Skip to main content

Martyr subclass

Comments from the Designer: If you’ve read Dune: Messiah, you should understand the shape of this particular burden—foresight, godhood, and sacrifice. For everyone else, this subclass is an attempt to meld the influence of Dune’s Paul Atreides and Star Wars’s Jedi order into something cohesive that retains Paul’s messianic arc. Even if it fails in that respect, it should be rad as hell to do flips and use force powers.

Burden of Awakening

In a moment of revelation, your mind was opened to the vast, unfathomable cosmic forces that underpin the multiverse. You could see it all: a cataclysm yawning in the future, a knot of pathways forward, and your purpose among it all. No matter the outcome, you never survive.
     Ever since, a sliver of foresight has quivered in your mind, along with the spark of psionic potential. You can pull on the invisible tethers of the multiverse to move things, and you feel yourself being pulled toward destinations unknown. The ‘Verse itself has a grand design, and there’s nothing you can do to escape it.

Psionic Awakening

Starting at 1st level, your mind has been opened to vast currents of cosmic thought. You gain the following psionic abilities:
     Empathy. You can use your action to probe the surface level of a creature’s emotions. You must be able to see the creature and it must be within 30 feet and have an Intelligence of 3 or higher. You learn the creature’s emotional state and, at the GM’s discretion, one of the creature’s Bonds.
     Minor Kinesis. You learn the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You don’t lose hit points for casting this spell. Wisdom is your spellcasting modifier for this spell.
     Kinetic Shove. You can use your bonus action to telekinetically push a creature you can see within 5 feet of you that is Large or smaller 10 feet directly away from you. Alternatively, you can use this ability to push yourself, allowing you to move 10 feet in any direction without provoking opportunity attacks.
     Once you use this feature to push yourself or another creature, you can’t use it again until you finish a short or long rest.

Burden Spells

You gain burden spells at the martyr levels listed.

Martyr Level Spells Description
3rd jumpshield
5th augury, levitate
9th counterspelltongues
13th divination, stoneskin
17th telekinesis, telepathic bond

Bloody 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 don’t lose any hit points from using the ability.

Blademaster Psion

By 14th level, your skills in close combat border on the supernatural, a deadly union of body, mind, and blade. You gain the following abilities:
     Critical Focus. When you take the Attack action on your turn while you are within 5 feet of a hostile creature, you can use your bonus action to focus your senses on that creature for 1 minute. For the duration, your melee weapon attacks score a critical hit on a roll of 19 or 20 against this creature. You can use this bonus action up to three times, allowing your melee weapon attacks to score a critical hit on a 18–20 and then on a roll of 17–20. This benefit ends early when you score a critical hit or use this bonus action to focus on another creature.
     Laser Deflection. You can use your reaction to deflect weapon attacks against you that deal necrotic or radiant damage. When you do so, the damage you take from the attack is reduced by 1d10 plus your Wisdom modifier. If you reduce the damage to 0 and the attacker is within 5 feet of you, you can use your Sainted Reprisal against the attacker as part of the same reaction. You must be holding an antimatter dagger, laser halfsword, or laser sword to use this feature. 

Limited Foresight

At 18th level, your expanded consciousness can perceive the future as easily as one remembers the past. Whenever you start your turn, you can choose to be under the effects of the foresight spell for 1 round. You can use this feature to gain the spell’s effects for up to 1 minute—a total of 10 rounds—all at once or in several shorter bursts, each using a minimum of 1 round from the duration.
     You regain this spell’s duration when you finish a long rest.

Roiling red energy spills from the teeth, mouth, and eyes of a dry, gray skull in this icon for the Dark Matter universe. It represents the Maw gates, vehicles of interstellar travel from this sci-fi setting.

Leave a Reply