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Saint

Hermit

After much time spent alone pondering the universe and the nature of good and evil, law and chaos, a Hermit Saint can emerge. Their ascetic lifestyle honed their mind and soul to receive many truths about the world as their mind ascended. They are humble beings whose duty is to enlighten those around them and aid those in need. They quietly go about doing good as they seek to apply what they learned in solitude. While some Hermit Saints prefer to wear clothing made of animal skins and plant materials others prefer simple, neat, and modest clothing and all prefer to remain unadorned with jewelry and dislike ostentatious things.

Eternal Truths

You can roll on the following table or discuss with your DM an appropriate piece of knowledge.

1D6 Eternal Truths
1You saw the face of a Good or Lawfully Aligned greater power and learned of its machinations and plans for the Material Plane.
2You learned the nature of an artifact of great power that has intrinsic value to the forces of good in the world.
3You briefly met a powerful council devoted to protecting good in the world.
4You glimpsed one of the Upper Planes and saw one of the heavens that awaits the worthy.
5You saw a grand throne that defies description and filled you with a profound sense of awe and reverence.
6You saw a grand book filled with knowledge that was great and wonderful but the knowledge fled you upon coming to, left you with a sense of loss.

Subclass Features

Lv 3

Survival Skills

You were able to be self-sufficient for a great while. You are proficient with Survival as well as Nature or Animal Handling.

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 spend 10 minutes in meditation 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 exists in a harmless demiplane. It has the following features:

  • Your Divine Territory is an extension of your isolation and can provide refuge for you and those you care about. When you place your Divine Territory a doorway appears on a surface of your choice within 10 ft of you that is at least 5 ft in diameter. You and those you permit can enter as an action and appear in a demiplanar space with gentle ambient light, oxygen, a tree bearing fruit and a well. The Divine Territory can provide sustenance for up to 6 creatures for 24 hours. Any creatures or objects left in your Divine Territory when you place it again appear within an unoccupied space within 10 ft of the previous doorway. Any resources taken from the demiplane vanish upon leaving the threshold of the demiplane.

You can use this feature once per long rest if only you use it and you must wait 24 hours for every creature other than you that entered the threshold of the demiplane for longer than 1 minute. When 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
3Goodberry
5Borrowed Knowledge
9Clairvoyance
13Banishment
17Dispel Evil and Good
Lv 6

Solemn Prayers

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

Prayer for Stillness: You utter a prayer for peace and quiet. You pray for 10 minutes and at the end of the Prayer you and up to 6 other creatures gain the benefits of a short rest. You can offer the full version of this prayer once per long rest. You can offer an abbreviated version of this prayer and utter it as an action and chose a creature that could hear the prayer within 60 ft of you and the target must make a WIS saving throw DC equal to your spell save DC and on a failed save their movement speed becomes 0 ft until the end of their next turn and they cannot take reactions.

Prayer for Understanding: You utter a prayer seeking for knowledge and understanding. You pray for 10 minutes and at the end of the Prayer you gain proficiency with one skill or learn one language for the next 6 hours. Alternatively you can ask a yes or no question and make a Religion check and on a successful check (DC determined by the DM) you feel peace for yes or nothing for no. If you are not to know the answer or the question is not a yes or no question the DM can automatically fail the check leaving you with a sense of melancholy.

Holy Aura

Your presence smothers the desire for violence. Intimidation checks within 15 ft of you have disadvantage and attacks from sources of your choice within your Holy Aura have a 1D6 penalty.

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 or reaction as described to Favorably Judge a target or Harshly Judge a target within 60 ft of you.

Favorable Judge: You judge them as worthy of a quick rescue. You can use your reaction and target a willing creature within 60 ft of you that would take damage and teleport them to a harmless demiplane and negate all instances of damage they would incur. At the start of the target’s next turn they appear where they were or in the nearest unoccupied space.

Harshly Judge: You judge them as a disrupter of the peace and an enemy worthy of retribution. You can use an action and target one creature within 60 ft of you and they must make a WIS saving throw DC equal to your spell save DC and on a failed save they are teleported to a demiplane full of fire and wails where they take 2D8 Fire damage and 2D8 Psychic damage and reappear where they were or in the nearest unoccupied space at the start of their next turn. On a successful save the target has a 1D12 penalty to their next attack roll as they appear unnerved by disembodied whispers.

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 17

Stigmata of Solitary

The Mark of Solitary has appeared on you in the form of a twisting scar on both of your legs symbolising your desire to remain in place and ponder. When the Stigmata appears on you, all of your movement speeds are halved and your movement speed cannot be increased. In addition you can choose any combination of 10 skills, languages, weapon proficiency, armor proficiency, tools, or spells (That do not count toward the number of spells you can know) as your mind is enlightened.

You can use an action and choose a creature within 60 ft of you and the Stigmata appears on them and all their movement speeds are halved and cannot be increased and they cannot take reactions. 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.

Relic of the Solitary

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 Solitary takes the form of a staff made of three types of petrified wood twisting together: one black and metallic, one white and shimmering, and one clear crystalline. The staff is topped with a pure white gem. The staff is a +2 Quarterstaff and can act as a spellcasting focus. Spells cast using the staff as a spellcasting focus do not require Somatic components. For times equal to the wielder’s WIS modifier (Minimum 1) per long rest the wielder can cast a spell using the staff as a spellcasting focus without a Verbal component.

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

The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Hermit 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.

Hermit Saint Property

1D8 Feature
1You have advantage on Stealth checks.
2You have Expertise with Animal Handling, Nature, and Survival.
3You learn three languages.
4You can take the Dodge and Disengage actions as a bonus action.
5You can cast the spell Augery once per long rest without expending a spell slot.
6The penalty to attacks within your Holy Aura increases to 1D8.
7You cannot be Surprised and you can choose to take a Sentry’s Rest where you rest for 4 hours and spend the rest of the time doing light activities and thinking.
8You can go up to one week without water and one month without food without experiencing negative effects.

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.

Hermit Saint Property

1D8 Feature
1You can learn spells from the Druid or Ranger spell list that are not Class specific.
2You can speak with plants and animals.
3You gain telepathy to a range of 90 ft.
4You can use your action to turn Invisible for one minute. You can use this feature once per long rest or you can expend a 4th level spell slot (No action required) to regain the use of this feature.
5You gain Truesight for 10 ft.
6You can use your action to Polymorph into a Tortoise, Crane, Lily Flower, or Tiger for one hour. You can use this feature once per long rest.
7The penalty to attacks within your Holy Aura increases to 1D10.
8When you take a short rest you can regain a number of spell slots equal to your WIS modifier (Minimum 1). For example with a WIS modifier of 5 you can regain one 5th level spell slot or one 3rd level spell slot and two 1st level spell slots. You can use this feature once per long rest.