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Saint

Virtuous

A Virtuous Saint or Saint of Virtue exemplifies the Heavenly Virtues that stand in opposition to the Mortal Sins. They are called when they take a stance against sin and from then on are enemies of sin, in particular of Devils and their worshipers. Some Virtuous Saints are remembered as being stern and unyielding in their pursuit of virtue and that is by and large correct. The notion of a motherly and strict Saint is born of these Saints. As Virtuous Saints grow in power and they are tested to overcome sin. Carefully consider upper level features for higher tiers of play as they can drastically affect how you play your character.

Subclass Features

Lv 3

Championed Virtue

You choose one Heavenly Virtue to champion above the others. Choose one of the following:

Virtue Effect
Humility, Opposing PrideYour humble soul makes you an easy student. When a creature makes a D20 test you can record the result and type (For example, a 18 on a Stealth check) and you can use the same result for the same D20 test within the next minute instead of rolling. You can use this effect a number of times per long rest equal to your Proficiency Bonus.
Chastity, Opposing LustYour mental fortitude is exemplary. You have advantage on saving throws originating from Fiends as well as spells from the School of Enchantment.
Kindness, Opposing EnvyYour kindness warms the hearts of others as you look for ways to serve others. You gain proficiency with one skill, tool, and language. You can use the Help action as a bonus action.
Patience, Opposing WrathYour mind is calm and still, always waiting for action, never eager to go beyond your means. When you are hit with an attack you can use your reaction to reduce the amount of damage taken by 1D8 + your WIS modifier (Minimum 1). You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Diligence, Opposing SlothYou never slack and always move forward. Your movement speed is increased by 5 ft and you increase one ability score by one to a maximum of 20.
Temperance, Opposing GluttonyYour mastery of self is as powerful as an ancient ascetic. You have a +1 bonus to any two of the following saving throws: INT, CHA, or WIS.
Charity, Opposing GreedYou give freely and become a beacon of hope to those you interact with. Once per long rest you can use an action and touch a creature with the Spellcasting feature and expend one of your spell slots to restore a spell slot of an equal or lesser value to the target.

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 nature of the Divine Territory varies widely based on the Virtue of the Saint. The Divine Territory remains in place regardless of whether or not you are within the area. Unlike other Divine Territories the Divine Territory of a Virtuous Saint only is effective while the Saint who created it is within the area. It has the following features:

  • Humility- Good Aligned creatures feel meek and calm within the area. Creatures of your choice can use a bonus action on each of their turns to look inward and improve themselves, granting them advantage on their next D20 test before the start of their next turn. Outside of combat targets can gain this benefit once every minute.

  • Chastity- Evil Aligned creatures are unnerved within the area. Creatures of your choice have a 1D4 penalty to attack as their passions are reigned in. Fiends have a 1D6 penalty instead.

  • Kindness- Good Aligned creatures feel peace within the area. Creatures of your choice gain temporary hit points equal to your Saint level when you first activate this feature and they gain temporary hit points at the start of their turn if they have no temporary hit points equal to your Proficiency bonus.

  • Patience- Evil Aligned creatures feel sleepy or lethargic within the area. Creatures of your choice have their movement speeds reduced by 20 ft to a maximum of 5 ft.

  • Diligence- Good Aligned creatures feel empowered and energetic within the area. Creatures of your choice have their movement speed increased by 10 ft and if a creature under this effect misses an attack roll they roll their next attack with a 1D6 bonus or until one minute has passed.

  • Temperance- Good Aligned creatures feel firm and assured within the area. Creatures of your choice have advantage on saving throws against being Frightened or Charmed and saving throws to end being Frightened or Charmed.

  • Charity- Evil Aligned creatures feel uneasy and guilty within the area. When you create your Divine Territory you can sacrifice up to all your hit points minus 1 and each creature of your choice regains that many hit points.

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
3Divine Favor
5Calm Emotions
9Beacon of Hope
13Aura of Purity
17Wall of Light
Lv 6

Virtuous Prayers

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

Prayer for Virtue: You utter a prayer censoring the sinner and encouraging the penitent. You pray for 10 minutes and at the end of the Prayer any Good Aligned creature that heard the Prayer to its completion has a +8 bonus to their next saving throw for the next 2 hours. Any Evil Aligned creatures that heard the Prayer to its completion have a -8 penalty to their next saving throw.

Prayer for Love: You utter a sincere prayer expressing love and praying for others to feel loved. You pray for 10 minutes and at the end of the Prayer you and up to 6 creatures of your choice gain a +2 bonus to their AC or saving throws (Their choice) for the next hour as feelings of love shield the group. This Prayer fails if there are any feelings of animosity between any of the targets.

Holy Aura

Your virtue is a boon to yourself and those around you. You and creatures of your choice within 15 ft of you have a +1 bonus to all saving throws.

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 to be virtuous. Holy light shines on them healing them 3D6 hit points and ending one condition from among the following conditions on them: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, or Poisoned.

Harshly Judge: You judge them to be sinners. Holy light scorches them forcing them to make a DEX saving throw DC equal to your spell save DC taking 2D6 Fire damage and 2D6 Radiant damage. Evil Aligned creatures have disadvantage on this saving throw.

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 Virtue

The Mark of the Virtuous has appeared on you in the form of an ancient rune appearing on a visible position of the Saint’s body. The rune shines gently with the script being the word for their chosen Virtue. The rune restricts the Saint and tests them.

  • Humility- With the Mark of Humility you lose all semblance of pride. You automatically fail CHA based checks to place yourself above others.

  • Chastity- With the Mark of Chastity you lose all sexual desire and become infertile. You take 1D10 Psychic damage every 6 seconds you remain in intimate contact with the opposite sex.

  • Kindness- With the Mark of Kindness you abhor violence. You automatically fail Intimidation checks and have a 1D12 penalty to attack.

  • Patience- With the Mark of Patience you lose all sense of urgency. Your movement speed is halved and you can take only one action, bonus action, or reaction each turn.

  • Diligence- With the Mark of Diligence you work without ceasing. You must succeed a DC 20 WIS saving throw or be unable to take a short rest.

  • Temperance- With the Mark of Temperance you only use what you need. You can only attune to one item at a time.

  • Charity- With the Mark of Charity you eschew all wealth above your basest needs. You can only have a total of 10 gps of coins on your person at all times along with your total net worth not exceeding 1,000,000 gps. Any increase above your allotment will vanish and be donated to a random institution within 24 hours.

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 burning symbol of your rune burning behind them. A creature marked this way takes 1D12 Radiant damage at the start of each of its turns while it is within 300 ft of you. 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 and your rune changes to one of sin to test you. Your rune changes to an angry red one that flares with scorching light.

  • Humility to Pride- With the Mark of Pride you see yourself as above all other skittering and pathetic beings. A flaming cat-o-nine appears in your hand as a +2 weapon you are proficient with. The weapon deals an additional 2D8 Fire damage on a hit with an increased range of 10 ft. You can cast the spell Command at 9th level without expending a spell slot once during the rune’s duration.

  • Chastity to Lust- With the Mark of Lust your visage becomes your ideal form as you make yourself an object of desire with your clothing and equipment becoming scant and revealing. You have advantage on CHA based skill checks and creatures have a 1D10 penalty to attacks as they struggle to deal with your alluring presence.

  • Kindness to Envy- With the Mark of Envy your wanting eyes burn red tracking every person and item constantly comparing them to yourself and your belongings. When a creature casts a spell within 60 ft of you, you can use your reaction and cast a spell targeting the caster. Your attacks deal twice as much damage to objects and structures since others shouldn’t have nice things.

  • Patience to Wrath- With the Mark of Wrath your body becomes taut with power and rage and your blind goes blank. You must attack each turn as long as there is a creature within 60 ft of you. You attack with advantage and attacks on you have advantage. Your melee and unarmed attacks deal an additional damage die on a hit. If you are hit with a melee or unarmed attack from a creature within 5 ft of you, you can use your reaction to make a melee or unarmed attack.

  • Diligence to Sloth- With the Mark of Sloth a grim throne appears within your movement speed that you then move to and sit upon. Moving to your throne does not provoke attacks of opportunity You must succeed a DC 20 WIS saving throw to get off your throne. While on your throne you cannot be moved, teleported, your movement speed becomes 0 ft, and you are Immune to the Prone condition. If you move more than your movement speed away from your throne a new throne appears within 5 ft of you and you must repeat the saving throw and on a failed save you move to the throne and sit on it.

  • Temperance to Gluttony- With the Mark of Gluttony your mouth expands and seems to hold more teeth than physically possible as your tongue lolls out, ever eager. In the presence of food or drink that you can smell or see within 30 ft of you, you must succeed a DC 20 WIS saving throw or consume all the food and drink in the area. You attack any creature that interrupts your feeding. Your unarmed strike is a bite that deals 1D10 magical Piercing damage + 1D8 Necrotic damage and you regain the same amount of hit points as Necrotic damage dealt with this feature. You can spend an action devouring a creature that died within 24 hours that is your size or smaller in a frenzy of feeding and after finishing you regain 2D12 + 20 hit points.

  • Charity to Greed- With the Mark of Greed your eyes dart everywhere seeking wealth and trinkets of interest as your fingers elongate and grasp at the air at all times. You can use an action and open a small portal big enough for your hand to slip through to a place you can see within 60 ft of you. You can make a Sleight of Hand check and on a success check against the target’s Perception check you snatch an item that can fit in your hand and through the portal. If you fail the check as part of the action you can make an unarmed strike with advantage dealing 1D8 magical Slashing damage on a hit as you lash out in anger.

When you are tested by giving up your Stigmata of Virtue you gain 1 level of Exhaustion one minute after the trial’s conclusion.

Relic of the Virtuous

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 Virtuous takes the form of a mask shaped in a manner reflecting the Virtue the Saint embodies. For instance, the Mask of Humility is an unadorned brass or steel helm or of similar modest design. The mask grants its bearer Truesight to a range of 10 ft. The Relic of the Virtuous and contours to becoming a vile reflection while the Saint is being tested by sin. For instance the Mask of Pride would be in the image of an Archdevil or similar figure.

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

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

Virtuous Saint Property

1D8 Feature
1The bonus to saving throws from your Holy Aura increases to +2.
2The range of the Holy Aura increases by 5 ft.
3The range of the Holy Aura increases by 10 ft.
4Your attacks deal an additional 2 Fire and/or Radiant damage.
5You gain proficiency with 2 additional skills or languages.
6You gain proficiency with 3 additional skills or languages.
7You gain Expertise with one skill you are proficient with.
8You gain Expertise with two skills you are proficient with.

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.

Virtuous Saint Property

1D8 Feature
1The bonus to saving throws from your Holy Aura increases to +3.
2The bonus to saving throws from your Holy Aura increases to +4.
3The range of the Holy Aura increases by 15 ft.
4The range of the Holy Aura increases by 20 ft.
5Your attacks deal an additional 3 Fire and/or Radiant damage.
6Your attacks deal an additional 4 Fire and/or Radiant damage.
7Your Proficiency Bonus increases by 1.
8Your Proficiency Bonus increases by 2.