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Saint

Prophecy

A Saint of Prophecy is called to divine the future and offer guidance in times of woe and danger. Upon receiving their Holy Calling from mysterious Angels of Prophecy, their eyes are blinded and their other senses are opened. They are always found wearing veils to cover their faces and long robes that cover all of their bodies. They are skilled with Divination magic and can tell and even gently touch the threads of Fate to nudge them toward good and worthy futures. Their duty is to offer aid to those that are worthy and seek to understand the many visions they receive.

Subclass Features

Lv 3

Mark of a Prophetic Saint

The eyes of a Saint of Prophecy are shut so they do not see more than their mortal minds can handle. You are Blinded. You have advantage on Perception checks that rely on all other senses and have Blindsight to a range of 10 ft. You are able to perceive information through spells of the Divination school normally.

Lesser Portent

Like their fellow diviners, Wizards of the School of Divination, you can see potential futures and nudge fate to get a desired outcome. At the beginning of each day roll 2D20 and record one result. You can substitute that result for any result of a D20 rest that occurs within 60 ft of you with no action required.

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. Swirling mist fills the area showing many mysteries to the worthy and horrors to the unworthy. The Divine Territory remains in place regardless of whether or not you are within the area. It has the following features:

  • Creatures of your choice within the area that are willing see many images of the past, present, and future. Each affected target must make a WIS saving throw DC equal to 20 minus their WIS modifier (Modifier). On a successful save they see beyond the swirling images and glimpse an image chosen by the DM. After a successful save the DC of the save is increased by 5 for 24 hours. On a failed save the target sees many images but is unable to focus on them.

  • Creatures of your choice within the area must make a WIS saving throw DC equal to your spell save DC and on a failed save see a horrid future for themselves taking 2D8 Psychic damage or half as much on a failed save.

Creatures can only be affected by your Divine Territory once per each Divine Territory’s duration. 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
3Identify
5Augury
9Clairvoyance
13Divination
17Legend Lore
Lv 6

Prophetic Prayers

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

Prayer for Future Knowledge: You utter a prayer asking for enlightenment. You pray for 10 minutes and at the end of the Prayer you and up to 6 other targets that heard the Prayer to completion can use a reaction to reroll a D20 test and take the new result. The effect lasts for 1 hour or until the effect is used.

Prayer for Past Knowledge: You utter a prayer asking for the mysteries of the past to be revealed to you. You utter a brief Prayer as an action and as part of the action touch one area, object, or creature and you learn about a significant event that happened to the target within the last 1D10 years.

Holy Aura

Your Holy Aura fluctuates much like the many possibilities that surround you. At the start of each day roll a dice and the following effect occurs within a 15 ft diameter around you.

Odds- Misfortune is foretold imposing a penalty to all saving throws other than your own equal to half your Proficiency Bonus rounded down (Minimum 1).

Evens- Fortune is foretold granting a bonus to all saving throws equal to half your Proficiency Bonus rounded down (Minimum 1).

Lv 10

Greater Portent

Your ability to nudge fate has increased greatly. You can roll 3D20 and record two results for your Lesser Portant feature.

Lv 17

Stigmata of the Prophetic

The Mark of the Prophetic has appeared on you in the form of your race changing to become a Lesser Angel of Prophecy heralding that one day you will ascend to join their ranks upon finishing your mortal journey. You lose all racial features and gain the following:

  • Your skin becomes stonelike with the stone appearing to be made of; dark volcanic stone if you walked a path mingling with evil, marble or quarts if you walked a selfish path, or white alabaster if you walked a path of light. Your face becomes skeletal with your lips receding and your upper face being molded over with a bony plate extending over your head in a pattern unique to you.

  • Six feathered wings sprout from your back bearing a more intense color than your skin each with three sets of unblinking eyes looking out. You gain a Flying speed equal to your movement speed.

  • Your WIS ability score is increased by 3 (To a maximum of 20) and you can choose any other ability score and increase it by 2.

  • The day of your fated end is known to you, but not the manner.

  • Your size is Medium.

  • Your movement speed is 35 ft.

  • You gain Truesight for a range of 15 ft.

Relic of the Sightless Angel

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 Sightless Angel takes the form of the signature robe and veil worn by Angels of Prophecy. You can pass as a normal humanoid while wearing the Relic. The Relic acts as a +1 version of any Light or Medium Armor you are proficient with.

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

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

Prophetic Saint Property

1D8 Feature
1You have a +5 bonus to initiative rolls as long as you are not Incapacitated.
2You cannot be Surprised as long as you are not Incapacitated.
3You have an increased critical success range of 1 (19-20).
4You have an increased critical hit range of 1 (19-20).
5You have an increased critical hit range of 2 (18-20).
6You automatically succeed History checks to the greatest degree allowable by the DM.
7You automatically succeed Arcana checks to the greatest degree allowable by the DM.
8You automatically succeed Nature checks to the greatest degree allowable by the DM.

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.

Prophetic Saint Property

1D8 Feature
1Attacks on you cannot have advantage.
2You have Resistance to non magical Piercing or Slashing damage.
3Any critical hit on you becomes a normal hit.
4You have an increased critical success range of 2 (18-20).
5You have an increased critical hit range of 3 (17-20).
6Your Proficiency Bonus is increased by 1.
7You can roll 4D20 and record three results for your Lesser Portant feature.
8You are proficient with all languages.