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Witcher

Profaner

The Profaners are never spoken of. Any respectable Witcher would never even admit to their existence. A Profaner’s speciality is slaying Celestials. They are marked by a thick black cape hiding an abomination. Each Profaner wears a mantle of angel wings beneath their signature cape as a symbol of their profession. They are evil beings who are hired by only the most depraved and sacrilegious individuals to slay the servants of gods. Naturally the School of the Cat has no issues with undertaking such evil paths to gain more power.

D8 Angel Feature
1AlabasterYou bear a mantle of the soft downy wings of a gentle Alabaster Angel now bloody and stained forever. While unmasked the Alabaster Mantle causes all creatures within 10 ft of you other than you to regain 1D8 -1 hit points (The number of hit points cannot be reduced below 0 with this feature) whenever they would regain hit points. However, while unmasked guilt racks your callous soul giving you a 1D4 penalty to CHA saving throws.
2FiremaneYou bear a mantle of the hard red and white wings of a righteous Firemane Angel now forever smoldering gently. While unmasked the Firemane Mantle causes vile flames to burn around you making a cloud of caustic smoke Heavily Obscuring the area within a 20 ft diameter sphere centered on you forcing each creature other than you to make a CON saving throw DC 15 when they start their turn or end their turn in the affected area and on a failed save have a 1D6 penalty to their next attack throw or ability check. However, while unmasked the mantle tries to eat away at you as an act of rebellion giving you a 1D4 penalty to CON saving throws.
3GoldknightYou bear a mantle of the glorious wings of a just Goldknight angel now blackened with soot. While unmasked the Goldknight Mantle causes a thin rain of soot to cover the ground making it slippery to others. When a creature starts its turn or tries to move within 10 ft of you they must make a DEX saving throw DC 15 and on a failed save fall Prone. Once a creature has failed the saving throw it has advantage on the saving throw for 24 hours. However, while unmasked the mantle saps your strength giving you a 1D4 penalty to STR saving throws.
4HeronYou bear a mantle of the massive, protective wings of a watchful Heron Angel now slowly crumbling to dust. While unmasked the Heron Mantle creates a filthy fog of ash that lingers in a 20 ft diameter sphere centered on you, Heavily Obscuring the area forcing each creature other than you that starts its turn within the area or moves into the area to make a CON saving throw. On a failed save the creature is Blinded until the end of its next turn. A creature is Immune to this feature if it succeeded the saving throw or after ending the condition on itself. However, while unmasked the mantle causes a mild fog around your mind giving you a 1D4 penalty to INT saving throws.
5MoonsilverYou bear a mantle of the shining wings of an ever watchful Moonsilver Angel now blackened with negative energy. While unmasked the Moonsilver Mantle creates an area of magical Darkness in a 10 ft diameter sphere centered on you that you can see through as normal. However, while unmasked the mantle causes extra stress on your joints giving you a 1D4 penalty to DEX saving throws.
6SerraYou bear a mantle of the majestic wings of a mighty Serra Angel now red with latent hatred barely contained. While unmasked the Serra Mantle causes feelings of rage in all those within 10 ft of you causing their CHA based skill checks to have a 1D6 penalty. However, while unmasked the mantle causes you to feel irritable giving you a 1D4 penalty to WIS saving throws.
7ShepherdYou bear a mantle of the silvery wings of a kind Shepherd Angel now half turned to rusted shards of metal. While unmasked the Shepherd Mantle creates an area of Difficult Terrain around you in a 10 ft diameter as rusted spikes of metal spring forth. Each creature including you that starts its turn in this area or enters the area takes 1D4 Piercing damage. A creature can take only one instance of this damage per turn.
8ValkyrieYou bear a mantle of the holy wings of a fierce Valkyrie now crackling with red lighting ominously. While unmasked the Valkyrie Mantle’s power seeps unbidden into you causing your attacks to deal an additional 1 Lighting damage. The Valkyrie Mantle creeps into your mind giving you one level of Indefinite Madness.

Subclass Features

Lv 3

Blasphemous Mantle

As part of your initiation into the vile sect of the Profaners you cut off the wings of an imprisoned angel and crafted it into a Blasphemous Mantle. The mantle marks you as an enemy of good and all things holy. You were given a black cloak made specifically to mask the presence of your mantle. If a Good Aligned creature sees your mantle they will become agitated at best and violent at most. If a Celestial sees your mantle they will do everything in their power to kill you and reclaim the wings of their brethren. However the power the mantle grants you is worth all the rage of the heavens. You can mask or unmask your mantle as a free action as long as you have your black cloak to mask its presence.

Mantle Composition

Destroy the Good

The dark power of your Blamsphemous Mantle and the taboo training you underwent has forged you into a tool for slaying Good Aligned creatures, especially Celestials. When you make an attack if you hit a Good Aligned creature you deal an additional 1D6 Necrotic damage. If you hit a Celestial you instead deal 2D6 damage.

Lv 7

Shielded from Heaven’s Gaze

Your dark arts and unholy baubles and symbols that you have accrued have made it impossible for you to be tracked, Scryed upon, or have your location discerned by any means.

Lv 11

Unfair Judgement

Having been judged by the Good in the world you have found a way to turn the tables using curses and ill intentions manifested. You can use a reaction when a creature makes a D20 test within 20 ft of you to force the creature to make the roll with disadvantage.

You can use this feature once per long or short rest.

Lv 15

Desecrate Ground

The complete antithesis of Hallowing or Consecrating ground, you can spend 24 hours performing dark rituals to Desecrate the area at the end of which you expend 10 Stamina. The effect lasts until it is dispelled. You create an area of unholy ground in a radius up to 60 ft and the area is subject to the following effects

Celestials and Good Aligned creatures can’t enter the area, nor can such creatures Charm or Frighten creatures within it. Any creature Charmed or Frightened by such a creature is no longer affected by the condition upon entering the area. You can exclude one or more creatures from this effect.

You can bind one additional effect to the area from the following list. You can choose which creatures are affected to a specific degree such as if one is following a specific deity or the creature’s specific race. Some effects require a saving throw. When a creature would be affected enters the area for the first time on a turn or starts its turn in there, it can make a CHA saving throw. On a success, the creature ignores the effect until it leases the area.

Fear: Affected creatures are Frightened.

Darkness: Darkness fills the area, Normal light, as well as magical light can’t illuminate the area.

Energy Infiltration: Affected creatures have Vulnerability to one damage type of your choice, except for Bludgeoning, Piercing, or Slashing.

Everlasting Unrest: Dead bodies in the area do not require Material components to be made into Undead.

Extradimensional Interference: Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

Silence: No sound can emanate from the area or reach into it.

Take up Mantle

You can impose your will on the deceased and desecrated mantle you wear. It can no longer be masked and you no longer suffer negative effects from it. The mantle grafts itself into your back and gives you a Flying speed equal to your movement speed.