Impossed
Much like their title suggests an Impossed Saint’s calling was thrust upon them. There are two types of Impossed Saints: The first being Saints whose fame grew and their follower’s faith granted them additional power much like the birth of a quazi-deity or the second being Saints that were officially canonized within the teachings of a religion. The first type is well aware of their position and oftentimes wrestle with the near deific worship they incur while the second type can go their whole lives without being aware of the source of their additional power. Either way their duty is to serve the masses where they can perform the greatest amount of good in the short duration of their mortal lives.
It is rumored that certain beings are summoned if an Impossed Saint seeks too much power and attempts to ascend to godhood.
Subclass Features
Channel Faith
The faith of others empowers you. The number of your followers determines how much faith you can channel allowing you to accomplish mighty feats. The Frequency is how often you can use a Channel Faith Feature per long rest. You have access to all Channel Faith’s Feature options up to the number of faithful that follow you.
If you are aware of your faithful you can attempt to proselyte to them to bolster their numbers with great effort and dedication. A person becomes faithful if they actively believe that you are a being of the divine including worship, prayer, etc. A person is not faithful by word only, it requires a real belief. It is fairly easy to subconsciously identify your faithful as you will see them as being kind and endearing regardless of appearance and will subconsciously view them favorably.
| Number of Faithful | Feature | Frequency |
|---|---|---|
| 1,000 (Starting) | As an action you call down health upon your faithful. All those who profess faith in you within your Divine Territory and one willing target regains half of their hit points rounded up. | 1 |
| 5,000 | As a reaction you call for protection for your faithful. All those who profess faith in you within your Divine Territory and one willing target gains Resistance to all damage until the end of their next turn. | 1 |
| 25,000 | As an action you call for sustenance for your faithful. For each person who professes faith in you and one willing target a package containing 3 rations of food and water appears. The food and water can only be consumed by the one who it was intended for. If another attempted to partake the food or water would vanish. | 2 |
| 150,000 | As an action you call for fire to rain down upon those that harm your faithful. Each creature of your choice within your Divine Territory must make a DEX saving throw DC equal to your spell save DC and on a failed save takes 5D6 Fire and 5D6 Radiant damage or half as much on a successful save. | 2 |
| 500,000 | As an action you can summon a heavenly messenger to aid you. You call upon a Deva who heeds your commands as long as it does not cause itself harm and is friendly to your allies and faithful. It remains for 1 hour and cannot leave your Divine Territory. | 3 |
| 1,000,000 | As an action you can summon any Common or an Uncommon item from the following list to aid those that are faithful to you. The item is Attuned to the one you summoned it for and cannot be stolen and if they attempt to sell the item or use it for evil, it vanishes. Only your faithful can receive these items. Ring of Warmth, Cloak of Protection, Decanter of Endless Water, Periapt of Health, Periapt of Wound Closure, Alchemist Jug | 3 |
| 2,000,000+ | As an action you can bestow the ability to cast spells upon a faithful. You can use this feature once every week (10 days). The target becomes a spellcaster using WIS as their spellcasting ability and can cast the spells Cure Wounds 2/Long Rest, and Lesser Restoration 1/Long Rest. | 4 |
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 has the sound of tinkling bells and an organ playing as if it embodied a chapel. It has the following features:
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The faith of your faithful protects you within your Divine Territory. While you are within your Divine Territory you have a bonus to saving throws equal to the Frequency you can use your Channel Faith feature. In addition, If you would take damage less than your WIS modifier (Minimum 1) the damage is reduced to zero.
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 | Protection From Evil and Good |
| 5 | Calm Emotions |
| 9 | Beacon of Hope |
| 13 | Death Ward |
| 17 | Dispel Evil and Good |
Prayer Adept
Fueled by the faith of others your capacity to pray is enhanced. You can use your Saint’s Prayer feature twice as many times per long rest.
Choice Holy Verses
Guided by your faithful when you use your Holy Verses features you choose which option you benefit from each time.
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 reward the faithful. The target regains 3 hit points at the start of each of its turn as long as it has at least one hit point remaining for the next minute.
Harshly Judge: You condemn the faithless. The target must make a WIS saving throw taking 3D6 Psychic damage on a failed saving throw or half as much on a successful save. If the target fails the saving throw by 5 or more they take an additional 1D8 Psychic 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).
Stigmata of Advocation
The Mark of Advocation has appeared on you in many forms including your eyes turning a certain color, a halo appearing on your head, or spectral wings appearing on your back. The Stigmata always assumes a form in accordance with how a majority of the faithful of the Impossed Saint sees them. When the Stigmata appears on you, you take on characteristics that your faithful see you having such as you do not eat commoner food, you keep yourself spotless at all times, or you never speak ill of others. In addition you can use the Minor Miracle feature on a member of your faithful once during their lifetime without expending a use of the feature.
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 blight such as the look of a burn or infection of their face and at the start of each of their turns they take 1D10 Psychic damage as long as they are within 300 ft of you and they cannot become Invisible or take the Hide action. They must make a DC 22 WIS saving throw in order to move further than 300 ft of you otherwise they act as if they hit a solid wall. 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.
Assorted Stigmata Appearances
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Your eyes, skin, hair, etc turn a certain color that your faithful believe you to have
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Your body type changes to what your faithful believe you look like
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You gain an angelic attribute such as a glowing halo, spectral wings, or shed Bright Light for 20 ft if your faithful believe you do
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If your race is interpreted as another such as an Aasimar if you have heavenly blood within you, you become that race.
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You no longer cast a shadow or have metallic skin
Assorted Stigmata Characteristics
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You do not eat commoner food
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You must keep yourself spotless at all times
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You never speak ill of others
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You constantly quote holy scriptures
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You never drink or partake in drugs or gamble
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You never swear or get angry
Relic of the Advocate
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 Advocate takes the form of a shining shield embolized with the profile of the Impossed Saint or a cameo of their visage used to become a symbol and inspire their faithful. The shield is a +1 shield that grants you a +2 bonus to all saving throws.
The Relic has 3 Minor Properties that are divided between all Saints and Impossed Saints. You can choose a combination of at least 1 Saint and 1 Impossed Saint property. Roll 1D8 each time.
The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Impossed 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. |
Impossed Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You have a +1 bonus to saving throws. |
| 2 | You have a +2 bonus to saving throws. |
| 3 | You gain a +1 bonus to AC |
| 4 | When you deal Psychic damage you deal 1 additional damage. |
| 5 | When you deal Psychic damage you deal 2 additional damage. |
| 6 | You gain one damage Resistance that is not Bludgeoning, Piercing, or Slashing. |
| 7 | You gain Expertise with one skill. |
| 8 | You gain Expertise with two skills. |
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. |
Impossed Saint Property
| 1D8 | Feature |
|---|---|
| 1 | As long as you have at least one hit point remaining you regain 4 hit points at the start of each of your turns. |
| 2 | As long as you have at least one hit point remaining you regain 6 hit points at the start of each of your turns. |
| 3 | When you deal Psychic damage you deal 4 additional damage. |
| 4 | You gain a +3 bonus to saving throws. |
| 5 | You gain +2 AC. |
| 6 | You can learn spells from the Cleric and Paladin spell list that are not Class exclusive. |
| 7 | You gain proficiency in two saving throws of your choice. |
| 8 | You gain one damage Immunity that is not Bludgeoning, Piercing, or Slashing. |