Holy
The idea, the essence of holy magic, was only available to the gods until the first Saint was born. Their life shaped the future of magic as they talked with and worked hand in hand with Mystra in particular along with other gods of magic. The Calling of a Holy Saint is a simple acceptance of who they are and the power that is theirs. They command great power and master a few spells that are a part of them. They travel the land combating evil magic and purifying desecrated places as is their duty.
Subclass Features
Holy Magic
You have an affinity with the origin of Holy Magic and certain spells are a part of you and can be accessed and used at will. You learn certain spells that you can cast without expending a spell slot and that do not require any spell components. Holy Magic Spells do not count towards the amount of spells you can learn. You can cast one Holy Magic Spell per long rest with this feature. When you gain a Saint level you can change one Holy Magic Spell with another. You can choose one of the following spells as a Holy Magic Spell:
Bless, Cure Wounds, Divine Favor, Guiding Bolt, Sanctuary, Shield of Faith
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 | Ceremony |
| 5 | Lesser Restoration |
| 9 | Dispel Magic |
| 13 | Aura of Purity |
| 17 | Hallow |
Heavenly Prayers
Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.
Prayer for Reconsecration: You utter a prayer to rededicate an area to all that is holy. You fast and pray for 48 hours and at the end of the Prayer an area up to the size of your Divine Territory becomes Consecrated until it is unhallowed or desecrated by a 5th or higher level spell or similar effect. In a Consecrated area:
-
All Evil Aligned creatures cannot rest or regain hit points.
-
All Evil Aligned creatures take 2D12 Force damage every minute they are in the area and when they first enter the area.
-
Curses originating from Evil Aligned sources are halted.
-
Food and water cannot become contaminated or poisoned.
Prayer for Stillness: You utter a prayer for peace and quiet. You pray for 10 minutes and at the end of the Prayer choose one target within 60 ft of you that heard the Prayer and they gain the benefits of a long rest (Though they do not regain spell slots but regain all health and other features). You can utter this prayer once per long rest.
Holy Magic
You learn an additional Holy Magic Spell. You can cast a Holy Magic Spell twice per long rest with this feature. A Holy Magic Spell cast with this feature is a 2nd level spell. You can choose one of the following spells in addition to other Holy Magic Spells.
Aid, Healing Spirit, Prayer of Healing, Spiritual Weapon
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 them as holy and worthy. A willing target gains 3D10 hit points as long as they have at least one hit point remaining.
Harshly Judge: You judge them unholy and unworthy. An Evil Aligned creature takes 4D10 Necrotic damage and a non Evil Aligned creature takes half as much damage.
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 Magic
You learn an additional Holy Magic Spell. You can cast a Holy Magic Spell three times per long rest with this feature. A Holy Magic Spell cast with this feature is a 3rd level spell. You can choose one of the following spells in addition to other Holy Magic Spells.
Aura of Vitality, Beacon of Hope, Daylight
Stigmata of Heavens
The Mark of the Heavens has appeared on you in the form of your hair and eyes becoming platinum or gold in color and appearing metallic. When the Stigmata appears on you, your mind rejects Evil and uncleanliness. Your movement speed is halved and you make attacks and ability checks with disadvantage while in an unclean environment or within sight of an unholy creature (Aberrant, Fiend, or Undead). In addition, you gain an additional Holy Magic spell and you can cast a Holy Magic spell 4 times per long rest and you gain the following spell in addition to other Holy Magic spells: Guardian of Faith
You can use an action and choose a creature within 60 ft of you and the Stigmata appears on them in the form of a hazy cloud that surrounds them and they have disadvantage on attacks while it is within 60 ft of you and they take 2D8 Radiant damage at the start of each of its turns as long as it is within 120 ft of you. 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 Holy
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 Holy takes the form of a +2 Mace made of platinum and mythril that deals an additional 1D8 Radiant damage on a hit. Once per long rest you can use an action to summon a shining, spectral copy of the mace that remains within 5 ft of you for 10 minutes. When you make an attack with the mace the spectral mace makes an attack as well on a target within range. The spectral mace has a bonus to hit equal to your Proficiency Bonus and deals 2D8 Force damage on a hit. The spectral mace makes its own attack of opportunity if you would make an attack of opportunity. You can use a bonus action to summon the mace to hand your hand regardless of what plane of existence each of you are on unless a deity of greater or more power intervenes. You always know where the mace is.
The Relic has 3 Minor Properties, you roll on the Saint Property table 3 times and if you roll an ability you already have rolled you choose the property.
The Relic has 2 Major Beneficial Properties, you roll on the Saint Property table 2 times and if you roll an ability you already have rolled you choose the property.
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. |
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. |