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Saint

Confessor

The initial calling of a Confessor Saint is a dark one where they suffered short of death for the cause of good. A Saint that survives their trial becomes stronger for it and gains a source of resilience and knowledge hard won. They spend their lives after performing their duty of recording their experiences and teaching those that will hear them so that perhaps they will not have to suffer the same in order to learn the same lessons.

Saintly Trial Suggestions

1D12 Saintly Trial
1You were imprisoned for years on account of your beliefs.
2You were locked in solitary confinement in a tiny space with scant sustenance.
3Torturers used a variety of means to try and break you but did not succeed.
4You were set ablaze by a crowd of rioters and narrowly escaped being burned alive.
5You were made a sacrifice for a great evil being or monster and suffered greatly at their hands.
6A necromancer used you for unspeakable experiments.
7You were taken by aberrant beings that tried to pry into your mind and left you damaged.
8Cultists kidnapped you and attempted to sacrifice you in a horrid manner to a dark power.
9You were sold into slavery and were beaten and forced to perform hard labor for years.
10Stranded on a mission you nearly died from harsh conditions, animal attacks, and malnutrition.
11You contracted a painful wasting disease that left you weak and bedridden for a long time.
12You touched or were touched by a cursed item that lashed out burning your mind and body.

Subclass Features

Lv 3

Resilient

Having suffered much your mind and body have grown more durable. You can use your reaction to reduce one instance of incoming damage directed at you by 2D6 + your WIS modifier (Minimum 1) (Damage cannot be reduced to less than 0 with this feature).

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

Divine Territory

You can channel your power through and create your own form of Hallowed Ground, your Divine Territory that exists to further your cause and enable you to perform your duty. You can use an action to place your Divine Territory. It remains in a gently glowing square with each side being 5 ft times your Saint level. The Divine Territory remains in place regardless of whether or not you are within the area. Your Divine Territory evokes feelings of peace and safety to non Evil Aligned creatures and feelings of unease to Evil Aligned creatures. It has the following features:

  • Creatures of your choice within the area have Resistance to one non Bludgeoning, Piercing, or Slashing damage of your choice. You can change the damage type as a bonus action.

  • Creatures of your choice within the area lose Resistance to one non Bludgeoning, Piercing, or Slashing damage of your choice (Immunity to a damage type is unaffected). You can change the damage type as a bonus action.

You can use this feature once per long rest or you can regain the use of this feature by expending a 1st or higher level spell slot (No action required). If you create a new Divine Territory, the first Divine Territory ends.

Holy Calling Spells

Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Level Spells
3Comprehend Languages
5Borrowed Knowledge
9Clairvoyance
13Divination
17Commune
Lv 6

Confessory Prayers

Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.

Prayer for Knowledge: You utter a prayer to be inspired with needed knowledge. You pray for 10 minutes and at the end of the Prayer you learn one language, answer to a question, or piece of knowledge. If you learn one language you can know it for 6 hours. Any answers to questions and knowledge can be vague depending on the question or knowledge sought.

Prayer for Endurance: You utter a prayer for you and an ally to remain firm and unyielding. You pray for 10 minutes and at the end of the Prayer you choose one target that listens for the duration of the prayer. You and the target have for the next 1 hour: The first time you would be reduced to 0 hit points but are not killed outright you remain 1 one hit point.

Holy Aura

Your desire to persevere is powerful and manifests in a gentle aura that protects you and others. Creatures of your choice within 15 ft of you have incoming damage reduced by 1 (Damage cannot be reduced to less than 0 with this feature).

Lv 10

Divine Will

By the authority you have as a Saint you command a certain right to judge others righteously. You can use an action to Favorably Judge a target or Harshly Judge a target within 60 ft of you.

Favorable Judge: You judge the target worthy of mercy. The target regains 3D10 (Minimum 12 hit points).

Harshly Judge: You judge the target worthy of rebuke. The target must make an INT saving throw DC equal to your spell save DC taking 4D10 Psychic damage (Minimum 16 damage) or half as much on a successful save.

You can use this feature once per long rest. You can expend a 3rd level or higher spell slot to regain the use of this feature (No action required).

Holy Aura

Your powers have grown along with your will. Incoming damage reduced with your Holy Aura is reduced by 2 damage.

Lv 17

Stigmata of Confession

The Mark of the Confessor has appeared on you in the form of a gently glowing scar that symbolises the trials you have overcome. When the Stigmata appears on you choose two damage types, you have Vulnerability one damage type and Immunity to the other damage type (Bludgeoning, Piercing, or Slashing damage cannot be chosen).

You can use an action and choose a creature within 60 ft of you and the Stigmata appears on them and they gain Vulnerability to chosen damage type and you lose Vulnerability to the damage type. The Stigmata remains on the target until they die or after 1 hour passes in which it returns to you and you can choose different damage types. The Stigmata overrides any damage Resistances and Immunities of you and any targets.

Relic of the Confessor

Every Saint grows in power until a Relic of great power manifests itself to the Saint it is destined for. The powers of the Relic are unique to the Saint and cannot be used by any other unless the Saint has passed on and wills a successor to be able to wield it. The Relic of the Confessor takes the form of a Pure White Book that contains the sum of the knowledge and life story of the Saint it was made for. It is a catalyst for spells granting a +2 bonus to spell save DC and spell attack bonus.

The Relic has 3 Minor Properties that are divided between all Saints and Confessor Saints. You can choose a combination of at least 1 Saint and 1 Confessor Saint property. Roll 1D8 each time.

The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Confessor Saint property. Roll 1D8 each time.

Saint Property

1D8 Feature
1You gain one skill proficiency or learn one language.
2You gain Immunity to one condition that is not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious.
3You gain one damage Resistance that is not Bludgeoning, Piercing, or Slashing.
4You learn one Cantrip of your choice that is not Class exclusive.
5You can cast one 1st level spell you know without expending a spell slot once per long rest.
6You can cast one 2nd level spell you know without expending a spell slot once per long rest.
7You can cast one 3rd level spell you know without expending a spell slot once per long rest.
8You gain a +1 bonus to AC.

Confessor Saint Property

1D8 Feature
1You gain Expertise in one skill or learn 2 languages.
2You gain one damage Resistance that is not Bludgeoning, Piercing, or Slashing.
3Choose one skill, if you roll less than 8 on a check with that skill, the result becomes 8.
4Choose one saving throw, you gain a 1D6 bonus to that saving throw.
5Choose one saving throw, you gain a 1D8 bonus to that saving throw.
6Your hit point maximum is increased by 17 hit points and you gain one additional hit point for every Saint level you gain.
7Your hit point maximum is increased by 34 hit points and you gain two additional hit points for every Saint level you gain.
8You gain a +1 bonus to AC.

Saint Property

1D8 Feature
1Choose one ability score and you increase the ability score by 2. The maximum score for that ability becomes 22.
2As long as you have at least one hit point remaining you regain 1D6 hit points at the start of each of your turns.
3Your melee attacks and unarmored strikes or your spell attacks deal an additional 1D8 Radiant damage.
4You can cast one 4th level spell you know without expending a spell slot once per long rest.
5You can cast one 5th level spell you know without expending a spell slot once per long rest.
6Your spell save DC and spell attack bonus is increased by 1.
7You gain a 6th level spell slot and can learn one spell from the Cleric spell list.
8You gain Immunity to two conditions of your choice that are not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious.

Confessor Saint Property

1D8 Feature
1You can breathe water, fire, and dirt as if it was air.
2You gain a +2 bonus to AC.
3You gain a +2 bonus to all saving throws.
4You gain Immunity to one damage type that is not Bludgeoning, Piercing, or Slashing.
5You can speak all languages, if a Relic Property has given you an additional language you can choose a different property.
6You gain Truesight to a range of 10 ft.
7The first time you would be reduced to 0 hit points but are not killed outright, you remain at a number of hit points equal to your Saint level + your WIS modifier (Minimum 1). You can use this feature once every 24 hours.
8Once every 24 hours when you fail a saving throw you can choose to succeed the saving throw instead.