Martyred
A Martyred Saint made the ultimate sacrifice and died for their cause, their beliefs. But their journey did not end there. They arose under their own power and became powerful beings commanding the powers of life and death. Their new life is defined by the cause they died for and their duty is to see it through to the end. Martyred Saints usually take one of two paths: The path of mercy where they seek to heal those that are suffering while pursuing their cause or the path of justice where they seek out righteous retribution and sow death upon the wicked.
The Cause/Rebirth:
Every Martyred Saint died for a certain cause that was great enough to earn the ire of those who were ignorant or malicious. You can choose one Cause that works with your backstory. After death the Saint was reborn, work with your DM to determine an appropriate rebirth.
| Cause | Rebirth |
|---|---|
| Preaching: You preached for the cause of good and enemies of good slayed you for it. | Immediate: Seconds after falling dead you arose bathed in shining light as all who looked on saw your wounds close up and life course through you. |
| Meddling: You were investigating something serious and you were killed mid investigation, you might not even remember how you were killed or what you were investigating. | Delayed: Several days passed and you awake on the battlefield, in a coffin, or wherever you were laid to rest in perfect condition. |
| Fighting: You were slain in combat while actively fighting to end the influence of evildoers. | Time: As you lay dying the world slowed, stopped, then reversed with only you knowing that you died and came back. |
| Politics: You were knowingly or unknowingly wrapped up in political machinations and were assassinated. | Your body was lost or destroyed yet your body was completely reconstructed either where you fell or in front of your allies to their astonishment. |
| Trespasser: You pushed your luck and explored somewhere you should not have been and either were killed by the caretakers or a trap. | You were dead long enough to decompose and become a skeleton, you were trapped as a corpse for a time and miraculously your flesh regrew and you became whole. |
| Mystery: You do not remember how you died. Poison, a knife to the back, who knows. | The moment you were struck down, a second you appeared. You watched yourself die even as you stood unharmed. Are you the same person? Will this happen again? |
Subclass Features
Rebirth
You died and are now alive yet there were no gods involved, no magic other than your own power. You are not an Undead, you are whole only bearing the faded marks of the act that ended your life. You gain the following properties as a part of your miraculous rebirth:
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You have Resistance to Necrotic and Poison damage.
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Your movement speed is increased by 5 ft.
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You do not cast a shadow.
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Non Evil Undead have a 1D6 penalty to attacks on 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 evokes feelings of reverence from both foe and friend alike. It has the following features:
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All creatures cannot raise their voices within your Divine Territory and spells with a Verbal component have their ranges halved.
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All creatures but you have disadvantage on attack rolls.
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All creatures have Resistance to Thunder damage.
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 | False Life |
| 5 | Gentle Repose |
| 9 | Speak with Dead |
| 13 | Death Ward |
| 17 | Raise Dead |
Prayers for the Fallen
Your Holy Calling manifests additional prayers you can use with your Saint’s Prayers feature.
Prayer for Protection from Death: You utter a prayer against the everlurking figure of Death. You pray for 10 minutes and at the end of the Prayer each creature of your choice that heard the prayer has: When this creature would be reduced to 0 hit points and is not killed outright, they remain at 1 hit point.
A creature can only benefit from this feature once per 24 hours.
Prayer for Understanding Self: You utter a prayer to force a target to reflect on their actions. You utter a brief prayer as an action and force a target within 60 ft of you that heard the prayer to make a WIS saving throw DC equal to your spell save DC. On a failed save the target relieves the worst thing they have done taking 4D10 Psychic damage and has disadvantage on their next attack until one minute has passed. On a successful save the target takes half as much damage.
Holy Aura
Your presence evokes awe and reverence. Creatures within 15 ft of you have disadvantage on CHA based skill checks targeting you.
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 worthy of a second chance. You target one creature within 60 ft of you that died within 1 minute and revive them with 1 hit point. You can use this feature once every 72 hours.
Harshly Judge: You judge them in need of instruction and understanding. You force the target to make a WIS saving throw DC equal to your spell save DC and on a failed save they relive how you died to become a Martyred Saint taking 3D6 Necrotic damage + 4D6 Psychic damage or half has much on a successful save. If the target fails the save by 5 or more they are Stunned until the end of their next turn.
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 Martyrdom
The Mark of Martyrdom has appeared on you in the form of your appearance becoming as if you were dead; deathly pale, milky eyes, unreactive face, etc. When the Stigmata appears on you, you do not need to eat, sleep, or breath.
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 black figure holding a scythe appearing behind them. Each time the target takes the attack action they take 1D8 (Minimum 4) Necrotic damage for each attack (This damage is unaffected by damage Immunities and Resistances and cannot be reduced in any way). The Stigmata remains on the target until they die or after 1 hour passes in which it returns to you. While the Stigmata is on another target, you appear as a shining angelic figure with perfect white skin that sheds Bright Light for 30 ft and Dim Light for 30 ft further. You have a halo above your head, and sprout white wings giving you a Flying speed equal to your movement speed.
Relic of the Martyred
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 Martyred takes the form of an elegant reliquary with a shard of your own bone inside, usually a fragment of your toe or finger encased in crystal, resting on a white velvet pad. The reliquary is a spellcasting focus that grants a +2 bonus to your spell save DC and spell attack bonus. You learn two cantrips that are not Class specific from the Cleric spell list.
The Relic has 3 Minor Properties that are divided between all Saints and Martyred Saints. You can choose a combination of at least 1 Saint and 1 Martyred Saint property. Roll 1D8 each time.
The Relic has 2 Major Beneficial Properties. You have 1 Saint and 1 Martyred 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. |
Martyred Saint Property
| 1D8 | Feature |
|---|---|
| 1 | You learn 3 additional languages and 1 additional skill. |
| 2 | You have Expertise in Persuasion or Intimidation checks. |
| 3 | Once every long or short rest when you fail a skill check you can reroll the check and take the new result. |
| 4 | Choose one skill, you gain a 1D6 bonus to checks involving that skill. |
| 5 | You automatically succeed Medicine checks to revive Unconscious creatures. |
| 6 | You deal 2 additional Radiant and Necrotic damage. |
| 7 | Your movement speed is increased by 10 ft. |
| 8 | You gain proficiency with one armor or one weapon. |
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. |
Martyred Saint Property
| 1D8 | Feature |
|---|---|
| 1 | When you roll a 1 on a damage die you can reroll and take the new result. |
| 2 | Once every long or short rest when you fail an attack roll you can reroll the attack with advantage and take the new result. |
| 3 | When a creature goes from death saving throws or death to life and consciousness again within 60 ft of you, you can choose to restore them to a number of hit points equal to your Saint level. |
| 4 | Choose one ability, you gain a 1D8 bonus to saving throws with that ability. |
| 5 | You are proficient with all languages. |
| 6 | As a bonus action you can teleport to a point within 30 ft of you that you can see. You can use this feature a number of times per long or short rest equal to your Proficiency Bonus. |
| 7 | You gain proficiency with CON saving throws. |
| 8 | You gain the Tough or Sentry feat. |