Skip to content
← Back to Saint
Saint

Miracle Worker

A Miracle Worker Saint has the express duty of converting atheists by mighty works of faith and power. Their powers are focused on raising the dead and generating spells so that they may inspire the faithless to believe again. Miracle Workers do not speak of the time they received their Holy Calling. For each Miracle Worker came to learn of an insidious secret about the very foundations of the universe. The primordial powers of good and evil worked together to make all that is and their disagreement as they finished their creation led to the original force of evil to be injured greatly where it now feeds on the souls of those who rejected the existence of gods. Inspired by this knowledge they use all their might and effort to continually work to inspire others to believe in the existence of gods.

Subclass Features

Lv 3

Lucky

Fate smiles upon you, you have the Lucky Feat.

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. Various small miracles appear when you call upon your Divine Territory. Roll 1D12 to determine the effect of your Divine Territory.

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.

1D12 Effect
1Plants and a spring appear in unoccupied spaces. The plants produce 1 ration per 5 sq ft of unoccupied space within your Divine Territory spontaneously and then at a rate of 1 ration every 24 hours. The food produced lasts for 48 hours and is Immune to being poisoned or spoiled. The spring flows with cold and clean water at a rate of 5 gallons per minute.
2Spirits appear and take the shape of a deceased individual known to each creature in the Divine Territory. They cannot speak and vanish and do not reappear if the creature that knew them in life leaves the area. If there is a murderer in the area all the spirits take the shape of each of the murder victims and surround their murderer.
3When the Divine Territory first appears one random deceased target within the area is revived. If there is no deceased target within the area the entire area shines with a blinding light shedding Bright Light for 300 ft and Dim Light for an additional 300 ft and then the Divine Territory dissipates.
4Each creature of your choice must make a WIS saving throw DC equal to your spell save DC and on a failed save the target becomes giddy and experiences visions of their greatest desire. A creature affected this way has disadvantage on all D20 tests for the next minute repeating the saving throw at the end of each of their turns, ending it on a success. On a successful save the target feels warmth and love momentarily. A willing creature can choose to fail this saving throw. The effects of this feature end automatically upon leaving the area.
5Each creature within the area besides you must make an INT saving throw and on a failed save speaks a random language chosen by the DM and utters secrets, prophecies, etc in that language regardless if they were able to speak it before and are unable to communicate otherwise. A creature affected this way cannot cast spells requiring a Verbal component. The effect remains for 1 minute or until leaving the area. On a successful save nothing happens.
6Fire springs up within the area. To Good Aligned creatures the flames are ethereal and harmless. To Evil Aligned creatures the flames deal 1D6 Fire damage at the start of each of their turns and 1D4 Fire damage every 5 ft they move. To Neutral creatures the flames are hot to the touch but do not deal damage.
7Upon creating the Divine Terrain a voice thunders out speaking as a greater power chosen by the DM and speaks for one minute usually offering counsel or judgement to a specific target chosen by the DM within the area. For an Evil target it may denounce it and strike it with lightning or for a Good target it may applaud them and heal them of a malady or disease. The Divine Territory is then dissipated.
8Swirling mists appear and Heavily Obscure the area. Each creature other than you must make a WIS saving throw and on a failed save they see themselves in their greatest moment of triumph (If Good) or their greatest failure (If Evil) each Good creature receives temporary hit points equal to your Saint level and each Evil creature takes Psychic damage equal to half your Saint level and has disadvantage on their next D20 test in the next minute. Good Aligned creatures can choose to fail the saving throw. On a successful save the target is unaffected.
9The ground violently shakes except for a 5 ft diameter area around you, forcing each creature to make a DEX saving throw DC equal to your spell save DC and on a failed save falls Prone. You can use a bonus action on each of your turns as long as you are within the area to cause the ground to shake.
10Each creature within the area glows according to their Alignment and all Illusions are dispelled and all shapechangers revert to their true forms. Good creatures glow yellow, Evil purple, and Neutral gray. The more true to the Alignment the creature is, the more potent the color is.
11A Lantern Archon appears for one hour and does not engage in combat and is Immune to all damage, spell effects, and conditions. It announces itself as an ancestor of a creature within the area and can answer all questions about its descendant’s lineage and many aspects of their life. After one hour it vanishes and the Divine Territory dissipates.
12Upon creation, each creature of your choice within the area regains half their hit points rounded up and, if a target has a missing limb or bodypart it regrows and any non magical diseases are cured. Immediately after the Divine Territory vanishes.

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
3Comprehend Languages
5Detect Thoughts
9Clairvoyance
13Locate Creature
17Raise Dead
Lv 6

Miraculous Prayers

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

Prayer for Intervention: You utter a prayer asking for a miracle. You utter a brief Prayer as a reaction and a target within 60 ft of you that heard the Prayer can reroll a D20 test taking the new result.

Prayer for Life: You utter a prayer for rejuvenation and revival. You pray for 24 hours over a corpse of a Good Aligned creature and at the end of the Prayer the target comes back to life, regrowing all lost limbs, repairing all damage, curing all diseases. You can utter this prayer once every week (10 days). At the end of the Prayer you gain 4 levels of Exhaustion from the exertion of the miracle.

Holy Aura

Those around you tend to be lucky. You and creatures within 15 ft of you have an increased critical success range of 1 (19-20).

Lv 15

Divine Will

By the authority you have as a Saint you command a certain right to call upon miracles. You can use an action and roll 1D20 and you cast a spell of the correlating level as chosen by the DM or of a spell that you know if it is of a level that you can cast. The spell is cast without requiring a spell slot, a casting time greater than 1 action, or components. You know the spell effect and choose any targets for the spell.

You can use this feature once per long rest. You can expend a 4th level or higher spell slot to regain the use of this feature (No action required).

1D20 Spell Level
1-31st level
4-62nd level
7-93rd level
10-124th level
13-155th level
16-176th level
187th level
198th level
209th level
Lv 17

Stigmata of the Miraculous

The Mark of the Miraculous has appeared on you in the form of your nondominant hand withering and becoming unusable to remind you to not place your trust in mortal hands. When the Stigmata appears on you, you can use an action to make a Limited Wish once every 72 hours. The basic function of a Limited Wish is to replicate any spell of 5th level or lower without requiring spell components. Any other effect can be discussed with the DM with the greater the desired wish the greater the chance the wish fails.

You can use an action and choose a creature within 60 ft of you and the Stigmata appears on them in the form of their dominant hand withering and becoming unusable. If the creature does not have hands, it transfers to an appropriate body part as determined by the DM. 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 Miraculous

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 Miraculous takes the form of a silvery necklace glowing with gentle light bearing a gemstone of the birth year of the original Saint it was made for. It is a catalyst for spells granting a +2 bonus to spell save DC and spell attack bonus.

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

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

Miracle Worker Saint Property

1D8 Feature
1You have a special 1st level spell slot that you can use as an action, casting a spell as chosen by the DM using your spellcasting ability and to hit values requiring no spell components and no Concentration. You choose the targets for the spell.
2You have a special 2nd level spell slot that you can use as an action, casting a spell as chosen by the DM using your spellcasting ability and to hit values requiring no spell components and no Concentration. You choose the targets for the spell.
3You have a special 3rd level spell slot that you can use as an action, casting a spell as chosen by the DM using your spellcasting ability and to hit values requiring no spell components and no Concentration. You choose the targets for the spell.
4You can prepare 2 additional spells that do not count toward the number of spells you can know.
5You can prepare 3 additional spells that do not count toward the number of spells you can know.
6-8You can roll twice on your Divine Territory Table and choose between the two options.

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.

Miracle Worker Saint Property

1D8 Feature
1You have a special 4th level spell slot that you can use as an action, casting a spell as chosen by the DM using your spellcasting ability and to hit values requiring no spell components and no Concentration. You choose the targets for the spell.
2You have a special 5th level spell slot that you can use as an action, casting a spell as chosen by the DM using your spellcasting ability and to hit values requiring no spell components and no Concentration. You choose the targets for the spell.
3You have a special 6th level spell slot that you can use as an action, casting a spell as chosen by the DM using your spellcasting ability and to hit values requiring no spell components and no Concentration. You choose the targets for the spell.
4You can prepare 4 additional spells that do not count toward the number of spells you can know.
5You can prepare 5 additional spells that do not count toward the number of spells you can know.
6Your Holy Aura range is increased by 15 ft and the critical range increase is increased by 2 (18-20).
7The first time you would drop to 0 hit points and are not killed outright you remain at 1 hit point. You can use this feature once per long rest.
8The first time you would drop to 0 hit points and are not killed outright you remain at 1 hit point. You can use this feature once per long or short rest.