Saint
A holy maiden that is chosen by many means, in other words a Saint whose purpose is to face the evils of the world. Every Saint was born such but many do not realise their potential or calling until later in life after events force them to confront their nature. Even the presence of a Saint is enough to halt the forces of death and destruction. A Saint can only be female for that is the way it has been since dawn first arose and faith first blossomed in the hearts of man.
A Saint has a duty to themselves and the world around them. Their Saintly duty is more binding than a Paladin’s Oath, more holy than a Cleric’s devotion, and deeper than any Warlock Pact. They are a Saint and that is all that they are and more. Their words are laced with power and when they pray, miraculous powers are called upon. The term holy magic and Saint are synonymous for in many ways they are the same as holy magic users are emulating the primordial Saints of the far past.
The powers and purpose of a Saint are solidified and given strength and form when they are presented with their Holy Calling. The type of Holy Calling a Saint is presented with is said to have been determined before they were born. Abandoning their Holy Calling will cause a Saint to fall and become a miserable being that is a blight and disappointment to the world. All Saints move onward and seek to do good where they stand and most find themselves on adventures as that is where they can do the most good as a matter of happenstance though that does not stop them from gathering true friends and allies.
Quick Build
You can make a Saint quickly by following these suggestions. First, WIS should be your highest ability score, followed by INT. Second, choose the Acolyte Background.
Class Features
Hit Points
Hit Dice: 1D10 per Saint level
At 1st level: 10 + Your CON Modifier
At higher levels: 1D10 or 6 if lower than 6, + CON Modifier
Proficiencies
- Armor
- Light Armor, Shields
- Weapons
- Daggers, Maces, Quarterstaffs, Spears, Light Crossbows, Scimitars, Shortswords
- Tools
- Calligrapher's Supplies, Painters Supplies, or Weaver’s Tools
- Saving Throws
- WIS, INT
- Skills
- Choose two from: Arcana, History, Insight, Medicine, Perception, Performance, or Religion
- Spellcasting
- WIS
Starting Equipment
- 1. (a) a mace and a shield or (b) a quarterstaff and two daggers
- 2. (a) a light crossbow and 20 bolts or (b) or two spears
- 3. (a) a priest’s pack or (b) a scholar’s pack
- 4. Padded Armor
Saint Table
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — |
| 2nd | 3 | — | — | — | — |
| 3rd | 4 | 2 | — | — | — |
| 4th | 4 | 3 | — | — | — |
| 5th | 4 | 3 | 2 | — | — |
| 6th | 4 | 3 | 3 | — | — |
| 7th | 4 | 3 | 3 | 1 | — |
| 8th | 4 | 3 | 3 | 2 | — |
| 9th | 4 | 3 | 3 | 3 | 1 |
| 10th | 4 | 3 | 3 | 3 | 2 |
| 11th | 4 | 3 | 3 | 3 | 2 |
| 12th | 4 | 3 | 3 | 3 | 2 |
| 13th | 4 | 3 | 3 | 3 | 2 |
| 14th | 4 | 3 | 3 | 3 | 2 |
| 15th | 4 | 3 | 3 | 3 | 2 |
| 16th | 4 | 3 | 3 | 3 | 2 |
| 17th | 4 | 3 | 3 | 3 | 2 |
| 18th | 4 | 3 | 3 | 3 | 3 |
| 19th | 4 | 3 | 3 | 3 | 3 |
| 20th | 4 | 3 | 3 | 3 | 3 |
Class Features
Empathy
A Saint has a connection with those around them for better or worse. You always sense the strongest emotions on average of the creatures around you in a 90 ft area. For instance, before a battle you may feel apprehension or dread from the soldiers around you or you may feel joy before a wedding from the wedding guests. You can focus on a single target as an action to gain insight specifically on them and learn their two strongest emotions giving you advantage on your next Intimidation, Performance, or Persuasion check on the target in the next minute.
You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1). You regain half of the uses of this feature rounded up during a short rest.
Healing Balm
Much like their holy brethren the Paladins, Saints are able to heal with a touch as well. Their touch is a potent balm that only grows in potency as their powers grow. You can use an action and touch a creature and grant it healing, restoring a number of hit points equal to your Saint level + your WIS modifier (Minimum 1).
You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1). You regain one use of this feature during a short rest. You must spend the short rest in prayer and meditation.
Spellcasting
WIS is your spellcasting ability for your Saint spells. Your magic comes from prayer and your Saintly nature. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS modifier when setting the saving throw DC for a Saint spell you cast and when making an attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your WIS modifier
Spell attack modifier = your Proficiency Bonus + your WIS modifier
Choose a number of Saint spells equal to your WIS modifier (Minimum 1) + half your Saint level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Saint spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Savant of Faith
You naturally take in and retain information on faith and religion as if it was second nature or simply recalling a distant memory. You have Expertise in Religion checks and if you would roll a 10 or less on a Religion check the result of the roll becomes a 10. In order to facilitate further learning you learn two additional languages.
Healing Presence
The presence of a Saint powerful with their mere proximity being enough to empower most forms of healing. When a creature would regain hit points in any way within 20 ft of you, unless you choose to not support the healing, it regains 1 more hit point than it normally would.
Saint’s Prayer
A Saint’s words, in particular their prayers, are a source of powerful holy magic. It is said that one of the ancient Saints allowed Mystra, Goddess of Magic to transcribe the words of a prayer so that it may be incorporated into the Weave becoming the spell: Prayer of Healing. You can perform similar acts of power when you put special meaning into your prayers. Prayers differ in the time it takes to utter them and their effects but do not require a spell slot or components to use them besides the Verbal component of your prayer. You can utter a number of Saint’s Prayers per long rest equal to your WIS modifier (Minimum 1. Once every 24 hours you can spend one hour in prayer and meditation to regain half the uses of this feature rounded up. You know the following Saint’s Prayers:
Prayer for Blessing: You utter a prayer for the health and wellbeing of others. You pray for 10 minutes and at the end of the Prayer up to six creatures that heard the full duration of the Prayer have their hit point maximum increased by twice your Wisdom modifier (Minimum 1) for 8 hours. A creature can only benefit from this Prayer once every 24 hours.
Prayer of Guidance: You utter a prayer to guide those that you care about and bless their efforts. You pray for 1 minute and at the end of the Prayer up to six creatures that heard the full duration of the Prayer gain 1D4 bonus to one ability check of their choice for the next hour.
Prayer of Inspiration: You utter a brief prayer seeking information for yourself or another. You utter a short Prayer that takes a bonus action to say and you or one creature of your choice that heard the Prayer has advantage when they next take the Study action within the next hour and if the result of the roll is less than an 8 it becomes an 8.
Prayer of Intercession: You offer a selfless plea to take the pains of another and place it on yourself. You utter a short prayer that takes an action to say and at the end of the Prayer you select one creature within 60 ft of you that is suffering from one of the following conditions and the condition ends and you gain the condition. You are able to repeat the saving throw that incurred the condition on the target as part of the action, ending it on a success. The conditions covered are as follows: Blinded, Deafened, Frightened, Paralyzed, or Poisoned.
Prayer of Origin Healing: You utter a prayer for the healing of the afflicted and injured. You pray for 10 minutes and at the end of the Prayer up to six creatures that heard the full duration of the Prayer gain 3D8 + your WIS modifier (Minimum 1) hit points.
Prayer of Protection: You utter a prayer for protection and safety. You pray for 30 minutes and at the end of the Prayer up to six creatures that heard the full duration of the Prayer gain one of the following for 4 hours of their choice: a +2 bonus to saving throws, a +1 bonus to AC, or Resistance to one damage type that is not Bludgeoning, Piercing, or Slashing damage. A creature can only benefit from this Prayer once every 24 hours.
Prayer of Vows: You utter a prayer full of righteous anger. You utter a brief Prayer that takes an action to say and you designate one target within 120 ft of you as the source of your vow. For the next 10 minutes you have a 1D6 bonus to hit the target and you deal an additional 2 damage on a hit to the target.
Prayer of Watchfulness: You utter a prayer of hope and comfort. You pray for 1 hour and at the end of the Prayer you designate one area up to 30 square feet and bless it for 8 hours. For the duration, you are alerted to any creatures that come within 20 ft of the designated area and creatures you designate within the area cannot be Surprised as long as they are not Incapacitated.
If a Prayer is interrupted it does not expend a use of this feature.
Holy Calling
The form and power of your Sainthood takes shape and gains more power and purpose. You gain features from your Holy Calling at levels 3, 6, 10 (Or 15 for Miracle Workers), and 17.
Falling from Grace
A Saint has a high standard of conduct and their actions matter. Allowing evil to go unpunished when it was within your power to stop it and performing criminal acts go against your own nature and unless you repent and see absolution you can fall and lose your Sainthood or become something evil.
An unrepentant Saint should consult with the DM and failing to make changes will become a Fallen Saint. Otherwise they abandon the Class and adopt a new one.
Ability Score Increase
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 can't increase an ability score above 20 using this feature.
Healing Presence
Your Saintly influence grows. Creatures that you choose to be affected by your Healing Presence regain 2 additional hit points instead.
Exorcise and Purify
Your Saintly presence can both put the Undead at ease and remove disease and toxins from food, water, and people. As your power grows so does your ability to Exorcize the Undead and lay them to rest.
Exorcise: Once per long rest you can use an action to attempt to persuade an Undead to move on to the next life or weaken them if that fails. You force the target to make a WIS saving throw DC equal to your spell save DC and on a failed save apply the effect based on its Alignment or on a successful save it has a 1D4 penalty to D20 tests for one hour. An Undead whose CR is greater than your Saint level automatically succeeds the saving throw. The body of a corporeal Undead that is exorcised vanishes leaving all of its equipment in its place.
Good: The Undead gratefully moves on and vanishes in a golden glow.
Evil: The Undead becomes enraged and is dragged screaming into a fiery pit that appears.
Neutral: The Undead stands still and its face appears serene as it slowly fades to nothing.
Purify: Once per long rest you can spend 10 minutes laying a barrier around the area you wish to purify and as you work you utter several prayers. The area can be up to 30 square feet. After the barrier is complete and the last prayer is said each source of water, and all food and people within the area are purified of all nonmagical poisons and diseases and any food affected does not spoil for an additional two weeks. You are made aware after the purification if there are diseases and poisons that remain and who or what is afflicted with them but you do not know the nature of the disease or poison.
Holy Verses
The words and knowledge of past Saints has been unlocked within your mind and allow you to access them in times of need for abilities and knowledge you may be in need of. Once per long rest you can access the Holy Verses as an action and roll 2D4 and you can choose between the two options on the Holy Verses table, if you get the same result on both rolls you can choose. You gain the knowledge until you complete a long rest or use this feature again.
Holy Verses Table
| 1D4 | Feature |
|---|---|
| 1 | Ancient Saints teach you their skills. You gain proficiency with one skill you do not have proficiency with or you gain Expertise with one skill you are proficient with. |
| 2 | Ancient Saints teach you a language they knew. You learn one language of your choice. |
| 3 | Ancient Saints teach you a spell they knew in life. You learn one spell of your choice from the Cleric or Wizard spell list that is not Class specific that you have the ability to cast. |
| 4 | Ancient Saints teach you their craft. You gain proficiency with one Tool. |
Saintly Patronage
A Saint’s support is no small thing. You can offer your aid or Patronage as it is called for Saints to a willing target that is within the range of effect of the aid you choose to provide. You can use this feature once per long rest. You can choose from the following effects:
Guidance: You can use a bonus action to offer guidance to a target you can see within 30 ft of you that can hear you. Your words sharpen their mind and allow them to add your Proficiency Bonus to their ability checks for the next 10 minutes as long as you are within 30 ft of each other.
Support: You can use an action and offer your support to a target you touch. You create a bond between the two of you and each of you have Resistance to all damage for the next minute but each of you takes the same amount of damage the other takes during this time. If both of you take the same instance of damage such as from a Dragon’s breath attack you both roll damage and apply the lowest roll to each of you. This bond ends if you move further than 60 ft from each other or if either of you choose to end it with a bonus action.
Comfort: You bring feelings of warmth and comfort to as a bonus action to a target within 60 ft of you that you can see. If the target is Frightened the condition ends and in addition the target is now alert and has advantage on saving throws against being Frightened for 1 hour.
Protection: You call forth powers from on high to protect someone dear to you as a bonus action. As long as they are within 10 ft of you, they gain +2 AC and a +2 bonus to all saving throws. This effect immediately ends if they move out of the effect’s range.
Chastisement: You lovingly but sternly admonish a target within 60 ft of you as a bonus action. If the target is Charmed the condition ends and in addition the target is now alert and has advantage on saving throws against being Charmed for 1 hour.
Ability Score Increase
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 can't increase an ability score above 20 using this feature.
Minor Miracle
Your Saintly powers allow you a certain degree of control over the power of causality. If a creature within 120 ft of you fails a saving throw, is attacked, or would otherwise be placed in the path of harm, you can use your reaction to rewrite the past. The saving throw becomes a success, the attack becomes a miss, or the event does not take place as it once did (Any resources expended by an aggressor are still spent such as a spell slot used to cast a spell that was undone). Only you and the target are aware of what transpired. After performing the Minor Miracle you are unable to use this feature again for one week (10 Days).
Ability Score Increase
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 can't increase an ability score above 20 using this feature.
Healing Presence
Your Saintly influence grows. Creatures that you choose to be affected by your Healing Presence regain 3 additional hit points instead.
Levitation
Your Saintly body rejects the impurities of the ground and allows you to levitate yourself. You can move as normal as if you were walking though you remain 3 inches off the ground at all times unless you choose to walk on the ground. When moving you can ascend or descend 5 ft in elevation every 10 ft you move. If you would fall you fall at a rate of 60 ft per round.
Pure Heart
Your heart is incorruptible, you are Immune to the Charmed condition and you have Resistance to Necrotic damage.
Divine Protection
Providence, fate, call it what you may, has a vested interest in maintaining powerful Saints and will defend them. Once per long rest when you fail a saving throw you can choose to succeed it instead.
Ability Score Increase
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 can't increase an ability score above 20 using this feature.
Healing Presence
Your Saintly influence grows. Creatures that you choose to be affected by your Healing Presence regain 4 additional hit points instead.
Miraculous Revival
Your existence is critical to the workings or plans of many higher powers. If you die you are reborn with all of your hit points, spell slots, and features available. Once you use this feature you cannot regain the use of this feature for 2D4 days and then you must use a Minor Miracle to restore the use of this feature.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Bilocation
A Saint is often spread thin and needed in many locations at once. You can cast the spell Astral Projection without expending a spell slot or Material components once every week (10 Days).
Call Holy Emissary
When you need help the heavens provide it. You can cast the spell Conjure Celestial once per long rest without expending a spell slot or requiring Concentration.
Holy Calling
Saint Subclasses (15)
Choose your subclass at the level indicated in the class table above.