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Saint

Fallen

Once a Saint ceases to heed their Holy Calling and perform their duty they become Fallen. A Fallen Saint has failed not only themselves but all that is good. Their presence is both tragic and pure evil as these Fallen Saints spread their misery and evil in an almost desperate frenzy as if to run further from the good they once embraced. A few are able to master and own their evil nature and become regal beings of heresy and sin that seek to pervert the righteous.

Subclass Features

Lv 3

Blasphemous Territory

Your fallen state has corrupted a Saint’s path and corrupted their powers. You can channel your power and create your own form of Unhallowed Ground, your Blasphemous Territory that exists to further your cause and enable you to destroy good. You can use an action to place your Blasphemous Territory. It remains in a square exuding Darkness with each side being 5 ft times your Saint level. The Blasphemous Territory remains in place regardless of whether or not you are within the area. Your Blasphemous Territory is a vile area full of the smell of death and decay. It has the following features:

  • Creatures of your choice cannot regain hit points.

  • Creatures of your choice take an additional 1D4 Necrotic damage on a hit.

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 Blasphemous Territory, the first Blasphemous Territory ends.

Hurtful Balm

Your fallen state has corrupted a Saint’s path and corrupted their powers. When you use your Healing Balm feature you can make an unarmed strike on a creature and deal Necrotic damage equal to the number of hit points you would restore on a successful hit.

Harming Presence

Your fallen state has corrupted a Saint’s path and corrupted their powers. You have inverted your Healing Presence feature, if a creature would take Necrotic damage they 1 more damage if they are within your Healing Presence range.

Fallen 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
3Inflict Wounds
5Wither and Bloom
9Summon Undead
13Blight
17Negative Energy Flood
Lv 5

Harming Presence

Your fallen state has corrupted a Saint’s path and corrupted their powers. You have inverted your Healing Presence feature, if a creature would take Necrotic damage they 2 more damage if they are within your Healing Presence range.

Lv 6

Faithless Prayers

Your fallen state has corrupted a Saint’s path and corrupted their powers. Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.

Faithless Prayer for Harm: You utter a foul prayer cursing a target. You utter a brief prayer as an action and at the end of the Prayer you choose one creature within 60 ft of you that heard the prayer and they take 2D8 Necrotic damage.

Faithless Prayer for Violence: You utter a foul prayer for wishing vehemently for blood to be spilt. You utter a brief prayer as an action and at the end of the Prayer each creature of your choice within 60 ft of you that heard the Prayer must make a WIS saving throw and on a failed save they use their reaction to make an attack on a creature of your choice within range. You can utter this vile prayer once per long rest.

Unholy Aura

Your fallen state has corrupted a Saint’s path and corrupted their powers. You exude hate and violence within an inky aura that extends 15 ft from you. Creatures of your choice within your aura have an increased critical hit range of 1 (19-20).

Baleful Verses

Your fallen state has corrupted a Saint’s path and corrupted their powers. The words and knowledge of fallen Saints and things that creep in the dark have 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 Baleful Verses as an action and roll 2D4 and you can choose between the two options on the Baleful 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.

Baleful Verses Table

1D4 Feature
1Fallen beings teach you their skills. You gain proficiency with the Torturer’s Kit, Poisoner’s Kit, or Thieve’s Tools and you conjure the Tool for the duration.
2Fallen beings teach you a language they know. You learn one language of your choice.
3Fallen beings teach you a spell they knew in life. You learn one spell of your choice from the Warlock spell list that is not Class specific that you have the ability to cast.
4Fallen beings teach you forbidden knowledge such as the location of an unholy item or location or the name of a Devil nearby.
Lv 10

Bane of the Fallen

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

Favorable Judge: You judge them as a fierce warrior worthy of aid. The target becomes empowered, gaining a bonus to hit equal to your WIS modifier (Minimum 1) and deals an additional 2D6 Necrotic damage on a hit for the next 10 minutes.

Harshly Judge: You judge them as a pest worthy of extermination. The target must make a WIS saving throw DC equal to your spell save DC and on a failed save takes 3D12 Necrotic damage and if they fail the saving throw by 5 or more the target falls Prone. On a successful save the target takes half as much damage. Good aligned creatures have disadvantage on the saving throw.

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).

Lv 13

Harming Presence

Your fallen state has corrupted a Saint’s path and corrupted their powers. You have inverted your Healing Presence feature, if a creature would take Necrotic damage they 3 more damage if they are within your Healing Presence range.

Lv 15

Impure Heart

Your fallen state has corrupted a Saint’s path and corrupted their powers. You are Immune to the Frightened condition and you have Resistance to Necrotic damage.

Lv 17

Stigmata of Fallen

The Mark of the Fallen has appeared on you in the form of your eyes becoming bloodred or black with yellow irises that are rectangular as an outward sign of your inward corruption. When the Stigmata appears on you, you are Vulnerable to Radiant damage and you cannot regain hit points from spells. In addition, when you use your Blasphemous Terrain feature creature of your choice take an additional 1D8 Necrotic damage. You can use an action to summon 1D4 + 2 black tentacles that appear where you choose within your Blasphemous Terrain (You can use this feature once per instance of Blasphemous Terrain). Each tentacle can make an attack on a creature of your choice within 10 ft of the tendril with a bonus to hit equal to your spell to hit bonus dealing 1D12 Necrotic damage on a hit. The tentacles last for 1 hour. You know if any creature moves within 10 ft of a tentacle.

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 Necrotic damage reducing Immunity to Necrotic damage to Resistance and Resistance to Necrotic damage to damage as normal and they cannot regain hit points from spells. 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 negative effects of the Stigmata while it is on another target.

Profane Relic of the Fallen

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 Profane Relic of the Fallen takes the form of a crown of thorns that reduces the hit point maximum of the wearer by 2D6 and causes an inky robe and cloak to appear on the wearer with the bottoms of the baggy sleeves and trailing hem to be perpetually bloody. Any creature that hits the wearer with an attack within 5 ft of them or touches them takes 1D6 Magical Piercing damage (This damage cannot be reduced by any way and a creature can only take one instance of this damage each turn).

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

The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Fallen Saint property. Roll 1D8 each time or 1D4 for Fallen Saint Properties with each table divided between if the Relic is a Woundrous Item or a Helm.

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.

Fallen Saint Property

1D8 Feature
1The Relic is a Wondrous item granting a +1 bonus to your spell save DC and spell attack bonus.
2The Relic is a Helm granting a +1 bonus to AC.
3The Relic is a Wondrous item granting a +1 bonus to saving throws.
4The Relic is a Helm that allows you to see a creature’s Alignment represented in yellow/white for Good, purple/black for Evil, and brown/gray for Neutral aligned creatures.
5The Relic is a Wondrous item that allows you to use the Hide action as a Bonus action while in Dim Light or Darkness and grants you a 1D8 bonus to Stealth checks.
6The Relic is a Helm that allows you to breathe stone, dust, fire, and water.
7The Relic is a Wondrous item that allows you to communicate with Evil Aligned creatures as if you shared a language being able to convey simple thoughts and ideas.
8The Relic is a Helm that reduces incoming damage by 2 (Damage cannot be reduced below 0 with this feature).

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 Necrotic 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.

Fallen Saint Property

1D4 Wondrous Item Property Feature
1You can use an action to become incorporeal for one hour. During this time you have a Flying speed equal to your movement speed and you can move through creatures and objects as if they were Difficult Terrain. If you end your turn in an occupied space you take 1D10 Force damage. In addition, all incoming non Psychic damage is reduced by 4 (Damage cannot be reduced to less than 0 with this feature). You can use this feature once per long rest.
2You can use an action to regain two levels worth of spell slots (One 2nd level spell slot or two 1st level spell slots). If you spend 10 minutes in prayer you regain three levels of spell slots instead. This feature can be used once per long rest or the use of this feature can be regained after spending 4 hours in prayer.
3You can use an action to polymorph into a Succubus. You remain in that form for 1 hour, you are Incapaciated, or you die. You can end the transformation with an action. In that form you lose the Etherealness action. You can use this feature once per long rest.
4If you would die you are instead reincarnated into a Fallen Aasimar, Cambion, or Succubus and remain at half your hit point maximum.
1D4Helm Feature
1You can use an action to summon and equip a set of malicious and spiked black plate mail that you are proficient with (Any items you are wearing that cannot be worn in addition to the armor are teleported to a demiplane for the duration and reappear on you after). The armor increased the damage dealt by your Relic to 1D10. It lasts for one hour and can be summoned once per long or short rest.
2You can use an action to summon a shadowy blade that takes on the statistics of a +2 sword that you are proficient with that deals an additional 2D6 Necrotic damage on a hit. You can summon and dismiss the sword as a bonus action. The sword gains the Throwing property with a range of 30/60 ft and returns to your hand at the end of your turn. It lasts for one hour and can be summoned once per long or short rest.
3You can use a reaction to summon a black shield that appears to be made of obsidian. When summoned you gain a +5 bonus to AC or have advantage on your next saving throw for the turn and if you would take damage after using this reaction you gain Resistance to the damage taken. It can be summoned once per long or short rest.
4You can use an action to summon a black staff tipped with jagged obsidian. The staff has 1D4 charges. You can use 1 charge to cast the spell Inflict Wounds as a 2nd level spell without expending a spell slot. You can spend 2 charges to cast the spell Summon Undead without expending a spell slot and the spell cast this way does not require Concentration and the summon vanishes when this feature ends. You can spend 3 charges to cast the spell Blight at 5th level without expending a spell slot. It lasts for one hour and can be summoned once per long rest.
Lv 18

Harming Presence

Your fallen state has corrupted a Saint’s path and corrupted their powers. You have inverted your Healing Presence feature, if a creature would take Necrotic damage they 4 more damage if they are within your Healing Presence range.

Lv 20

Call Unholy Emissary

Your fallen state has corrupted a Saint’s path and corrupted their powers. You cast the spell Infernal Calling at 7th level (CR 8 or lower Devil) when you use your Call Holy Emissary feature instead.