God’s Chosen
When one thinks of a Saint they usually imagine a God’s Chosen Saint. They are the most common of the Saints and are called directly by one or more Good Aligned deities that have been affiliated with Saints for millennia. If the calling is accepted, the symbol(s) of the god(s) appear on the Saint. These Saints take quests, defend the faithful, and tend to the domain(s) they are entrusted with. Unlike Clerics, once a God’s Chosen is called they become a power independent yet complimentary to the forces that called them. They retain their power as long as they do not become Fallen regardless of their relationship with higher powers. Their duty is to do good and take care of the domain(s) that they can influence.
God(s):
Only the will of a single god is required to extend the Holy Calling though multiple may join together to aid a Saint with a particularly challenging fate or obstacle. Roll 1D4 or discuss with your DM to determine how many gods joined to call upon you. For example a Saint with one god backing them may be destined to lead a fairly normal life of an adventurer and do a moderate amount of good. A Saint with two gods backing them may be involved with weighty power struggles or wars. A Saint with three gods backing them may be facing threats such as newly born dark gods or other dire threats. And the unlucky Saint backed by four gods may stand between the war between good and evil, destruction and salvation of an entire world.
The Chosen Gods:
Not all gods can extend a Holy Calling. The first requirement is that they must be Good Aligned and the second and most important is that their divine portfolio is in line with the nature of Saints. Here are the gods most suited to being able to choose a Saint and elevate them. While the examples provided are all goddesses, it would be appropriate to discuss with your DM to choose a god instead.
Chosen Gods
| God | Domain | Symbol | Calling |
|---|---|---|---|
| Chauntea, goddess of agriculture | Life | Sheaf of grain | To enrich the earth and protect it from all evil |
| Eldath, goddess of peace | Nature | Waterfall falling into a still pool | To seek peace and reject violence unless all else fails |
| Llirra, goddess of joy | Life | Triangle of 3, 6 pointed stars | To bring joy to the hearts of others and to seek the happiness of others |
| Selune, goddess of the moon | Knowledge | Pair of eyes surrounded by 7 stars | To uncover hidden truths that are good and worthy of praise |
| Mishakal, goddess of healing | Knowledge | Blue infinity sign | To heal the wounded and broken in spirit |
| Arawai, goddess of fertility | Life | Sheaf of wheat tied with a green ribbon | To treasure children and preserve family bonds |
| Boldrei, goddess of community and home | Life | Fire in a stone hearth | To defend the home and sense of community |
| Dol Arrah, goddess of sunlight and honor | Light | Rising sun | To fight for what is right and defend the weak |
| Artemis, goddess of hunting and childbirth | Nature | Bow and arrow on lunar disk | To defend those that are in need, especially the young and maidens |
| Athena, goddess of wisdom and civilization | Knowledge | Owl | To lead and bring about changes that improve the lives of others |
| Hestia, goddess of home and family | Life | Hearth | To encourage familiar healing and teach others to treasure their bonds |
| Hathor, goddess of love and motherhood | Life | Horned cows head on lunar disk | To aid those that seek true love and desire to raise loving families |
| Isis, goddess of fertility and magic | Knowledge | Ankh and star | To use your power in defense of all that is good |
| Freya, goddess of fertility and love | Life | Falcon | To protect families and provide a land where all may find love |
Subclass Features
Religious Knowledge
You are filled with religious knowledge, customs, and iconography. You learn two additional languages and you automatically succeed Religion checks for gods that share the domain of the deity or deities that chose you.
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 may smell of books and ink and filled with the sounds of ruffling pages with the Knowledge Domain. Or, it may be clean and white with the Life Domain. Or, it could radiate light and generate feelings of peace with the Light Domain. Or, it may smell of sap and loam with the Nature Domain. It has the following features that correlate to the Divine Domains of the god or gods that chose you and if you have multiple domains you choose which to call forth when you use this feature:
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Knowledge Domain Exclusive:
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Creatures of your choice within the area share all languages you know and have a +5 bonus to INT based skill checks.
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Creatures of your choice within the area have a 1D6 penalty to INT saving throws.
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Life Domain Exclusive:
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Creatures of your choice within the area regain an additional 1D6 hit points for every hit point they expend during a short rest.
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Creatures of your choice within the area can spend one hour resting to reduce their level of Exhaustion by one (Creatures can only benefit from this feature once every 24 hours).
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Light Domain Exclusive:
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The area sheds Bright Light for 20 ft and Dim Light for an additional 20 ft.
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Creatures of your choice deal an additional 2 Radiant damage when they hit an Evil Aligned creature within the area.
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Creatures of your choice lose the Invisible condition and become visible.
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Nature Domain Exclusive:
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Plants grow at twice their normal rate within the area and are Immune to the effects of pests.
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Creatures of your choice within the area gain the benefit of Half Cover as long as they did not move their previous turn as vines and bushes shield them.
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Creatures of your choice have the area treated as Difficult Terrain.
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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 | Shield of Faith |
| 5 | Spiritual Weapon |
| 9 | Tongues |
| 13 | Guardian of Faith |
| 17 | Holy Weapon |
True Prayers
Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.
Prayer for Communion: You utter a prayer to gain knowledge and foresight from the god or gods supporting you. You pray for 10 minutes and at the end of the Prayer you can cast one of the following spells without expending a spell slot or requiring components: Detect Magic, Augury, or Locate Object.
Prayer for Healing: You utter a prayer for the health and wellbeing of others. You utter a brief Prayer as a bonus action and at the end of the Prayer one target within 60 ft of you that could hear the Prayer regains 3D4 + your Proficiency Bonus hit points.
Holy Aura
The enemies of all that are good wilt before your presence. Evil Aligned creatures within 15 ft of you take 1D6 Radiant damage at the start of each of their turns or when they enter your Holy Aura (A creature can only take one instance of damage from this feature each turn). An Evil Aligned creature can attempt a Performance or Deception check to hide their nature and any wounds they incurred from your Holy Aura.
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.
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Knowledge Domain Exclusive:
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Favorable Judge: You judge them worthy of instruction. The target creature gains proficiency with one language, tool, and skill of their choice for 6 hours.
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Harshly Judge: You judge them ignorant and unworthy of further knowledge. You force the target to make a WIS saving throw DC equal to your spell save DC and on a failed save they are struck dumb and cannot speak or cast spells with the Verbal component for the next minute, repeating the save at the end of each of their turns ending it on a success. On a failed save of 5 or more they are also Deafened for the duration. On a failed save of 8 or more they are also Blinded for the duration. On a successful save the target takes 3D6 Psychic damage.
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Life Domain Exclusive:
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Favorable Judge: You judge them worthy of aid and healing. The following conditions end of the target: Blinded, Deafened, Paralyzed, or Poisoned. If the target is not suffering from any of those conditions they regain hit points equal to your Saint level + your Proficiency Bonus.
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Harshly Judge: You judge them unworthy of mercy and succor. The target must make a CON saving throw DC equal to your spell save DC and on a failed save takes 3D8 Necrotic damage and if they failed the saving throw by 5 or more they cannot regain hit points for the next minute.
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Light Domain Exclusive:
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Favorable Judge: You judge them worthy of illumination both physically and spiritually. The target sheds Bright Light for 30 ft and Dim Light for an additional 30 ft and their attacks deal an additional 1D10 Radiant damage for the next minute.
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Harshly Judge: You judge them as a scourge that must be burned away. The target is outlined in light and cannot become Invisible and cannot take the Hide action. Creatures have a 1D6 bonus to attacks on the target for the next minute.
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Nature Domain Exclusive:
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Favorable Judge: You judge them worthy of protection. The target is placed under the watchful care of nature. The target falls at a rate of 90 ft per round and gains Resistance to Cold and Fire damage for the next hour.
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Harshly Judge: You judge them as an enemy of nature. Beasts and Plants not under the Charmed condition see the target as hostile. Grass and weeds grow thick where they stand, reducing their speed by half for the next 10 minutes.
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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).
Stigmata of the Almighty
The Mark of the Almighty has appeared on you in the form of a scar on your face in the shape of the symbol of the god that called you. If multiple gods chose you their symbols appear in order of their claim on you from strongest to weakest claim; face, right shoulder, left shoulder, neck. When the Stigmata appears on you, you begin to doubt your Holy Calling as a trial all of God’s Chosen must someday bear. If you were chosen by 1 god you have a 1D8 penalty to WIS saving throws. If you were chosen by 2 gods you have a 1D8 penalty to WIS and CHA saving throws. If you were chosen by 3 gods you have a 1D8 penalty to WIS, CHA, and INT saving throws. If you were chosen by 4 gods you have a 1D8 penalty to all saving throws. You have a bonus to all damage from spells and attacks equal to twice the number of gods that called you.
You can use an action and choose a creature within 60 ft of you and each of your Stigmata(s) appear on them and they incur the same penalties to the specified saving throws you had. 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. While your Stigmatat is on another target you have a bonus equal to your penalty to the specified saving throws.
Relic of the Almighty
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 God’s Chosen takes the form of a Diadem with the symbol for each of the gods who called you embellished on it. While wearing the Diadem the wearer’s WIS score increases by 2 and their WIS score maximum becomes 24. In addition, the wearer has advantage on WIS saving throws.
The Relic has 3 Minor Properties that are divided between all Saints and God’s Chosen Saints. You can choose a combination of at least 1 Saint and 1 Saint property. Roll 1D8 God’s Chosen each time.
God’s Chosen Saint Property
If you fall under the Domain indicated you may choose that option in place of rolling.
The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 God’s Chosen Saint property. Roll 1D8 each time.
God’s Chosen Saint Property
If you fall under the Domain indicated you may choose that option in place of rolling.
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. |
| 1D8 | Feature |
|---|---|
| 1 | You deal an additional 1D6 Radiant damage to Evil Aligned creatures. |
| 2 | You learn the following spells which do not count towards the number spells you can know: Identify, Detect Thoughts, Clairvoyance, Arcane Eye, and Scrying (Knowledge Domain). |
| 3 | You learn the following spells which do not count towards the number spells you can know: Healing Word, Healing Spirit, Revivify, Aura of Life, and Reincarnate (Life Domain). |
| 4 | You learn the following spells which do not count towards the number spells you can know: Guiding Bolt, Moonbeam, Crusader’s Mantle, Sickening Radiance, and Wall of Light (Light Domain). |
| 5 | You learn the following spells which do not count towards the number spells you can know: Speak With Animals, Summon Beast, Call Lightning, Guardian of Nature, and Maelstrom (Nature Domain). |
| 6 | You can gain one level of Exhaustion without experiencing negative effects. |
| 7 | Your movement speed and jumping distances are increased by 10 ft and your vision range as defined by your Race is extended to 200 ft. |
| 8 | Your Passive Perception and Passive Investigation values are increased by 8. |
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. |
| 1D8 | Feature |
|---|---|
| 1 | You can cast one of your Holy Calling Spells once per long rest without expending a spell slot. |
| 2 | You can use a bonus action to teleport to a place you can see within 60 ft of you. You can use this feature a number of times per long rest equal to your Proficiency Bonus. |
| 3 | You can use a bonus action once per long rest to gain Resistance to all damage for one minute. |
| 4 | You are unaffected by Difficult Terrain and you are Immune to the Prone condition. |
| 5 | Your mind is expanded and you can learn spells from the Cleric, Druid, Paladin, and Wizard spell lists that are not Class specific (Knowledge Domain). |
| 6 | The first time each day you would be reduced to 0 hit points and regardless if you are killed outright you remain at half your hit point maximum instead (Life Domain). |
| 7 | All Radiant damage you deal is increased by 4 (Light Domain). |
| 8 | You can cast the spells Charm Monster or Dominate Beast once each per long rest without expending a spell slot (Nature Domain). |