Dragon Maiden
A Dragon Maiden is called by both Ao, the Overgod and Bahumat, god of good dragons. They become a bridge between good dragons and the heroes and armies that may threaten them in error. They protect the world from the evil dragons by not allowing mistaken beings to harm their potential allies and shields. Their duty is to the higher good above all else, if a dragon or a former ally threatens that good they must fall all the same.
Subclass Features
Speaker for Dragons
You are chosen to work with people and dragons alike. You know Draconic and you are advantage on Persuasion checks on Good Aligned Dragons.
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 Terrain actively shakes and trembles as elemental forces aid you and frustrate your enemies. It has the following features:
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Creatures of your choice have advantage on DEX saving throws.
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Your Divine Territory is Difficult Terrain for creatures of your choice.
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 |
|---|---|
| 3 | Absorb Elements |
| 5 | Blur |
| 9 | Protection from Energy |
| 13 | Otiluke’s Resilient Sphere |
| 17 | Wall of Force |
Draconic Prayers
Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.
Prayer for Peace: You utter a prayer calling for peace. You pray for 10 minutes and at the end of the Prayer up to 6 creatures of your choice that were present for the prayer are warded against attacks. For the next hour attacks against the targets of the Prayer have a 1D4 penalty.
Prayer for Destruction: You utter a prayer calling for retribution and annihilation. You utter a brief Prayer as an action and condemn one creature within 60 ft of you that can hear the Prayer. The target must make a DEX saving throw DC equal to your spell save DC and on a failed save takes 3D8 Acid, Cold, Fire, Lightning, or Poison damage or half as much on a successful save as elemental energies crash upon them.
Holy Aura
Your connection with Good Dragons is a shield to you and those you care about. Creatures of your choice within 15 ft of you have a +1 bonus to saving throws.
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 as an ally worthy of a second chance. You choose a target you can see within range that has died within the last minute and revive them. They remain at 0 hit points, being Unconscious and Incapacitated and continue to make death saving throws as normal. If the target does not perish it gains 1 level of Exhaustion from the strain after succeeding 3 death saving throws, being stabilized, or regaining any number of hit points.
Harshly Judge: You judge an enemy worthy of extermination. You choose a target within range and conjure a volley of holy lances. You conjure a number equal to your WIS modifier (Minimum 1). Each flies at the target using your spell attack bonus to hit dealing 2D6 Radiant damage on a hit.
You can use this feature once per long rest. You can expend a 4th level or higher spell slot to regain the use of this feature (No action required).
Stigmata of the Dragon
The Mark of the Dragon has appeared on you in the form of two knotted scars on either shoulder blade that symbolize the many dragons that have fallen in despair. When the Stigmata appears on you, you cannot take reactions and you have a 1D8 penalty to melee and unarmed attack rolls.
You can use an action and choose a creature within 60 ft of you and the Stigmata appears on them and they cannot take reaction and have a 1D8 penalty to melee and unarmed attack rolls. The Stigmata remains on the target until they die or after 1 hour passes in which it returns to you. You do not suffer the effects of the Stigmata while it is on another target. While unburdened by the Stigmata, glorious wings of platinum appear where your scars were that grant you a Flying speed of 60 ft.
Relic of the Dragon Maiden
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 Dragon Maiden is a stylized mask of a platinum dragon wearing a silver and gold crown. While wearing the mask you have a +2 bonus to your AC and saving throws.
The Relic has 3 Minor Properties that are divided between all Saints and Dragon Maiden Saints. You can choose a combination of at least 1 Saint and 1 Dragon Maiden Saint property. Roll 1D8 each time.
The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Dragon Maiden Saint property. Roll 1D8 each time.
Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You gain one skill proficiency or learn one language. |
| 2 | You gain Immunity to one condition that is not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious. |
| 3 | You gain one damage Resistance that is not Bludgeoning, Piercing, or Slashing. |
| 4 | You learn one Cantrip of your choice that is not Class exclusive. |
| 5 | You can cast one 1st level spell you know without expending a spell slot once per long rest. |
| 6 | You can cast one 2nd level spell you know without expending a spell slot once per long rest. |
| 7 | You can cast one 3rd level spell you know without expending a spell slot once per long rest. |
| 8 | You gain a +1 bonus to AC. |
Dragon Maiden Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You gain proficiency with DEX saving throws. |
| 2 | You always know which direction is North and you treat Heavily Obscured areas as if they were Lightly Obscured. |
| 3 | You have a 1D6 bonus to one CHA based skill of your choice. |
| 4 | If you would deal Acid, Cold, Fire, Lightning, or Radiant damage you deal 1 additional damage. |
| 5 | Your Holy Aura bonus becomes +2. |
| 6 | Insight checks from Evil Aligned creatures automatically fail on you. |
| 7 | You can see Invisible creatures and objects within 15 ft of you as if they were outlined in platinum light. |
| 8 | Your ranged attacks ignore half and three-quarters cover. |
Saint Property
| 1D8 | Feature |
|---|---|
| 1 | Choose one ability score and you increase the ability score by 2. The maximum score for that ability becomes 22. |
| 2 | As long as you have at least one hit point remaining you regain 1D6 hit points at the start of each of your turns. |
| 3 | Your melee attacks and unarmored strikes or your spell attacks deal an additional 1D8 Radiant damage. |
| 4 | You can cast one 4th level spell you know without expending a spell slot once per long rest. |
| 5 | You can cast one 5th level spell you know without expending a spell slot once per long rest. |
| 6 | Your spell save DC and spell attack bonus is increased by 1. |
| 7 | You gain a 6th level spell slot and can learn one spell from the Cleric spell list. |
| 8 | You gain Immunity to two conditions of your choice that are not Incapacitated, Paralyzed, Petrified, Prone, or Unconscious. |
Dragon Maiden Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You gain Immunity to Acid, Cold, Fire, Lighting, or Radiant damage. |
| 2 | While you have a Flying speed and are Flying, you do not provoke attacks of opportunity. |
| 3 | Your magical effects and prayers deal an additional 1D8 Radiant damage. |
| 4 | If you would deal Acid, Cold, Fire, Lightning, or Radiant damage you deal 2 additional damage. |
| 5 | Spells that would bring you back from the dead do not require Material components for you. |
| 6 | You are Immune to the Frightened condition and if an effect would attempt to Frighten you, you instead gain temporary hit points equal to your Saint Level as you are comforted and assured. |
| 7 | You gain Truesight to a range of 10 ft. |
| 8 | Any critical hit on you becomes a normal hit. |