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by Ray Cordova, iltharanos@yahoo.

com
last updated on August 15, 2016 at 12:08:42 PM

New Prestige Classes

Faceless Brethren

The Faceless Brethren are a dark cult who worship the


ancient archmage Maladar an-Desh, former Emperor of
Aurim. They believed that the continent of Taladas is
dying and has been ruined following the destruction of
the Aurim Empire. The only method of saving the
continent is by orchestrating the return of Maladar, who
will resurrect Aurim and bring peace to the land.

The Faceless Brethren


Level
1st
2nd
3rd
4th
5th

Features
Pain
Tolerance,
Spellcasting
Dark
Devotion
Blood
Magic
Improved
Transfer
Sorcery
ShadowFiend Lord

-Spell Slots per


Spell Level-

Cantrips
1st
Known

2nd 3rd

Prerequisites

In order to advance as an faceless brethren, you must


meet the following prerequisites (in addition to the
multiclassing prerequisites for your existing class):

Human. The Faceless Brethren are a human-only


organization of sorcerers.
4 Sorcery Points. The Faceless Brethren will allow
only sorcerers of significant power to join their
ranks.
Complete a special task. The faceless require a
sacrifice to join their ranks, a rite of blood where the
initiant into the cult self-inflicts numerous wounds
on their own faces, carving away large amounts of
flesh, and showing the bone underneath. Their faces
are ever after little more than a leering skull, with
blazing eyes, a black tongue and long teeth.
Upon completing these self-inflicted wounds, the
new faceless discards his or her previous identity
and adopts a moniker indicative of their role in the
Faceless Brethren. Example monikers include, but
are not limited to: The Keeper, The Master, The
Slayer, The Speaker, The Teacher, and The Watcher.

The Hooded One

The Hooded One is a statue that was created from black

stone and was made in the likeness of Maladar an-Desh,


the Emperor of Aurim. The sorcerous ruler had his soul
bound to the statue with the magical aid of a dozen
archmages, so that if he was ever killed, his followers

could later revive him. To prevent his return, a purge was


done across the empire to destroy every statue in his
image. However, dedicated worshippers of Maladar kept
the statue safe after his death. With the Great

Destruction, the empire was sundered and the statue was


forgotten.
The Faceless Brethren can, if they ever recover the
statue, call upon it to aid their spellcasting. Any faceless
brethren within 100 feet of the hooded one can, as a
bonus action, draw sorcery points from the statue (roll

1d6 +1 to determine the sorcery points granted). The


hooded one has 20 sorcery points, recovering all of them
at the stroke of midnight.

Multiclassing

Most of the faceless brethren are sorcerers, but at least

one of them (the Teacher), was a multiclass circle of the


land druid/sorcerer. The Teacher used his improved

transfer sorcery feature to grant Chovuk of the Uigan the


ability to cast the call lightning spell to destroy the walls
surrounding the League town of Malton.

Class Features

As a faceless brethren, you gain the following class


features.

Hit Points

Hit Dice: 1d6 per faceless brethren level


Hit Points per Level: 1d6 (or 4) + your Constitution
modifier per faceless brethren level

Proficiencies

Armor: None
Weapons: None
Tools: None

Saving Throws: None


Skills: None

Equipment

by Ray Cordova, iltharanos@yahoo.com


last updated on August 15, 2016 at 12:08:42 PM
The faceless brethren class gains the following
equipment: ritual knife (treat as a dagger).

Pain Tolerance

You have advantage with Constitution saving throws.

Spellcasting

This feature of the faceless brethren class allows the


character to continue to gain spellcasting as a sorcerer.
Faceless Sorcerers

Many of the faceless brethren are either wild magic


sorcerers or shadow sorcerers.

Dark Devotion

You have advantage on saving throws against being


charmed or frightened.

Blood Magic

Your physical sacrifice grants you insight into the use of


blood magic. In a special ritual that takes 10 minutes and
using your ritual knife, slaying an intelligent humanoid
will result in you gaining a number of sorcery points
This ritual may not increase your number of sorcery
points beyond their normal maximum.

Improved Transfer Sorcery

You add the transfer sorcery spell to your list of spells


known. This spell does not count against the number of
spells you know. When using the transfer sorcery spell,
you regain transferred sorcery points after a long rest, as
normal.

Shadow-Fiend Lord

You add the create shadow-fiend spell to your list of


spells known. This spell does not count agains the
number of spells you know. When using the create
shadow-fiend spell, the duration of your control over
shadow-fiends increases to 1 week, and you need only
expend the appropriate spell slot(s) to maintain control
over any shadow-fiends you have created with the spell.

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