April 21, 2021

Martyr

Base Class
Comments from the Finger: This class takes the cliché blood caster concept and divines it up a bit, so you too can live the dream of dying a glorious death!

Martyr

Squalid masses crowd draw close around a young dwarf in spotless clothing. He touches them each in turn, healing injuries, curing illnesses, and restoring hope.
A ragged tiefling speaks in a crowded square. As if in response, dark clouds gather over her head and the earth trembles at her words.
A mad king spits and swears from his throne at imperial guards who have fled or been slain. A lone dragonborn stands before him, solemnly preparing herself for divinely-demanded regicide.
Martyrs are implements of the gods, hand-picked to spill their blood in service of a divine cause. Such an end is inevitable, for once a martyr is chosen, their fate is fixed in the heavens.

Fated to Die
Martyrs are chosen by the gods, predestined to speed forth to a final destination: they are ordained to die for a great cause. Martyrs are prophets and oracles, great priests and liberators. No matter how much good they might accomplish in their lives, the end must always be the same: a glorious death, to be remembered in legend. 
No matter the circumstance, a martyr cannot avoid their destiny. While some martyrs gladly accept their holy approbation, others struggle against it. However, from the moment the gods choose their martyr, they shall intervene in the martyr’s fate, pulling them inexorably towards their cause. The gods will settle for a lesser martyr if they must, if the one chosen is unwilling to follow their path, but they always prefer to uplift their martyr to the heights of sainthood before the inevitable death.

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

Creating a Martyr
As you create a martyr, think about the moment you chosen by the gods and your burden was placed upon you. Were you visited by an angelic host or a god disguised as a mortal? Did you quietly hear a divine voice in your ear, as stigmata formed on your body? Was your soul violently dragged to the Upper (or Lower) Planes for an audience with the gods?
Consider the life you led before you were ordained for martyrdom. Were you a wicked soul, purified and redeemed to undergo this task? Were you already a warrior, adventurer, or cleric in service of the gods? Also, consider how you reacted. Did you accept the task and your inevitable destiny, or did you run from it? Are you still running?

Quick Build
To build a martyr quickly, follow these suggestions: Constitution should be your highest ability score. Your next highest ability score should be Strength if you choose a Burden, such as the Burden of Revolution, which focuses on melee combat, or Wisdom if you choose one focused on spellcasting. Pick any background.

The Martyr
Level
Proficiency
Bonus
Features
Max
Spell
Level
Spell
Uses
1st+2Mortal Burden, Ordained Death
2nd+2Spellcasting, Sainted Reprisal1st2
3rd+2Divine Healing, Torment1st3
4th+2Ability Score Improvement1st3
5th+3Extra Attack2nd6
6th+3Mortal Burden feature2nd6
7th+3Respite2nd7
8th+3Ability Score Improvement2nd7
9th+43rd9
10th+4Undying Conviction3rd9
11th+4Torment improvement3rd10
12th+4Ability Score Improvement3rd10
13th+54th11
14th+5Mortal Burden feature4th11
15th+5March Unto Destiny4th12
16th+5Ability Score Improvement4th12
17th+65th14
18th+6Mortal Burden feature5th14
19th+6Ability Score Improvement5th15
20th+6Final Martyrdom
5th15

Class Features
As a martyr, you have the following class features.

Hit Points
Hit Dice: 1d12 per martyr level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per martyr level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple and martial weapons
Tools: None

Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) scale mail or (b) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts, or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A holy symbol
Mortal Burden
Beginning at 1st level, you are fated to perish in the name of a great ideal, cementing your name alongside others who have done the same. Choose a Mortal Burden, detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 14th, and 18th level.

Burden Spells
Each burden has a list of associated spells that you gain at the martyr levels specified in the burden description. Once you gain access to a burden spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you gain a burden spell that doesn’t appear on the martyr spell list, the spell is nonetheless a martyr spell for you.

Ordained Death
As a martyr, you have been predestined by the gods to perish for a great cause; there is no greater glory in death, and no greater joy in the afterlife. However, it is not yet your time. Starting at 1st level, when you fall to 0 hit points and begin to make death saving throws, you must fail 5 saving throws to die. Additionally, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Mark of the Herald
At 2nd level, your divine cause manifests itself upon you, forming a special mark or stigmata for all to see. You have advantage on checks you make to convince others that you are an ordained martyr in service of a holy cause. 

Spellcasting
Starting at 2nd level, you can leverage the power of your suffering to cast divine magic.

Casting Spells
To cast one of your martyr spells of 1st level or higher, you must lose hit points to create and expend a spell slot greater than or equal to that spell’s level. The number of hit points is listed on the Hit Points Spellcasting table and can’t be reduced or avoided. You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points. 
The Martyr table shows the maximum level of spell slot you can create. 
The Spell Uses column of the Martyr table shows how many spells you can cast. When you expend hit points to cast a spell, you expend one of these uses. You regain all expended uses when you finish a long rest. 

Hit Points Spellcasting
Spell LevelDamage
1st5
2nd10
3rd20
4th30
5th45

Preparing Spells
You prepare the list of martyr spells that are available for you to cast, choosing from the martyr spell list. When you do so, choose a number of martyr spells equal to your Wisdom modifier + half your martyr level, rounded down (minimum of one spell). Spells you choose must be of a level no higher than what’s shown on the Max Spell Level column for your level. You can change your list of prepared spells when you finish a long rest.

Healing Magic
Because your power is derived from mortal suffering, you can’t regain hit points from any spell you cast.

Spellcasting Ability
Wisdom is your spellcasting modifier for martyr spells, since your power originates in the devotion used overcome your trials and tribulations. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a martyr spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your martyr spells.

Sainted Reprisal
Also at 2nd level, you can reprimand those who draw your blood. When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to deal that creature 1d6 necrotic or radiant damage (your choice).
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Divine Healing
Starting at 3rd level, you can utter a prayer to the gods for mercy. As an action, you can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability, you can spend a number of Hit Dice up to your proficiency bonus.

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

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.

Extra Attack 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Respite
Beginning at 7th level, you regain all spent Hit Dice when you finish a long rest, instead of only half of them.

Undying Conviction
Beginning at 10th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

March Unto Destiny
At 15th level, your inevitable end draws nearer, and nothing can hold you from it. You do not need to eat or drink, and cannot be paralyzed, petrified, or stunned.

Final Martyrdom
At 20th level, you have at last reached your predestination: you will die in eternal glory. You can use your action to become immune to all damage for 10 minutes. During this duration, you can’t be blinded, charmed, deafened, exhausted, frightened, incapacitated, poisoned, restrained, or rendered unconscious. You have advantage on all ability checks, attack rolls, and saving throws. 
Additionally, during this duration, you can cast the wish spell once, without spending a spell slot or hit points. If you use the spell produce any effect other than duplicating another spell, the stress of casting it doesn’t reduce your Strength or cause you to take necrotic damage.
At the end of this duration, you die. No force, short of divine intervention can prevent your death, and you can’t be returned to life by any means.

Mortal Burdens
Martyrs are created and driven forth to right an inexorable wrong in the world. On this quest, they are a direct instrument of the gods, and no matter how hard they try, they cannot escape the burden of their duty.

Burden of the End
The gods have seen a great cataclysm on the horizon and have tasked their martyr with protecting the world from catastrophe. The exact nature of the coming End may vary: sometimes the awakening or arrival of an evil entity, sometimes the discovery and abuse of a powerful artifact, and sometimes it is a singularly destructive event that endangers the gods themselves, but the martyr must be dedicated to give their lives to stop it. To this end, the gods imbue their martyr with ancient and powerful spells, tools once gifted only to prophets.
When the coming cataclysm threatens the world, a martyr would be ill-served to ignore their call, for the cataclysm imperils them directly, as well as the lives of their family and their companions. The life of a martyr is always forfeit, but the rest of the world can yet be saved.

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

Martyr Level Spells
3rdguiding bolt, protection from evil and good
5thblindness/deafness, darkness
9thcall lightning, counterspell
13thblight, control water
17thflame strike, insect plague

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

Herald of the End
Also at 1st level, your magic is empowered with foreknowledge of the end times, heightening its force. When you cast a martyr spell that deals damage, you can choose to reroll all of its damage dice, and must keep the new rolls. Once you use this ability, you can’t use it again until you finish a short or long rest.

Sacrosanct Spell
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.

Embrace the Inevitable
Starting at 14th level, once on each of your turns, when you cast a martyr spell of 1st level or higher which calls for a saving throw to resist its effects, you can spend additional hit points equal to half the cost of the spell to cause the creature to roll its first save against the spell with disadvantage.

Halt Apocalypse
By 18th level, the gods have blessed you with precious time enough to forestall catastrophe. At the end of your turn, you can choose to take another turn immediately. Once you use this ability, you can’t use it again until you finish a long rest.

Burden of Mercy
When the suffering of the world grows too heavy, and the cries of the anguished grow too loud, the gods deliver a martyr to ease the strife and bring peace to the masses. This burden, however, has no end. A martyr may spend all their days healing the sick and driving demons out of the possessed, but they will scarcely impact the world at large. Indeed, the onus upon them is not to mend every wound or comfort every widow, but to provide hope in the darkest of times that the gods have not forsaken their people, that peace will soon reign, and that light will be victorious. 

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

Martyr Level Spells
3rdhealing word, sanctuary
5thenhance ability, lesser restoration
9thremove curse, revivify
13thdeath ward, freedom of movement
17thmass healing word, raise dead

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

Balm
Also at 1st level, you can use a bonus action to restore 1 hit point to a creature within 60 feet or remove the blinded, deafened, or poisoned condition from a willing creature you touch. Once you use this feature, you must finish a short or long rest before you can use it again.

Sacrosanct Spell
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.

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

Anointed Healer
By 18th level, your status as a divine healer is enshrined in sainthood. Whenever you restore hit points to a creature, you can add your martyr level to the number of regained hit points. You can add this additional healing to a creature once, and regain the ability to do so for each creature when you finish a long rest.

Burden of Revolution
Kings and leaders are bound by an unspoken covenant to the gods to govern their people justly and peacefully. When a monarch turns their back on the gods, embraces tyranny, or uses cruel measures against their own people, a martyr is called to end their reign. Rarely, does a Martyr of Revolution come with peaceful measures, for when a king must fall, only the sword can provide the necessary leverage.
Such martyrs are not only called to battle kings; any person of influence that oppresses others and abuses their power might wrong the gods enough to earn the ire of a martyr. In dark times, a martyr might be tasked with clearing a continent of despots and oppressors, calling for a full-scale military campaign of liberation.

Burden Spells
You gain burden spells at the martyr levels listed. New spells are marked with an asterisk.

Martyr Level Spells
3rdcommand, heroism
5thhold person, magic weapon
9thhaste, pillar of salt*
13thstoneskin, wall of fire
17thhold monster, telepathic bond

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

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

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

Unyielding Banner
At 14th level, your banner is a symbol of resistance. You and friendly creatures within 10 feet of you can add your Wisdom modifier to initiative rolls, and are immune to being charmed or frightened.

Kingslayer
By 18th level, you are the bane of despots, usurper of tyrants. When you reduce a hostile creature to 0 hit points, choose one of the following effects:
  • All of the creature’s spells and effects immediately end, including all spells with permanent effects. Spells contingent on the target’s death do not trigger.
  • Each creature within 120 feet of the target which is aligned with it and has a lower challenge rating than it must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute.
  • You can use your bonus action to move up to 15 feet and make another melee weapon attack.

Burden of Truth
Tasked with unveiling the world’s deceptions and delivering to the people a profound truth, martyr’s tasked with the Burden of Truth face an endless battle with the disillusionment and lies. Such a martyr must earn the peoples’ hearts and minds, turning their favors away from evil influences and toward divine ones. It is an uphill battle, but one that rarely requires grievous violence, except in the most dire of circumstances.
Martyrs of Truth are often deemed prophets, for their gods entrust them with knowledge of the future, insights into the past, and sagacious perspective on the present. Such information is proof of their messages’ divine origin, and is a necessary balm, for the truths such martyrs are called to preach are often a bitter pill for listeners to swallow.

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

Martyr Level Spells
3rdcharm person, identify
5thaugury, detect thoughts
9thsending, speak with dead
13thdivination, freedom of movement
17thlegend lore, scrying

Moral Erudition
Starting at 1st level, you can add your Wisdom modifier instead of your Charisma modifier to Charisma (Persuasion) checks. Additionally, others can naturally sense when you are telling the truth. 

Maxim of Truth
Also at 1st level, your force of personality compels others to truthfulness. You can use your bonus action to cast the spell zone of truth (DC equals 8 + your proficiency bonus + your Wisdom modifier), centered on yourself with a 5-foot radius area. This effect lasts for 1 minute. Once you cast this spell in this way, you can’t use it again until you finish a short or long rest. 

Sacrosanct Spell
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.

Foretold Escape
Starting at 14th level, when an attacker that you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the attack.

Eyes of Prophecy
By 18th level, you are entrusted with glimpses of the future, allowing you to replace the roll of one attack roll, ability check, or saving throw you make with a 20. Once you use this feature, you can’t use it again until you finish a long rest.


Martyr Spells 
Martyrs can choose from the following spells when they prepare spells after a long rest. Spells marked with an asterisk are new to this class.

1st Level
bless
burnt offering*
command
cure wounds
detect evil and good
detect magic
detect poison and disease
guiding bolt
heroism
indemnify*
inflict wounds
protection from evil and good
purify food and drink
shield of faith

2nd Level
aid
halo of flame*
lesser restoration
locate object
magic weapon
protection from poison
zone of truth

3rd Level
create food and water
daylight
dispel magic
magic circle
pillar of salt*
remove curse
revivify
snakestaff*

4th Level
banishment
death ward
locate creature
stoneskin

5th Level
dispel evil and good
flame strike
geas
hallow
insect plague
raise dead



Changelog
5/5/21: Sacrosanct Spell: Still costs spell uses

16 comments:

  1. I really like this. I've always loved classes with religious themes (I guess they're easy to vibe with as a former religious fundie), and I've always *Wanted* to like blood caster style concepts, but found them a little too edgy and grim. So this is a really good marriage of flavor and mechanics for me.

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    1. I'm glad it jives with you! I always thought that the fatalistic aspect of religion has a lot of reach when it comes to game mechanics, so this feels like an obvious marriage in retrospect.

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  2. Always loved the Martyr. Which version is this from the Patreon? or is it updated and complete?

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    1. This is a trimmed version of the current "Complete" martyr on the Patreon. Though, we plan on expanding that book further with some more subclasses before putting it up on the store.

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  3. Lvl 20 combos well with a cleric's lvl 20 capstone. cool.

    I have a sort of problem with the subclasses...
    First of all, why do they all get Sancrosanct spell? Why not make it a base class ability- do you just want the design space open for future subclasses?
    As it is, you get no subclass-unique ability between 1st and 14th level, giving the subclasses very little in the way of distinguishing identity (mechanically) for most of the game.

    Also, for the End and Revolution burdens, I don't really see how the mechanics are supposed to integrate with the concept.
    I get that the End is meant as an offensive caster, but why?

    And I just don't see how the Revolution's abilities support the theme (except for Kingslayer), nor do they seem to integrate particularly well with one another.
    I just don't get a sense of what it's trying to do. Is it an attempt at a more martial/paladiny martyr?

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    1. 6th level is always Blooded Reprieve or Sacrosanct Spell; in this set, only Revolution gets Blooded Reprieve.

      Revolution is supposed to lean more heavily on torment and close quarters melee, and also aims for the paladin "lead everyone forward" sort of role. It's a loose concept here, which I was hoping the spell selection would more tightly tie together. Maybe I should revise the spell list?

      Burden of the End is on the far side of this spectrum; it's supposed to focus on bigger magic, since it'll probably be dealing with bigger, magical threats. Rarely is the end of the world caused by something completely mundane, so you've got more magical tools at your disposal. This one, I'll admit, is way more abstract than any of the other subclasses we've written for the class, so I'm happy to take suggestions.

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    2. Oh, right, I missed the Reprieve.

      Now that I see what Revolution is going for, it makes more sense; I guess I just expected to focus more on "rouse the people" than on being the hero.
      Bulwark of Rebellion seems a bit unnecessary for a class with a d12 hit die and heavy armor, especially when more of your action will go on attacks, so you'll lose less hp for spells.
      Maybe instead give it a commander's strike? "As bonus, an ally can use a reaction to make an attack" kinda thing?

      As for Burden of the End, the "fight magic with magic" thing is cool (very Moses-y), but most spells it gets seem to be bringing the end more than preventing it.
      Spells like Banishment, Hallow, Circle of Power, etc. (a "mage slayer" build) might be closer to the point... Although they won't work well with the abilities as they are, so picking those probably requires changing one or two abilities as well.

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    3. If you leave the Burden of the End's spells and abilities as they are, by the way, they can perfectly fit a Martyr that's supposed to prove their gods' supremacy- doing the full-on Moses, biblical prophet, raining-fire-on-the-heathens thing.

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  4. Does Kingslayer mean that a Martyr can slay a lich, bypassing their phylactery altogether?

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    1. With the current wording, I don't know if that's RAW, but it's definitely within the scope of the intent.

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  5. So I understand how this is supposed to be balanced. It is balanced around the fact that you can't heal yourself, and taking damage in combat seriously decreases your capabilities to cast spells.

    However, you have access to shield of faith and the new Burnt Offering, giving you easily a 20 in AC at level 1 (14+2 Scale mail, +2 Shield, +2 Shield of Faith), you can never die thanks to Ordained Death, and when you get to 6th level the game is over.

    As someone who runs a more survival heavy campaign, some of these abilities really stand out to me. Sacrosanct Spell is simply ridiculous, being Healing Spirit on steroids to simply fill everyone up to full for free after every combat is simply too good. That and the level 1 ability of Ordained Death makes this class way too good for a level 1 dip. Looking similarly, Zealot Barbarians get only one half of this feature, the no material cost of resurrections, at level three.

    The main problem, I guess, is this class combos way too well with any other source of healing: being able to pump out way more spells than any other caster as long as you have say a paladin or a cleric with you is perhaps too powerful. You can either be a wicked double-edged sword or just never die and be a way better healer than any other caster.

    In short, Martyr does too much too well. It can't die, can out damage And/Or out heal every other caster, likely at the same time considering Sacrosanct spell has no downsides and you can then double down on using your health pool for damaging spells.

    Honestly, the easiest fix in my opinion is to make healing spells and spells with a 1 minute+ casting time deal only half damage, rounded down, and have Ordained Death give 5 saves at level 1 and no materials for revivals at a later level, maybe around 7 or 9.

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    1. Sacrosanct Spell just prevents the self-damage, it doesn’t prevent the spell from costing one of your Spell Uses, so I don’t see how it lets you fill up everyone to full for free?

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    2. Spiriah is right -- your spell uses are limited, so you're not healing everyone for free with any combination of this class and others.

      Furthermore, I think you might be over-estimating the power of Ordained Death. Having extra death saving throws is nice, but it doesn't prevent you from taking damage at 0 hit points, which is how you'll die in most cases that someone else doesn't have healing ready for you. Raising you without a material cost is a total ribbon.

      Lastly, you claim that the martyr can out damage every other caster: I'd ask you to do some math here against the paladin or a ranger with some spells up. This class will *never* out-damage the other half-casters.

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    3. Slim chance anyone will read this, but I ought to apologize: there *was* an infinite casting thing with Sacrosanct Spell, but I never noticed it. The interaction came as a result of how I phrased the spell uses clause, and I never realized it was in there.

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  6. In one of my campains, where the gods have been mostly killed by alien invaders, one of the characters is a Martyr who lost his god, and therefore can't meet his destiny.

    Mechanically, he is a returned martyr, meaning that he has advantage on his five death saves. He will practically never die.

    Plot-wise, he has do deal with this immortality and wants to die. My character is a Grave Cleric who has been tasked with helping restore the natural order of life and death in him. Together, we are trying to find a cause great enough for him to die for, since he already failed to stop the invasion

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    1. I've always enjoyed that take on the martyr story: just a poor soul begging to die already. It's a fun contrast to most everyone else struggling to stay alive every session.

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