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Saint

Patron

A Patron Saint embodies an ideal that has now become a part of them. As they magnify their ideal their power grows. There have been many Patron Saints who are well known and beloved with esteemed titles such as Patron Saint of Children, Patron Saint of Farming, with the list as endless as the devotion and love of the Saints who embody their ideals. The ideal they embody has always been a part of them and always will. A few wayward Saints take their ideals too far and can attempt to impose their ideals on others in a misguided attempt to be a better Patron.

Suggested Ideals:

  • Academics

  • Agriculture

  • Animal Welfare

  • Arcane Arts

  • Art

  • Artisans

  • Athletics

  • Business

  • Children

  • Clergy

  • Cripples

  • Diplomacy

  • Education

  • Eloquence

  • Emergency Responders

  • Entertainment

  • Excorists

  • Families

  • Finances

  • Fire

  • Freedom

  • Friendships

  • Funeral Rites

  • Law

  • Medical Workers

  • Mercenaries

  • Music

  • Nature Conservation

  • Oaths

  • Penitent Sinners

  • Prayer

  • Protection Against (Aberrations, Fiends, Natural Disasters, Etc)

  • Refugees

  • Royalty

  • Scholars

  • Scripture

  • Seafaring

  • Soldiers

  • The Injured

  • The Sick

  • Travel

  • Victims (Of Thievery, Violence, Etc)

  • Virtue

  • Water

  • Weather

  • Writers

Subclass Features

Lv 3

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 influence of your dedication to your ideal permeates your Divine Territory. The Divine Territory remains in place regardless of whether or not you are within the area. It has the following features:

  • Good Aligned creatures feel a strong pull to aid the ideal you are patronizing. Creatures promoting your ideal have advantage on CHA based checks to defend and convince others of the merits of your ideal.

  • Evil Aligned creatures and Neutral creatures who do not align with your ideal become uneasy having a 1D6 penalty to D20 tests.

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.

True to Ideal

Your whole self is dedicated to the ideal you patronize. You cannot be compelled by any means to undermine or go against your ideal. For instance if you are the Patron Saint of Children and are under the effect of the spell Crown of Madness you could not be forced to attack a child by the spell.

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
3Command
5Suggestion
9Fast Friends
13Compulsion
17Geas
Lv 6

Scriptural Prayers

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

Prayer for Blessings: You utter a prayer asking for blessings to come upon you and others that uphold your ideal. You pray for 10 minutes and at the end of the Prayer you and up to 6 willing creatures of your choice that heard the Prayer to its completion have a 1D10 bonus to their next failed saving throw for the next two hours.

Prayer for Succor: You utter a prayer expressing vulnerability and a desire to receive succor. You pray for 10 minutes and at the end of the Prayer all Conditions (Blinded, Charmed, etc) end on you or one target of your choice that heard the Prayer to its completion.

Holy Aura

Akin to a small Divine Territory centered on you, in a 15 ft diameter your Holy Aura creatures that are against your ideal have a 1D6 penalty to CHA based checks.

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

Favorable Judge: You judge them a grand help and ally. The target gains temporary hit points equal to your Saint level and while they have those hit points when a creature deals them damage the creature that dealt them damage takes 3D4 Radiant damage.

Harshly Judge: You judge them an enemy and attempt to convince them of the merits of your ideal. The target must make an INT saving throw and on a failed save they see visions of your ideal world and are Stunned by the beauty of it until the end of their next turn. On a successful save they are shown a desolate world without your ideal and take 2D10 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).

Lv 17

Stigmata of the Ideal

The Mark of the Ideal has appeared on you in the form of your face becoming a mask of serenity that remains impassive at all times. Insight checks automatically fail on you. When the Stigmata appears on you, you are permeated with serenity and lose all bonuses to attack with weapons, unarmed strikes, and spells.

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 mask of iron covering their face, symbolic of their inability to see the truth. The target is Blinded and is Stunned until it succeeds a DC 20 WIS saving throw it can attempt at the start of each of its turns. 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 Ideal

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 Ideal takes the form of a pendant embolized with a symbol of your ideal. The pendant offers an aura of protection reducing all incoming damage to you by 1D8 (Damage cannot be reduced below 0 with this feature).

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

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

Patron Saint Property

1D8 Feature
1You gain Expertise in one CHA based skill.
2You gain Expertise in two CHA based skills.
3You have advantage on checks to see through Illusions.
4Your Holy Aura increases to 30 ft in diameter.
5Your Holy Aura increases to 60 ft in diameter.
6The penalty to Evil Aligned creatures within your Divine Territory increases to 1D8.
7The penalty to creatures within your Holy Aura increases to 1D8.
8The first time you would fail a saving throw per long rest you can reroll the save with advantage and take the new result.

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.

Patron Saint Property

1D8 Feature
1The damage reduced by your Relic is increased to 1D10.
2The damage reduced by your Relic is increased to 1D12.
3You gain proficiency with CON saving throws.
4You gain proficiency with STR saving throws.
5You gain proficiency with DEX saving throws.
6You gain proficiency with CHA saving throws.
7The DC of Enchantment spells you cast is increased by 3.
8The first ime you would drop to 0 hit points and not be killed outright, you remain at 1 hit point.