Curse of Martyrdom

You have been marked by a powerful otherworldly being or deity, whether you wanted to or not. Their power emanates from your body, not so much guiding your actions as driving them toward their goals.

Curse Manifestation

At 1st level, you begin to present a stigmata or other form of marking upon your body signifying that you have been chosen by a particular deity. The mark is in an obvious place and resists attempts to alter or hide it. You have disadvantage on Charisma-based skills against enemies of the entity that marked you but you have advantage against such rolls on allies.

Additionally, the mark, in a manner determined by the player, alerts you of any creature of an opposing alignment to the entity that marked you approaching within 20 feet. However, if your actions defy the whims of the entity that marked you, you have disadvantage for 1 minute or until you right the wrong committed. Work with your GM to determine a fair set of actions that would work for this purpose. If you feel as though you have an adversarial GM, ignore this part and instead replace it with having disadvantage on checks and attacks against creatures with alignments matching the entity and such creatures have advantage on saves against your spells or curse abilities.

Curse Spells

You gain the following spells at the Lathspell levels listed.

Level Spells
1st Guidance, Resistance
3rd Command, Shield of Faith
5th Augury, Spiritual Weapon
9th Magic Circle, Spirit Guardians
13th Banishment, Divination
17th Commune, Dispel Evil and Good

Divine Shield

A lathspell whose curse manifests as the divine shield has been tasked by the entity that marked them to defend and protect their adherents and interests. You are granted powers to help keep the favored alive.

Healing the Faithful

At 3rd level, as an action, you can touch a creature and draw power from the deific mark on your soul to restore a number of hit points up to your lathspell level to that creature. You are dealt damage equal to the amount of damage healed to the creature. However, if the creature healed is a worshiper of the entity that marked you, the damage dealt is halved. If the creature is an opposite alignment of the entity or an enemy of the entity the damage is doubled.

Impelled Defender

At 7th level, all allies within 5 feet of you gain a bonus to their Armor Class equal to your Charisma bonus as long as they are not of an opposing alignment or an enemy of the entity that marked you. However, if any ally benefiting from the Armor Class bonus is hit with an attack, you must take the attack in their stead. The damage is dealt to you instead of the intended ally. Normal resistances or immunities apply to this damage if applicable.

Zealous Rousing

At 15th level, you are a beacon to guide your faithful allies through any hardship. As an action you may allow each ally within 30 ft currently suffering from an ongoing condition which allowed for a saving throw to immediately make an additional one with advantage. For each ally that succeeds on this new saving throw you take 10 damage, if you take at least 30 damage in this way you gain resistance to all damage for a number of rounds equal to your Charisma modifier. At the end of this duration you gain a level of exhaustion.

Divine Retribution

A lathspell whose curse manifests as divine retribution, has been tasked by the entity that marked them to bring swift and painful vengeance upon the entity’s enemies. You are the ability to bring their power to bear in the most violent way possible.

Channeled Strike

At 3rd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal additional damage to the target. The damage dealt by this channeled strike is based upon the alignment of the entity that marked you. If they are good-aligned, this damage is radiant. If they are evil-aligned, this damage is necrotic. If they are neutral, the damage type is chosen at the time this ability is gained and cannot change later. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If the target is a worshiper of or has a matching alignment of the entity that marked you, they are immune to the damage, and you are dealt half the damage of the channeled strike. If the target has one alignment axis (law vs. chaos or good vs. evil) that matches the entity, the damage is reduced to d4s instead of d8s. If the target is of an opposing alignment to the entity that marked you or an enemy of their faith, the damage is increased by an additional 1d8.

Mark the Enemy

At 7th level, as a bonus action once per short or long rest you can utter a vow of vengeance against a foe. The target must be of an opposite alignment of the entity that marked you or an enemy of their faith. You gain advantage on attack rolls against them for 1 minute.

Additionally, while the ability is active, if the target moves in any direction but closer to you, you may as a reaction move up to your speed to close the distance to them. This movement does not provoke attacks of opportunity nor does it count against your movement on your turn, however, if you do not move the full complement of movement to close the distance, or enough to make you adjacent to or within attack distance with the weapon you are holding, this ability ends prematurely.

Crusher of Enemies

At 15th level, you no longer need to use a rest to recover the use of mark the enemy. Additionally, any creature affected by mark the enemy must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier) or become frightened for as long as they are marked. Additionally, anytime the marked creature makes an attack, you may use your reaction to attack them and may apply channeled strike to the reaction attack.

Walking Curse

At 20th level, you can assume the aspect of the entity that marked you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet. The appearance of the wings vary based upon the entity that marked you. They could be angelic, they could be bat-like, they could be formed of wispy shadow or glowing sunlight. Regardless of the form, they function the same.
  • As a bonus action on your turn, you can focus your gaze upon a target and cow them with your sheer deific power. The creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
  • If you are killed during this time, you are resurrected 7 days later within 1 mile of where you were slain. Once used, this ability is not usable again.

Once you use this feature, you can’ t use it again until you finish a long rest.

Section 15: Copyright Notice

Breath of Life: The Lathspell (5e), © 2023, Orphaned Bookworm Productions, LLC, Authors: Connor Bates and Norman Mitchell Jr.

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