**  While focused on this aspect, you gain proficiency in the Athletics skill. 
* **AURA:** When you or any friendly creatures within your aura make a Strength saving throw, the creature gains a bonus to the saving throw equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 3   | You may cast *Knock* 
| 3   | You can cast *Enlarge* on yourself, which lasts for 1 minute |
| 5  | As a bonus action, you can give all friendly creatures in your aura advantage on Strength saving throws and checks. |

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### Trickery
___

* **FOCUS:** While focused on this aspect, you cannot be charmed.
* **AURA:** Whenever any friendly creatures within your aura must make a saving throw against being charmed, the creature gains a bonus to the saving throw equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 2   | You may cast *Disguise Self*
| 3   | You can cast *Mirror Image*  |
| 5  | As a bonus action, replace your Aura feature with the following: When a hostile creature (CR 2 or lower) enters your aura, it must succeed a wisdom saving throw or be charmed to your side. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### Vigilance 
___

* **FOCUS:** While focused on this aspect, you have advantage on the Wisdom (Perception) check.
* **AURA:** You and all creatures within your aura gain darkvision with a range of 60 feet if they do not have it already.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 3   | You may cast *Beast Sense* 
| 3   | When you make an opportunity attack against a creature, you gain a bonus to the attack roll equal to your aura bonus. On a hit, you add your aura bonus to the damage roll.|
| 5  | As a bonus action, replace your Aura feature with the following: You an all friendly creatures within your aura gain a bonus equal to your aura bonus to initiative rolls. This effect lasts for 1 minute, or until you lose focus on this aspect or revert your Aspect Aura feature as a bonus action.|

### War
___

* **FOCUS:**  While focused on this aspect, you can use your bonus action to make one melee weapon attack on your turn.
* **AURA:** When you or any friendly creatures within your aura make a melee weapon attack using Strength, the creature gains a bonus to the damage roll equal to your aura bonus.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 2   | When you make a melee weapon attack on your turn using Strength, you gain advantage on your attack roll. 
| 3   | You can reroll your damage dice  |
| 5  | As a bonus action, replace your Aura feature with the following: When you or any friendly creature within your aura makes an attack, the damage is increased by the amount of your aura bonus|

### Water 
|| *Versatile Stance Only* ||

___

* **FOCUS:** While focused on this aspect, you gain resistance to cold damage. 
* **AURA:** Whenever you start your turn, or a friendly creature starts its turn within your aura, the creature gains swimming speed of 15 until the end of its turn. Additionally, you and all friendly creatures within your aura can breathe underwater.
* **BONUSES:** The following bonuses can be obtained during this aspect, if resolve points are spent: 

| Cost... | Bonus |
|:----:|:-|:---:
| 2   | You may cast *Create Water* as a first level spell 
| 5   | You give all friendly creatures within your aura resistance to cold damage  |
| 3  | You may cast *Chromatic Orb* as a as a second level spell. You can only inflict cold damage with it.|

<div style='margin-top:50px'></div>



<div class='classTable'>
##### The Aura Guardian
| Level | Proficiency Bonus | Features | Aspects Known|Resolve Points| Aura Bonus|
|:---:|:---:|:---|:---|:---|:---:|
| 1st | +2 | Stance, Aspects | 2 |─ |─|
| 2nd | +2 | Resolve Points | 2 | 2|─|
| 3rd | +2 | Aura | 2 |3|+1|
| 4th | +2 | Ability Score  | 2 |4|+1|
| 5th | +3 | ─ | 3 |5|+1|
| 6th | +3 | Stance Feature | 3 |6|+1|
| 7th | +3 | ─ | 3 |7|+2|
| 8th | +3 | Ability Score | 3 |8|+2|
| 9th | +4 | ─ | 4 |9|+2|
| 10th | +4 | Stance Feature | 4 |10|+2|
| 11th | +4 | Extended Aura | 4 |11|+3|
| 12th | +4 | Ability Score | 4 |12|+3|
| 13th | +5 | ─ | 5 |13|+3|
| 14th | +5 | Stance Feature| 5 |14|+3|
| 15th | +5 | ─ | 5 |15|+4|
| 16th | +5 | Ability Score  | 5 |16|+4|
| 17th | +6 | ─ | 6 |17|+4|
| 18th | +6 | Extended Aura II | 6 |18|+4|
| 19th | +6 | Ability Score  | 6 |19|+5|
| 20th | +6 | Guardian's Determination | 6 |20|+5|
</div>

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# Demon-Touched
A figure charges through the field of battle -- blood staining his simple clothes, a wild look in his black eyes, but a sharp-toothed grin on his crazed face. From his sleeves there protrude two appendages that do not look human. They are black and angular, with sharp talons dripping with blood, and thick scaly skin like a lizard. From his shoulders and legs there jut the same growths, and as he slashes his way through the battlefield as easily as a knife through butter, his enemies cower before him. 

Not all Barbarians are born... and even fewer are made. There is, however, a small subset that exists outside of these two... a Barbarian that is forced into the position against their will, and can only try to stem the tide of rage. 

These Barbarians are known as the Demon-Touched, citizens of Celonara infected with the hideous disease that spreads slowly through the land. Though the sickness usually kills, these citizens' bodies -- once human, now hybrid -- have somehow survived and adapted to their new body and way of life. With the power, though, there comes the rage -- the blindingly hot infernal hunger for death. 

### Fiendish Mutants
Though the Demon-Touched host fiendish limbs and traits that obviously are not human, all of them started out like you and me -- normal people, making their way through the world. It's only when they came into contact with the Demonblight -- spreading through Celonara from the South, where Kyton remains contained -- that their bodies mutated and shifted, turning them into what they are today. 

For most living things, Demonblight is certain death. The transformations and mutations change and twist the body into something unrecognizable, and oftentimes the hosts die screaming. For Demon-Touched, however, something in their genetics made them different. Something about their bodies allowed them to adapt to the changes they were experiencing, and allowed them to live through the pain and the suffering to become what they are 

### Mind and Body 
The Demonblight not only alters your body, but also your mind. While Demon-Touched are presented with impressive power and newfound physical abilities, they are notably unstable and aggressive in nature. Many compare them to Lycanthropes, for their uncanny ability to transform into someone other than themselves at unpredictable times. 

### Creating a Demon-Touched 
When making your Demon-Touched character, there are a few things you should keep in mind. How long has your character been infected with the Demonblight? Is it eating away at them, or has it fully integrated into their body? Do they remember their painful transformtion, or is it only a blur? Demonblight provides frightening strength, but also mental instability. Does your character recognize this? Are they aware of their instability? If they are, does it frighten them or do they accept it? 

#### Quick Build 
You can make a Demon-Touched quickly by following these sugestions. First, make Strength your highest ability score, and Charisma your second highest. Second, choose a background that promotes isolation. 

## Class Features
As a Demon-Touched, you gain the following class features. 

#### Hit Points
___
* **Hit Dice:** 1d12 per Demon-Touched level
* **Hit Points at 1st level:** 12 + your Constitution modifer
* **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per Demon-Touched level after 1st 

#### Proficiencies 
___
* **Armor:** Light armor, medium armor
* **Weapons:** All ranged weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills** Choose two from Athletics, Intimidation, Deception, Nature, Perception, and Survival. 

<img 
  src='https://orig00.deviantart.net/ac29/f/2018/113/b/0/new_canvas_by_dredorida-dc9njy7.png' 
  style='position:absolute; top:430px; width:325px' />


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#### Equipment
You start with the following equipment, in addition to the equipment granted by your background: 
* *(a)* leather armor, or *(b)* tattered traveling clothes
* A light crossbow and 20 bolts
* *(a)* an explorer's pack, or *(b)* a dungeoneer's pack 


### Malevolence 
Beginning at level 1, the mutation of your body and soul has given you thick skin, awarding you with an AC equal to 10 + your proficiency bonus + your strength modifier when not wearing armor. If you choose to don armor, your AC is equal to the AC of the armor with no extra bonus. 

### Touched by Fiends 
Starting at level 1, you can understand Infernal and Abyssal whenever it is spoken around you, *but* you cannot read it or communicate with it. 
 
### Corrupted 
When you contracted Demonblight, one of your limbs took the brunt of the disease, causing it to become Demonic in nature and morphology. At 1st level, choose one of the Corrupted Limbs listed below, which will grant you bonuses at 1st, 6th, 9th, 13th, and 17th level. 

#### Corrupted Arm 
One of your arms no longer looks like your own; it has a different color, skin texture, and the fingertips are claws. When using this as a weapon, you roll 1d4 for an unarmed strike, and it now deals slashing damage. This die changes as you gain levels, as shown in the Corrupted Limb Attack column of the level table. When you successfully hit a creature with this attack, you can use a bonus action to attempt to grapple the target.

Starting at 6th level, while you have a target grappled with your Corrupted Arm, you may use your action to crush the grappled target and deal your Corrupted Limbs Damage as Bludgeoning damage instead of Slashing damage.

Starting at 9th level, both of your arms become corrupted and can block attacks, granting you +1 AC.

Starting at 13th level, when you successfully grapple a creature after an attack, you can use a bonus action to throw it (5 x your proficiency bonus) feet away from you. This only works if the creature is of your size or smaller. 

Starting at 17th level, when you successfully hit a creature with your Corrupted Arm, you may now automatically succeed on the grapple check. You may use this feature 2 times, and you regain all uses of this feature after you finish a long rest.

#### Corrupted Leg 
One of your legs is now demonic, and replaced with a clawed foot. You can roll a 1d4 for an unarmed strike, and it now deals slashing damage. This die changes as you gain levels, as shown in the Corrupted Limb Attack column of the level table. When you successfully hit a creature with this attack, you gain a bonus attack on the same turn. 

Starting at 6th level, your movement speed increases by an additional 10 ft.

Starting at 9th level, both of your feet become corrupted and now you can now use your bonus action to take the Dash action.

Starting at 13th level, you are more skilled with your legs, allowing you anchor yourself. Without having to make a check, you can walk up vertical surfaces and along ceilings... as long as the material of the wall/ceiling allows it (consult your DM for this). While you do this, your hands remain free. While you are moving this way, your movement speed is cut in half. 

Starting at 17th level, your legs have become so strong and integrated with your own that you can horizontally and vertically jump a number of feet equal to your movement speed. 

#### Corrupted Eye
One of your eyes is now pitch black with a red iris. This eye lets you see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Starting at 6th level, your sight becomes stronger and you gain advantage on Wisdom (Perception) checks that rely on sight.

Starting at 9th level, the range of your ranged weapons is doubled without incurring disadvantage.

Starting at 13th level, your attacks score a critical hit on a roll of 19-20.

Starting at 17th level, you gain 10 feet of truesight. 

#### Corrupted Tail
The Demonblight has spread through your body, causing you to grow a tail like that of a devil. When using this as a weapon, you roll 1d4 for an unarmed strike, and it now does piercing damage. This die changes as you gain levels, as shown in the Corrupted Limb Attack column of the level table. When you successfully hit a creature with a tail attack, you deal additional necrotic damage equal to half of the damage you dealt. 

Starting at 6th level, a successful hit allows you to attempt to grapple the target as a bonus action. For every turn the target remains in your grapple, it takes additional bludgeoning damage equal to your Corrupted Limb Attack die. You cannot move or make any other actions while grappling, and if you are attacked, the grapple is broken. 

Starting at 9th level, your demonic tail has become so strong that it overcomes resistances to piercing damage. 

Starting at 13th level, the necrotic damage you deal is doubled. 

Starting at 17th level, your grapple is automatically succeeded. You can use this feature twice per long rest. 

### Devour 
Starting at 2nd level, Demon-Touched gain the ability to devour their fallen enemies as a way to gain vitality. The action takes one minute to complete and you are considered to be prone during this time, and using this feature on a corpse is the equivalent of eating one day's worth of food for you. When you use this feature on a corpse, that corpse is almost completely devoured to the point that it cannot be raised as an undead nor can it be targeted by Devour a second time. You can use this feature a number of times equal to your Charisma modifier per LR.
Upon devouring a corpse, you gain 1d10 + your constitution modifier in HP.

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<div class='pageNumber'>48</div>

### Rage
Starting at 3rd level, in battle, you fight with fiendish ferocity and bloodlust. On your turn, you can enter rage as a bonus action, and gain the following bonuses:
* You have advantage on all Strength checks and saving throws 
* When you make an unarmed strike, you can add +2 to your attack roll. This bonus increases as you level. 
* If you are able to cast spells, you cannot cast any that rely on concentration while raging 
* You have resistance to bludgeoning, piercing, and slashing damage

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn, or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your level, you must finish a long rest before you can rage again. 

### Ability Score Improvement 
When you reach 4th level, and again at 8th, 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 using this feature.

### Demonic Art
Beginning at 5th level, becoming one with your demonic limb grants you a special attack that you can use once per long rest. They are detailed as follows: 

#### Malevolent Wave (Arm) 
You sweep your arm, sending out a wave of malevolence in a 15 ft. cone. All creatures in the area must make a Dexterity saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus, taking double the corrupted limb damage die as necrotic damage on a failure or half as much damage on a success.

#### Thunder (Leg)
You slam your powerful legs into the ground, cracking and sending out a wave of energy in a 15 foot radius from you. All creatures in the area must make a Dexterity saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus, or be knocked prone. This includes friendly targets. 

<div style='margin-top:10px'></div>



<div class='descriptive'>
##### Feared and Avoided
Because of the demonic and unpredictable nature of the Demon-Touched, many citizens of Celonara may shun these hybrid beings or drive them from their home towns, even if they were people that used to call them 'friend.' 

For this reason, many Demon-Touched may choose to leave home soon after recovering from Demonblight, hoping to spare their families the dishonor and dislike that follows them. 

</div>

```
```

#### Balor's Eye (Eye)
You can force fate itself to change to your will. When another creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. 

#### Demon's Fury (Tail) 
You whip your tail in a circle around you, creating a deadly radius within 10 feet of you. Any creatures in this radius must make a saving throw equal to 8 + your proficiency bonus + your charisma modifier, or take 1d10 necrotic damage. 

### Feral Instinct 
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

### Demonic Strength 
Starting at 8th level, all attacks you make with your corrupted limbs are considered to be magical, for the purpose of overcoming immunities. 

### Relentless Rage 
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

### Reflex 
Starting at 13th level, the Demonblight has granted you increased mobility and agility. you are considered proficient in both Athletics and Acrobatics, if you were not already. If you already had proficiency, double your bonus.

### Persistant Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

### Bloodlust 
Starting at 18th level, if a creature within your vicinity loses blood, the demon half of you can smell it and bolster your body. If a creature within your range of sight loses blood via piercing or slashing damage, you gain a +2 to your strength bonus for the duration of the battle, and your max strength is now 23. 

Additionally, you can make nature checks with advantage to track any creature that is bleeding by using only your nose. 

### Hybrid 
At 20th level, you gain an additional corrupted limb and all of it's benefits. 

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<div class='pageNumber'>49</div>

<div class='classTable wide'>
##### Demon-Touched 
| Level | Proficiency Bonus | Features | Corrupted Limb Attack
|:---:|:---:|:---|:---:|
| 1st | +2 | Malevolence, Touched by Fiends, Corrupted | 1d4 | 
| 2nd | +2 | Devour | 1d4 |
| 3rd | +2 | Rage | 1d4 | 
| 4th | +2 | Ability Score Increase | 1d4 |
| 5th | +3 | Demonic Art | 1d4 | 
| 6th | +3 | Corrupted Feature | 1d6 | 
| 7th | +3 | Feral Instinct | 1d6 |
| 8th | +3 | Ability Score Increase, Demonic Strength | 1d6 | 
| 9th | +4 | Corrupted Feature | 1d6 | 
| 10th | +4 | - | 1d6 | 
| 11th | +4 | Relentless Rage | 1d8 | 
| 12th | +4 | Ability Score Increase | 1d8 | 
| 13th | +5 | Corrupted Feature, Reflex | 1d8 |
| 14th | +5 | - | 1d8 |
| 15th | +5 | Persistant Rage | 1d8 | 
| 16th | +5 | Ability Score Increase | 1d10 | 
| 17th | +6 | Corrupted Feature | 1d10 | 
| 18th | +6 | Bloodlust | 1d10 | 
| 19th | +6 | Ability Score Increase | 1d10 | 
| 20th | +6 | Hybrid | 1d10 | 
</div>