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Unleash yotir Inner Drain Tank with this New. Class
for the) Worlds Greatest Roleplaying GameTHE SIPHONER
A young human woman wakes up in a poorly wrought cage,
with savage ores preparing a boiling pot. The following day
reports come in to a nearby village that the orcs of the
heartthumper tribe are all dead, mere drained husks within
their encampment,
‘An elf combs through his repetoir of spellbooks, his
expression is one of boredom as he throws yet another into
the fireplace. With a flick of his wrist the flames from the fire
sputter and the light from it fades, the ef feels invigorated.
and his eyes shine with a firecke light.
‘They had thought the king weak. Now, the rebels watched
as the king cut them down one by one, with a blade of
thickened coagulated blood Their eyes widened in horror as
be drained the braver ones, watching his wounds mending.
right in front of their eyes. With a smirk and sadistic glimmer,
he set his eyes on the rest.
‘Aman in black armor stands surrounded by bandits,
greatsword gripped tightly in his hands as his blood seeped
into the ground below him. He raises a hand to the air, and
the cries of the bandits fill the air as their blood joins his own,
his own wounds mending as he did. Gripping his greatsword
again, he charges the surviving bandits
‘Trier OF PowER
‘Whether born into i like some are born into sorcerous,
‘magics, or having dedicated many years oftheir life into
perfecting it such as a wizard, Siphoners use their own power
to drain the might of others.
All Siphoners go through the phase where they know their
power is not truly their own, their "power" is stealing the
power from others and leaving them mere husks of the
people they once were. Some are consumed by this
‘maddening detail some reject it, never bothering to think
about it...And the others? They embrace it, they change it
They show that their power is theirs and no one can tell them.
otherwise,
WICKED NATURE
‘The very first known recorded Siphoner’s were incorrectly
labelled as vampires. While many vampires do take up the
‘mantle of a Siphoner and have Siphoner powers, a majority
‘of Siphoner’s are not vampires and have absolutely no
relation to them. I reality the spark of siphoning seemingly
randomly manifests in individuals. It's upto the individual
‘whether or not they choose to pursue this dark and powerful
set of abilities
‘Know for their mixture of martial prowess and arcane
‘majesty, siphoner’s have always devestated battlefields
wherever they are present. Whether it be as a tyrannical field
commander, a dark knight with powers resembling that
which was once holy...Or a beacon of light, 2 selfless hero.
CREATING A SIPHONER
When creating your siphoner, consider what you siphon and
how you feel about it. Do you drain blood? Heat? Mental
ability? Energy in general? All are fitting choices for 2
siphoner. Are you horrified about what you do and how it
affects people? Or do you relish init and embrace your power
to its fullest potential?
Quick Burp
Yu can make asiphoner quickly by following these
suggestions, First, make Sirength or Dexterity your highest
ality score followed by Constitution, you should put some
points into your Intelligence too but it's not as important as
Constittion, Then lake the sage backgroundSIPHONER
Proficient
Level “Bonus.”
Ast 2
2nd #2
3rd 42.
4th +2
5th 8
6th 3
Tth 3
8th +3. Ability Score improvement
Sth 4
VOth «+4-_— On the Edge
Vth +4. Quickened Arts
12th «+4 Ability Score Improvement
13th 5
Vath Path Feature
Features
Stolen Vitality, Path Choice
Ability Score Improvement
Archaic Attack
Infused Flesh
Path Feature
15th Arcane Conversion
16th Ability Score Improvernent
1th =
18th Path Feature
19th Ability Score Improvement
20th Beyond Mortality
Cass FEATURES
‘Asa Siphoner, you gain the following class festures:
Hr Pomrs
Hit Dice: 1410
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1410 (or 6)~ your Constitution
‘modifier per Siphoner level after Ist
‘PROFICIENCIES
‘Armor: Light armor, Medium armor
‘Weapons: Simple weapons, Martial weapons
Tools:
‘Saving Throws: Constitution, Intelligence
‘Skills: Choose two from Arcana, Athletics, History,
Intimidation, Investigation, Medicine, Nature, Religion, and
Survival
Energy Drain, Better When Bleeding
Archaic Arts
rienson Reservoir, Archaic Arts, Spellcasting
EQuirmenr
You start with the following equipment, in adlton to the
equipment granted by your background
+ (@)a martial weapon or (b) two simple weapons
+ (@)scale mail or b) leather armor
+ (@)ascholar's pack or (b)an explorer’s pack.
+ Anarcane focus
Enercy Drain
[Beginning at Ist level, you have begun to dabble into learning
how to siphon energy. Whenever you deal damage with a
‘weapon attack to living creature or a creature with a soul,
you may choose to drain energy from them. Roll one of your
available hit dice (Ifyou have any, if not you may not activate
this feature) you may recover a number of hit points equal to
hit die roll (This recovered HP can be no greater than the
damage dealt with the weapon attack)
Additionally, upon reducing a hostile creature to 0 HP, you
regain one expended hit die up to your maximum. You may
activate this ability even ifyou currently have no available hit
dicBrrrer WHEN BLEEDING
Beginning at 1st level you know that it's better to take hits|
than attempt to nullify them,
Your AC now takes a penalty equal to your Constitution
Modifier (Minimum of 1) additionally, your maximum HP
increases by your Constitution Modifier x your current
Siphoner level
CrIMsON RESERVOIR
Boginning at 2nd level you begin to pool your excess energy
tobe used for later. You gain a pool known as your Crimson
Reservoir, whenever you would receive healing that exceeds
‘your maximum health, your Crimson Reservoir gains a
‘umber of charges equal to the excess. Your Reservoir can
have no more charges than half of your maximum HP
(Rounded down)
When you would take damage, you may choose to use your
Crimson Reservoir to shield you. You subtract charges from
your Reservoir equal tothe damage taken instead of directly
damaging you, any letover damage is still deat directly you.
Aronaic ARTs
Aditionally at 2nd level, you unlock the secrets of the Arheaic
arts. You learn 2 Archaic Arts you meet the prerequisites for
(The list of arts can be found at the end of this class) and you
learn additional ones atthe levels according to the table
above. Whenever you gain a level inthis class, you may
exchange one of your Archaic Arts for another one you meet
the prerequisites for.
SPELLCASTING
PREPARING AND CASTING SPELLS
‘The Siphoner table shows how many spell slots you have to
cast your spells. To cast one of your Siphoner spells of Ist
level or higher, vou must expend a slot of the spel’ level or
higher. You regain all expended spell slots when you finish a
long rest. You prepare the list of Siphoner spells that are
available for you to cast, choosing from the Siphoner spell
list. When you do so, choose a number of Siphoner spells
‘equal to your Intelligence modifier + half your Siphoner level,
rounded down (minimum of one spell) The spells must be of
level for which you have spell slots. You can change your list
of prepared spells when you finish a long rest
SPELLOASTING ABILITY
Intelligence is your spellcasting ability for your Siphoner
spells. You use your Intelligence whenever a spel refers to
your spellcasting ability: In addition, you use your Intelligence
‘modifier when setting the saving throw DC for a Siphoner
spell you east and when making an attack roll with one,
Spell save DC = 8 + your proficiency bonus +
your intelligence modifier
Spell attack modifier = your proficiency bonus +
your intelligence modifier
SPELLOASTING Focus
You may use any arcane focus as a spelicasting focus for your
Siphoner spellsSTOLEN ViTALITY
Starting at 3rd level you are immune to effects that magically
fage you such as a ghosts horrifying visage, as you have
further learned how to sustain your own life energy:
SrpHoner PATH
At third level,you choose the path you will walkin the
discovery and improvement of your powers. You may choose
‘your path from the following options: Path of the Blackguard,
Path of the Cultist, Path of the Martyr, and Path ofthe Tyrant.
Your choice grants you features when you select it at 3rd
level and again at Sth, 7th, 14th, and 18th level
Asruity SCORE IMPROVEMENT
‘When you reach 4th evel and again at Sth, 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 cantt increase an ability score above 20
using this feature. Alternatively, you can choose a feat (see
Chapter 6 fora list of feats).
Arowarc ATTACK
Boginning at 5th level, you can attack twice, instead of once,
‘whenever you take the Attack aetion on your turn,
‘Additionally, you may replace one of these attacks with an
Archaic Art that has a usage time of I action that works with
this feature (All Archaic Arts specify when they work with this
ability)
INFUSED FLESH
Starting at 6th level. you know how to turn your magic into
raw might. As a bonus action you may expend one of your
available spell slots, you gain charges for your Crimson
Reservoir equal to 5 times the expended slot evel
ON THE EDGE
Starting at 10th level, your soul rejects the dangerous effects.
of magic, When you are subjected to an effect that allows you
to make a saving throw to either avoid or take halfdamage on
a successful save (Such as the fireball spell or a dragons
breath weapon) you may choose to automatically fail it I'you
do 50, you may choose one ofthe following benefits to gain
for a number of rounds equal to your Intelligence Modifier
(Minimum of 1)
Bulk Up. Your Better When Bleeding AC penalty no longer
applies for the duration.
Intensify. You add your Constitution modifier to the
damage rolls of your Archaic Arts and Weapon attacks for the
uration.
Lock On. You have advantage on attack rolls against the
creature who forced you to make the save for the duration,
additionally they have disadvantage on saving throws against,
your Archaic Arts,
‘Thick Skin. You gain Crimson Reservoir charges equal to
‘your Siphoner level (Maximum of half the damage taken from
the trigger of this feature)
You may use this feature a number of times equal to your
intelligence modificr (Minimum of 1) you regain all uses upon
finishing a long rest.
QuIcKENED ArTs
Beginning at 11th level. your have achieved a signature art
that is second nature to you. Choose one Archaic Art you
know that is usable with archaic attack (Such as Siphon Life)
You may now use that art as a bonus action on your turn, if
you do so you may not use an archaic art as apart of archaic
attack,
-ARCANA CONVERSION
‘Starting at 15th level you can turn your siphoned energy into
‘more than just HP. Whenever a Siphoner class feature or
spell allows you to regain hit points, you can instead regain a
spell slot with a evel no greater than one fifth ofthe (otal hit
points that would ve been regained (Rounded down)
BEYOND MORTALITY
‘Starting at 20th level you have glimpsed between life and
death and now exist beyond both. You stop aging and can no
longer die of old age.
Additionally, you gain 10 bonus hit die for the purpose of
fueling your class features and Archaic Arts. You do not gain
additional maximum HP from these hit die, and you regain
all of them upon finishing long rest.
7 iain ee EE tN
SIPHONER AND DURABLE
This class was initially conceptualized and balanced
without the Durable feat in mind. Durable makes it
so that whenever rolling it die, the minimum you
an heal is equal to double your Constitution
‘modifier. Tis feat would break a lt of abilities
With this class, which is why I recornmend going
cone ofthe following routes
+ Do not allow the feat to be used in conjunction
with this class.
+ Make itso the benefits ofthe feat only function
during a short res.
+ Reap the consequences of your decisions and
hope the siphoner player doesn't notice the
combo.
—_—_—_—_———————_—SIPHONER PATHS
Ata certain point every siphoner must choose what they want
todo with their powers, how they want to hone in and train
them. Until this point they hadn't focused, but now they
realize their power can exponentially grow.
PATH OF THE BLACKGUARD
Paladin? The mere word makes you scoft. You may have once
held their ideals or even been one, but now all the light that
‘may've once been in your heart has given away to the dark,
Embracing the sheer edginess of their status, Blackguards
fight combining the magical healing
righteous fury of Paladins.
BLADE AND SORCERY
[At 3rd level. you have begun to finely hone both your martial
‘and magical prowess. You gain proficieney in Heavy Armor
‘and Shields.
‘Additionally, you learn two spells from the Paladin spell
list. These spells count as Siphoner spells from you and do
not count against your aumber of spells known. You may
change these spells or different ones upon completing a long
rest,
HARMING HANDS
Additionally at 3rd level your touch inflicts death, You gain a
pool of energy equal to 5 x Your Siphoner Level You may
‘make a melee attack roll (Strength or Dexterity) against a
creature within feet of you, on a hit you may expend any
umber of points from the pool and deal necrotic damage to
them equal to the number expent. Ifyou score «critical hit on
the attack, the target is frightened of you until the end oftheir
Your pool replenishes upon completing a long rest.
FALSE PALADIN
Starting at 7th level you have learned how to blend into the
paladin troupe that most Blackguards are. Whenever you
‘must make a saving throw, you gain a bonus to the saving
throw equal to your Intelligence modifier (with a minimum
bonus of +1). You must be conscious to gain this bonus.
NECROSIS
At 14th level the legacy of dark paladins stains you and fills
your mind with its influence, Whenever you hit a creature
with a melee weapon, the creature takes an extra 148
necrotic damage.
Macic Furtep STRIKES
‘Starting at 18th level the will ofthe arcane guides your every
strike. Whenever you expend a spel slot for a feature other
then casting a spell you gain adv
‘until the end of your next turn,PATH OF THE CULTIST
Your power ist entirely your own... You looked to beings
beyond your comprehension in order to fully master the litle
power you actually had. So you have taken up the path of the
caltist, dedicating yourself to an entity such as an old god or
fiend in exchange for stronger Siphoner abilities and training.
Macic oF THE OccuLT
‘At Srd level you have delved deep into the world of cults and
‘your masters dogma, You learn three cantrips of your choice
from the cleric or warlock spell lst, these cantrips are treated
as Siphoner spells for you.
‘You learn an additional cantrip at level 10.
SACRIFICE FOR THE MASTER
Additionally at 3rd level you dedicate the souls of your
victims to your master. Whenever you reduce a hostile
creature to 0 HP, instead of regaining a hit die from your
Eneray drain feature, you may regain a spell slot equal toa
quarter ofthe creatures challenge rating (Rounded down,
‘minimum of 1)
You may use this feature a number of times equal to your
proficiency bonus, you regain all uses upon finishing a long.
rest
lh
Cutt Master
It's important you consider what/ho your master
is exactly when choosing this subclass. Anyone
who you can choose as a warlock patron isa viable
‘candidate to be your master.
—_—_—_—_—_—__——__
Bioopy INVOCATION
‘Starting at 7th level, you may choose a warlock invocation
you meet the prerequisites for, you gain the benefits ofthis
invocation. You may swap this invocation out for different
‘one upon finishing a long rest provided you meet the
prerequisites for the new one,
‘Whenever you gain an Archaic Art, you may instead choose
to gain an additional invocation.
Lorps WILL
{At 14th fevel, your master has allowed you to recover your
‘magic ata much faster rate than what should be possible.
Upon completing a short rest, you may regain spel slots
whose total levels is equal to or less than your proficiency
bonus (Example: If your proficiency bonus is 5, you may
regain 3 firs levels and 1 second level slot)
ELpRiTcH INTERVENTION
sting at 18th level your master has finally noticed you and
‘may intervene on your behalf. You may use your action to
plead for assistance from your master. Then roll 1d100, on a
rll of25 or lower your master intervenes in the following
way:
+ You cast a 9th level or lower Cleric or Warlock spel of
your masters choice, the spells casting time becomes one
action and itis cast at its lowest level it is cast using your
spelleasting ability. The spell should be helpful to your
current situation, and after your master gives you the spell
‘you may use itas you see fit
After successfully using this feature you may not use it
‘again for 1d4 days, otherwise you regain use ofthis feature
after completing a long rest.PATH OF THE MARTYR
You look at your own intense self healing abilities and then
look and see everyone badly injured who cant... our allies
‘who need your help... The innocents suffering... I's not right.
So you have committed yourself to the path of the Martyr,
sacrificing your self healing abilities to save others instead,
PRESERVER OF LIFE
‘AL rd level you begin (o sacrifice your own benefits for the
areater good Whenever a Siphoner class feature or Archaic
Art would allow you to regain hit points or add to your
Crimson Reservoir, you may instead allow an ally within 30-
feet of you to regain the hit points you would ve regained,
OTHERS MATTER MORE
Additionally at 3rd level you throw yourself in front of ales
to protect them from harm, When an ally within Sect of you
‘would be hit by an attack, you may use your reaction to take
the punishment yourself. You redirect the attack to yourself
as you throw yourself in front of the ally, the attack is
guaranteed to hit you regardless of your AC.
LecEnD BEYOND THE GRAVE
‘Starting at 7th level, you inspire your allies to push on even
‘when you fall Upon being reduced to 0 HP, all allies within
660-feet of you that can sce or hear you gain a-+2 bonus to
their AC, and add +2 to their attack and damage rolls for the
ext minute
Upon using this ability, you can not use it again until you
finish a short rest
FIGHT FOR WHat's RIGHT
At 14th fevel, your noble cause guides you. Anytime you
would deal necrotic damage, you can change it to radiant
damage. Radiant damage you deal ignores resistance to
radiant damage as you sear through their defenses,
UNBREAKING
‘Starting at 18th level, the weight of knowing you must protect
others does not break you, it only strengthens you. When an
ally within 60-feet of you is reduced to 0 HE, you may use
your reaction to gain resistance to all damage for the next
‘minute, your attacks deal also deal an additional 148 radiant
damage on hit.
‘You may use this feature twice, regaining all uses upon
‘completing a long restPATH OF THE REDEEMED
Much of a Siphoner's power is rooted in sinister origins, but
‘you have decided to not let this fact define who you are. You
hhave taken up the path of the redeemed you have decided to
use your power for what is right and fight for the brightest
future possible.
RENOUNCE BLACK Macic
Beginning at 3rd level you have renounced your sinister
rmagies. You are no longer able to cast Siphoner spells and
whenever you would learn a new Siphoner spell upon
leveling up, you no longer do so.
In exchange for this fact, you learn a new way to use your
spell slots. Whenever you would expend a hit die to fuel an
[Archaic art or Siphoner feature, you may instead use a spell
slot. Spell sots of Ist level are considered to be a D6 hit di.
Slots of 2nd level are two D6 Hit de, and so on.
FACE THE HERO
‘Additionally at 3rd level your powers become more reflected
of the ways you have chosen. Any Siphoner feature that deals
necrotic damage instead deals radiant damage. Anytime you
‘would regain hit points from an archaie art, you restore an
additional amount equal to your proficiency bonus,
Stanp AcainsT DARKNESS
Once you reach 7th level. you may steel yourself to stand
against a particular supernatural force, gaining bonuses
against whatever you steel yourself again. Choose one of the
following features:
Fey. You gain advantage on saving throws against
becoming charmed or frightened. and you can see invisible
creatures within 15-eet of you.
Fiends. You gain resistance to fire damage, and you have
advantage on saving throws against being frightened.
Undead. You gain resistance to necrotic damage, and you
can not be possessed unless you allow yourself to be.
You may change your chosen feature upon completing a
long rest.
LicHT OF REJUVENATION
Beginning at 14th level your light burns like a star in the
night. Immediately after using an archaic art, a wave of
radiance flushes out from you in a 15-foot radius. All
creatures of your choice within the radius regain hit points
equal to half your Siphoner level A creature can only receive
this benefit once an hour.
UNYIELDING AVENGER
Finally at 18th level you will never submit tothe forces of
darkness. Upon being reduced to 0 HP. you may instead
choose to regain half your hit point maximum in a burst of
light, When this happens, you regain half of your expended
hit dice and all your attacks for the next minute deal an,
additional 148 radiant damage on hit.
Upon using this feature, you can not use it again until you
complete a long restPATH OF THE TYRANT
Your power is a weapon that you have been gifted for a
reason, you are meant to be the leader of the weak fools in
order to save them from themselves. Siphoner's following the
path ofthe Tyrant find themselves using their arts even more
than usual, and force enemies to quake before your might.
Tyrants TONGUE
‘At Srd level you gain proficiency in intimidation and
persuasion. Ifyou are already proficient in these skills, you
instead add double your proficiency bonus to these skills
You also learn one language of your choice.
INTIMIDATING FORCE
Additionally at 3rd level your yrannical nature inspires fea
into others, Whenever a creature fails a save against one of
your spells or Archaic Arts, you may cause them to be
frightened of you until the end of your next turn,
You may use this feature a number of times equal to your
Intelligence modifier (Minimum of 1), you regsin all expended
uses upon finishing a long rest.
FIELD COMMANDER
Starting at 7th level, you know how to instruct pawns
properly, Whenever a creature fails a save against one of your
spells or Archaic Arts, ifan ally is in range to attack them you
‘may command them to. The ally may expend their reaction to
make an attack against the creature.
You may use this feature a number of times equal to your
Intelligence modifier (Minimum of 1) you regain all expended
‘uses upon finishing a long rest.
Farse DirtoMaT
At Lath fevel your silver tongue has allowed you to escape all
‘methods of detection. You can not be compeiled to tll the
truth by any means, and magic that would discern whether or
always says you are telling the
Lorp OF DESPAIR
‘Starting at 18th level you become a beacon of tyranny and
‘command. You gain the following benefits:
+ You gain immunity to the charmed and frightened
conditions.
+ You regain uses of your Intimidating Force feature upon
finishing a short rest.
*+ You regain uses of your Field Commander feature upon
finishing a short rest.PATH OF THE UNSTOPPABLE ae
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points (Whether itbe from a iphone feature orn ally
healing you in some other way) while inthis state, you gain
the following eects
Siphoner's already become monstrous forces on the
battlefield thanks to all oftheir healing, but they sulfer from
being cut down before being allowed to get this healing off.
Not you. You have embraced the path of the unstoppable,
ready to charge forth garbed in nothing but your
determination and leave with the wounds barely covering
you.
+ You gain resistance to bludgeoning, piercing and slashing
damage.
+ Your size counts as one size larger for determining your
carrying and grappling capacity.
+ Any effects that would heal you instead restore half ofthe
amount they normally would
‘You may enter this state « number of times equal to your
proficiency bonus. You regain all uses ofthis feature upon
‘completing a long rest.
WARRIORS STRIDE
tionally at 3rd level your steps are measured and
ful Your movement speed can not be reduced by any
ans (Aside from something such as attempting to climb or
‘swim without the appropriate speeds)
“CONFRONT
Once you reach 7th level you charge to meet your foes head
iF naif a creature you can see ends their turn within your
BD snovement speed you may use your reaction to move up to
Byer movement apced towards them,
Pg) tthe creature is analy you may only move up to half your
speed
IMPOSING FLEX
‘AP L4th level you learn how to further shrug off hits that
Would shake the skulls of anyone else.
‘After ending your turn, you may enter an imposing stance
that prioritizes nullifying the next hit. The next source of
‘damage you take from a weapon attack is reduced by an
amount equal to your Siphoner level
‘You may not use this feature again until you have gone a
turn without using it
WrasTH OF A TITAN
Finally at 18th level. you can achieve your truly unstoppable
heights.
When you enter your Behemoth state, you may choose to
‘grow an additional size category. Ifyou do so you gain the
Jolowing benefits
%
*+ Your weapon attacks deal an additional damage dice.
+ WNour reach increases by 5 feet.
* Your healing reduction no longer applies.
B _ These benefits last as long as your Behemoth state does,
ho sisal rtsoee + ogARCHAIC ARTS
‘Arr Rutes
Beginning at 2nd level you gain access to your Archaic Arts.
‘You may choose any art you meet the prerequesites for
provided you do not already know that art (Unless it specifies
‘you can take it multiple times)
‘Some arts require expending some sort of resource (Most
commonly hit die or spelislts) in order to activate, if you do
not have enough ofthe particular resource you may not
activate the ability
‘Upon gaining a level in this class you may exchange one of|
‘your known arts fora different one you meet the
prerequisites for, unless the art chosen you are attempting to
replace is a prerequesite for another art you already know.
AVAILABLE ARCHAIC ARTS
ARCANE TRADE
Prerequisites: Path ofthe Blackguard or Unstoppable
Usage Time: 1 bonus action
Range: Self
Cost: Any Spell Slot
Duration: Instantaneous
‘Magic for vitality. I's the ultimate trade you must take.
‘You may expend any spell slot you have available, you regain
a number of hit die equal to the spel slots level
Bioopso1L
Prerequisites: 9th level Siphoner
Usage Time: 1 action
Azchaic Attack: N/A
Range: Self
Cost: A 3rd level Spell slot
Duration: 1 minute
You cauise your blood to bol and your adrenaline to kick
into overdrive, gaining the following benefits:
+ You gain an additional action, this action can be used only
to take the Attack (one weapon attack only} Dash,
Disengage, Hide, or Use an Object action.
+ Your speed increases by 15feet
» Your strength and dexterity scores (Alongside their
maximums) increase by 2
* Allattacks against you deal an additional damage die as
your skin grows even more vulnerable,
‘When this ability ends, you suffer a level of exhaustion,
Buoopy BASTION
Prerequisites: 5th level Siphoner
Usage Time: 1 reaction which you take upon being reduced
to OHP
Range: Self
Cost: 1 Hit Die and 1 Spell slot of Ist level or higher:
Duration: Instantaneous
‘When you take this reaction, you immediately expend one
hit die and regain HP as normal you do not go unconscious
‘asa result of being reduced to 0 HP if you take this reaction.
CoNnDEMN
Prerequisites: None
‘Usage Time: Hitting with a Weapon Attack
Range: Sect,
Cost: 1 or more Hit Die
Duration: Instantaneous
You've seen what paladins can do with weapons and you
‘want to do the same! When you hita creature with a weapon
attack you may expend a number of hit die equal to your
proficiency bonus or less, you add the hit die to the weapons
damage (You do not add your constitution modifier to these
hit die ros) This extra damage is Necrotic damage.
CRIMSON OVERCHARGE
Prerequisites: None
Usage Time: 1 reaction which you take upon using another
‘Archaic Art
Archaic Attack: N/A
Range: Self
Cost: 1 Hit Die
Duration: Instantaneous
You overload your current archaic art with extra life force.
Ifthe art has an attack roll, you have advantage on it. Ifthe art
forces creatures to make a saving throw against it, your DC is
increased by 2
ELEMENTAL DRAIN
Prerequisites: Level 5 Siphoner
‘Usage Time: 1 reaction, which you take upon taking damage
from acid, cold ire, lightning or thunder damage
Range: Self
Cost: 1 Hit Die
Duration: 1 round
You roll the expended hit dic, you reduce the damage taken
from the triggering attack by an amount equal to the rol If
you take any ofthe same damage type before the end of your
next turn, you reduce it by the same amount.Fuesu Tarrst
Prerequisites: None
Usage Time: 1 minute
Aschaie Attack: N/A
Range: Touch
Cost: 2x Hit Die
Duratio
x Hours
You are a predator, and you know how to become the wolf
in sheeps clothing. You may target a humanoid that is
tunconscious, ineapicitated, or dead (That has been dead for
‘no longer than one hou) within range, For the duration, you
appear exactly like the target person, and your voice changes
to be identical to theirs. All your in game statisties remains
the same.
‘This ability lasts one hour for every two hit die expended.
‘You have advantage on checks to avoid detection, and this
disguise holds up to physical inspection.
FORBIDDEN WEAPONRY
Prerequisites: Level 5 Siphoner
‘Usage Time: 1 action
Range: Touch
Cost: 1 Hit Die
Duration: Until Dismissed
Using your very life force, you weave together a weapon of
your own creation. The weapons die size is equal tothe
expended hit dies size, and on creation you may choose one
ofthe following traits: Versatile (D12) Finesse, or Reach. You.
choose from bludgeoning, piercing or slashing damage upon
creating this weapon.
Upon reaching 7th level in this class, your weapon.
summoned with this ability is treated as magical Upon.
reaching 12th level in this class, your weapon has a +1 bonus
toattack and damage rolls,
Groresque Muscurar GrowrH
Prerequitos: Level 9 Siphoner Strength ecore of 184
Usage Time: 1 action
Range: Set
Cont x it Die
Duration: 1 Hour
Who cares about health when you can just add itall to your
‘muscle mass? When activating this ability you may sacrifice a
‘umber of hit die up to your Siphoner level For every two hit
die you sacrifice, your strength score and strength score
‘maximum increases by L. If this effect would expire, you can
spend two hit die to make it last an additional hour.
IMPLopE
Prerequisites: 9th level Siphoner
Usage Time: 1 action
Aschaie Attack: N/A
Range: 30-feet
Coat: All remaining hit die
Duration: Instantaneous
You call on your inner vitality and perform an all out attack.
Al ereatures within range must succeed on a Dexterity
saving throw or suffer necrotic damage equal to half your
current hit points on a failed save, or half'as much on a
successful one.
You drop to 0 HP upon using this archaic art and have
disadvantage on death saves forthe next hour
‘Mass SIPHON LIFE
Prerequisite: 13th level Siphoner, Siphon Life
Usage Time: 1 action
Archaic Attack: Available
Range: 60-fect
Cost: Half of your maximum hit die rounded down.
Duration: Instantaneous
‘Why drain from one when you can drain from them all?
‘You attempt to drain from all the erestures within range. All
creatures within range must succeed on a Constitution
saving throw against your Siphoner DC or suffer necrotic
damage equal toa roll ofthe hit die expended in the cost of
this ability or half as much on a successful save. You regain
HP equal to half the total damage dealt with this ability,
Ifyou already used this art within the last 8 hours, you gain
‘a number of exhaustion levels equal to your Constitution
‘modifier (Maximum of § total levels of exhaustion, this
feature can not bring you to 6 levels)
Rirvaustic
Prerequisites: Path of the Cultist
Usage Time: 1 Hour
Range: Touch
Cost: A Spell Slot
Duration: Varies
‘You have grown accustomed to performing rituals for your
dark lords. Upon using this art, choose a ritual spell from the
Cleric, Warlock or Wizard spell list. The cost for this Archaic
Art is whatever spell level the chosen spell is. You begin a
ritual in which you can not move or speak aside from the
incantations for the ritual ifyou are uninterrupted for the
usage time of this art, you cast the chosen ritual spellRopE oF TENDONS
Prerequisites: None
Usage Time: 1 action
Aschaie Attack: Available
Range: Self
Cost: 1 Hit Die or Spell Slot
Duration: Until Dismissed
You conjure a rope in your hands, this rope can be up to 50.
feet ong and has a minimum length of 5-eet. Its appearance
is up to you, however it typically appears sickening and
disturbing, and always feels like flesh.
‘Asan action, you can target a point you can see that is no
farther than the ropes length. The rope shoots out and
attaches to that point, the other end remaining in your hands,
Ifthe target isa creature, they must make a dexterity save
‘against your Siphoner DC or he grappled by the rope.
You can pull yourself to the point as if you were normally
climbing a rope, ori it was a creatureJobject within your
carrying capacity, you can pull it towards you at a rate of 10
feet per round ifthe creature is willing this becomes 20 feet.
When you use this art again, ay ope previously created
disappears. You can dismiss this rope as a bonus action,
Sancuine Poot,
Prerequisites: 9th level Siphoner
Usage Time: 1 action
You need time to regain yourself, and you know exactly
how to. You dive into the ground and become a pool of blood,
for every 3 hit die you spend in the cast of this ability you may
remain in the pool for around You leave the pool atthe end
of your turn ifyou have no more rounds available.
‘While in the pool you are immune to nonmagical damage
and have resistance to all other damage. At the beginning of
teach of your turns while in the pool you regain 14 hit points
for each Hit Die you spent in the cost ofthis ability.
SICKENING MissILEs
Prerequisites: None
‘Usage Time: 1 action
‘You launch a barrage of blasts fueled by your own lifeforce
against creatures of your choice within range. For every hit
die expended, you create one missile that deals 1d4+1
necrotic damage to the target. You may divy the missiles up
amongst all creatures in range.
‘SIPHONED ARMOR
Prerequisites: None
Usage Time: 1 action
Aschaie Attack: Available
Range: Self
Coat: None
Duration: 8 Hour
‘When you use this ability your AC suffers a penalty equal
to your proficiency bonus. You gain additional maximum HP
ceqital to your Constitution modifier x your proficiency bonus.
SireHon Lire
Prerequisites: None
Usage Time: 1 action
Aschaie Attack: Available
Range: 60-feet
Cost: None
Duration: Instantaneous
‘You know well how you need to use more than just mere
weaponry to be able to heal As an action you may target a
creature within range and force them to make a Constitution
saving throw against your Siphoner DC. On a failed save they
suffer 1d6 + Your Intelligence Modifier in necrotic damage,
‘and you recover half ofthe damage dealt in HP.
‘You may increase the damage of this art by taking it more
times. Taking it twice increases the dice to 2d6, and taking it
a third time increases the dice to 346,
Srrrcu Wounps
Prerequisites: Path of the Martyr or Redeemed
Usage Time: 1 action
Archaic Attack: Available
Range: Touch
Cost: 1 Hit Die
Duration: In
taneous
You touch a creature and roll the expended hit de, the
chosen creature regains hit points equal to a roll of the hit
die, Ifthe target isa construct or undead this ability has no
effect.
SupreME Grace
Prerequisites: Level 9 Siphoner, Dexterity score of 18+
Usage Time: 1 action
Aschaie Attack: N/A
Range: Self
Cost: x Hit Die
Duration: 1 Hour
You've bared witness tothe supreme grace that other
creatures possess, why can't you have it too? When activating
this ability you may sacrifice a number of hit die up to your
Siphoner level For every two hit die you sacrifice, your
dexterity score and dexterity score maximum inereases by 1
If this effect would expire, you can spend two hit die to make
itlast an additional hour,
Your AC does not increase as a result of your Dexterity,
increasing, from this ability‘TYRANNICAL PRESENCE
Prerequisites: Path ofthe Tyrant
‘Usage Time: 1 reaction, which you take upon making a
Charisma check
Range: Self
Cost: 1 Hit Die or Spell Slot
Duration: Instantaneous
Your presence is an intimidating and commanding one that
demands to be respected Whenever you make a charisma
check, you may use this ability to gain advantage on the roll. If
you already have advantage on the roll you add your
Charisma modifier a second time tothe check
‘Vampires CLAW
Prerequisites: None
Usage Time: 1 action
Archaic Attack: Available
Range: Self
Cost: None
Duration: | action
You coat your fingers in sharpened blood and swipe with it
ata creature within range. Make a melee attack roll on a hit
you deal 1d6 + Your Attack Modifier in slashing damage.
‘Additionally, you heal for haf of the damage dealt
Necrotic Resistance/Immunity affects this damage.SIPHONER SPELL LIST
Ist LeveL 2Np LeveL
Absorb Elements Aid
Armor of Agathys Darkness
Bane Earthbind
Cause Fear Enthrall
Cure Wounds Gentle Repose
Detect Magic Healing Sprit
False Life Lesser Restoration
Hex Misty Step
Longstrider Shadow Blade
Inflict Wounds Spider Climb
Magic Missile
Ray of Sickness 3RD LeveL
Sleep Aura of Vitality,
Tasha's Caustic Brew Bestow Curse
CrepITs:
[Ahhuge thanks to the people in my discord server who helped
give me feedback from the initial draft and encouraged me as
I shared indvidiual bts and pieces of the class
Cover: Artborne-wd - htiasJivww.deviantart.comlarthorne.
wd /aet/Binhar-Frey-fa 826195
Blonde Girl By Lore: Scrappy195
https-/wwwsdeviantart.com/scrappy195/artMage-Hawke-
487861887
‘Mage below Spelleasting: Athena Erocith
httpss//uwu:deviantart.com/athena-erocith/art/The-Dark:ye-
Memoris-ale£578717417
Blackguard: Wonil Kim -
uinst/awwartstation com/artwork/G2rad
Cultist: Christof Grobelski-
bispsy/wonmartstation,com/artwark/9ekS5:
‘Martyr: Alexander Deruchenko -
us le 1099)
Redeemed: Livia Prima -
ttps-//wwwartstation com/artwork/Xy33n
‘Tyrant: Lius Lasahido-
ups /wwwartstation com/artworkiySemn
Unstoppable: Brahm
buns /uwvedeviantart.com/kamivamark/set/Brabm.
1775569207
Tf used your artwork in this document and you feel I didn't
properly credit you or you don't wish to have your artwork
featured let me know in a private message to w/Zellorea on
reddit or some other method of contact and I wil rectify it
Counterspell Sickening Radiance
Feign Death Stoneskin
Gaseous Form Vitriolic Sphere
Hunger of Hadar
Life Transference StH Levet
Slow Animate Objects
Vampiric Touch Antilife Shell
Enervation
47H LeveL Far Step
‘Aura of Life Greater Restoration
Banishment Passwall
Blight Steel Wind Strike
Death Ward ‘Synaptic Static
Freedom of Movement
Shadow of Moil
Wall of Force
Like WuaT You SEE?
Ifyou liked this class and want to see much more from me in
the future, why don't you visit me on patreon to help me out?
‘There you'll get early access to my homebrew content and
other benefits!
tpsi//mwuupatreon,
lores
CHANGELOG
+ Made document look much cleaner,
+ Reworked Overheal into Crimson Reservoir.
+ Made Archaic Attack a class wide feature,
+ On the edge now lasts a number of rounds equal to
intelligence modifier.
+ Quickened Arts made less redundant,
+ Blackguard level 3 features adjusted
+ Cultist has Eldritch Intervention adjusted.
‘+ Martyr has 18th level feature adjusted.
‘+ Added Redeemed and Unstoppable paths.
+ Added 6 new Archaic Arts.