Unkindled

An adventurer regains consciousness buried beneath the earth, and struggles to break free to the surface. Upon seeing themselves in sunlight, they realize their body is grotesque and disfigured, and they have no recollection of their previous life or how they got to where they are. This is a typical start to an unkindled’s life. Their bodies are twisted by some ancient dark magic to forever live and be reborn. Most lives end when their flame is put out, but not yours. When your fire is extinguished, embers remain to relight the flame for eternity.  Unkindled are constantly fighting for their sanity, no matter how gruesome the unkindled’s death is, they come back. With each death, they are a little closer to becoming fully hollow.

Hit Points

Hit Dice: 1d8 per Unkindled level

Hit Points at 1st level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unkindled level after 1st

Proficiencies

Armor: Light armor, Medium Armor, Shields

Weapons: Simple weapons, Martial Weapons

Tools: None

Saving Throws: Strength or Dexterity, Constitution

Skills: Choose two from: Acrobatics, Athletics, Speech, Stealth, Arcana, Insight

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

Maneuvers

This class grants you maneuvers, see Chapter 12: Maneuvers for more information.

Undying

Starting at 1st level, you are unable to completely die due to the dark magic inside of you. Whether this is a blessing or a curse is up to you. When you die, you are resurrected after 8 hours with 1 hit point. If your body is missing any limbs, they are regenerated when you resurrect. If you body is ever completely destroyed, you reappear at the last place you rested at. You do not regain any spent spell slots, class resources, hit dice, or anything else when you a resurrected this way.

When you resurrect, your body comes back twisted and deformed from the workings of the dark magic. You have a -4 to ability checks, attack rolls, and saving throws, and you have disadvantage on Speech checks while disfigured this way. Every time you take a long rest, your humanity slowly returns, reducing your penalty to ability checks and saving throws by 2. If your penalty is reduced to 0, your body is no longer deformed.

If your disfigurement penalty ever reaches -10 or more, you do not resurrect unless a resurrection spell is cast on you. If you stay dead for 10 days, you resurrect as a hollow, and cannot be saved unless a wish spell is cast on you. Going hollow means you lose all your memories and become bloodlusted, attacking every creature you see.

Vigor

Starting at 1st level, you can refresh your vitality during battle. As a bonus action, you can spend one of your hit dice, regaining hit points equal to the number rolled on the die + your constitution modifier. You can use this feature a number of times equal to half your level, rounded up, before you must take a short or long rest.

Additionally, when you take a short rest you regain spent hit dice, up to a number of dice equal to half your total number of them (rounded down, minimum of 1 die). Once you have regained hit dice this way, you cannot do so again until you finish a long rest.

Souls

At 2nd level, fragments of the souls of those you and your allies kill are absorbed into your body due to the dark magic inside of you. When you or an ally kill a creature, you gain 1 soul. You can have a number of souls equal to your proficiency bonus at one time. As an action, you can spend a number of souls up to your proficiency bonus to increase one of your ability scores temporarily. For every soul spent, you increase one of your ability scores by the number of souls spent. This increase lasts until you take a short or long rest, or until you die. Once you increase an ability score this way, you cannot increase the same ability score with this feature again until you take a short or long rest.

If you die, you lose all the souls that you were holding.

Fighting Style

Your skill in battle surpasses that of most warriors. At 2nd level, you gain a Fighting Style of your choice from the Fighting Style list. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.

Unkindled Subclass

At 3rd level, you choose a path to walk down, sealing your fate as to what type of unkindled you will become. You pick either: Martial, Feral, or Mage.

The subclass you choose grants you features at 3rd level, and again when you reach 7th, 10th, 15th, and 18th level.

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.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Dodge Roll

At 6th level, you have learned to avoid the painful sting of death. When a creature that you can see makes an attack against you, you can use your reaction to halve the damage you receive.

Humanity Surge

Beginning at 9th level, you can surge your remaining humanity to gain a false appearance. While disfigured, you can use your action to call forth any remaining humanity to take a normal appearance for 1 hour. For the duration of this ability. you no longer have disadvantage on Speech checks, and you may ignore the penalties to ability checks, attack rolls, and saving throws. Once you use this feature, you must finish a long rest before you can do so again.

Additionally, you may instead use this feature to give yourself advantage on all attacks you make until the end of your current turn, or to give yourself a bonus to an ability check or saving throw equal to your level (rounded down). If you use the feature for one of those options, you must finish a short or long rest before you can use it again.

Restful

At 11th level, you can take quick rests. When you finish a short rest, you may reduce your disfigurement penalty by 1. Once you use this feature, you cannot do so again until you finish a long rest.

Additionally, you can recover hit dice on a short rest from your Vigor feature twice before you must take a long rest.

Unnatural Vitality

At 13th level, your body is beyond decay. You no longer naturally age, and cannot be aged magically. You are immune to diseases, and no longer need food or water, and you no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Additionally, if you finish a short or long rest and have no souls, you gain 2.

Ember

At 14th level, when you die, you resurrect in 1 hour instead of 8. 

Additionally, whenever you finish a short or long rest, you gain temporary hit points equal to your level

Humanity Preserved

At 17th level, whenever you die, roll a d20. On a roll of 13-20, when you resurrect, you do not accumulate any disfigurement penalties, and you do not lose any souls. 

Additionally, the max number of Souls you can hold at one time increases by 2.

Dark Soul

At 20th level, when you roll a d20 for the Humanity Preserved feature and roll a 13-20, you immediately resurrect with hit points equal to 5 times the amount of souls you have on you.

Additionally, the ability score improvement from your Souls feature lasts until you die.