Skip to content
← Back to Saint
Saint

Warrior

Sometimes a more proactive and direct approach is needed to fight evil. When a Saint takes up the sword in the cause of what is good and right they become Warrior Saint or Battle Maiden. They are as skilled with the teachings of holy doctrine as they are with the blade and the art of war. Their duty is to defend the weak and end evil before it can grow. They are highly controversial Saints with the power of prophecy that allows them to sense the potential for evil in others. A few of these Saints become known as Lethal Maidens who go far above their callings and preemptively snuff out the lives of those that have the potential for evil before they have the chance to commit one way or the other.

Subclass Features

Lv 3

Battle Training

Trained in combat you are proficient with Heavy Armor and Martial weapons. You can use the Weapon Mastery properties of one weapon or the Armor Mastery properties of one armor.

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
3Thunderous Smite
5Branding Smite
9Blinding Smite
13Staggering Smite
17Banishing Smite
Lv 6

Extra Attack

When you take the attack action you can make one additional attack.

Lv 10

Prophetic Sense

You can sense the innate possibility of evil and good in others. You can spend 10 minutes in prayer pondering a specific individual and at the end of the duration you gain a brief insight as to their future and their constitutions to Good or Evil. The insight is not set in stone but is a general indicator of the path they are currently treading.

You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1).

Radiant Weapons

Your weapons and fists are charged with your holy energy. Your melee weapons and unarmed strikes deal an additional 1D8 Radiant damage.

Lv 17

Stigmata of Warrior Saint

The Mark of the Warrior Saint has appeared on you in the form of a grisled battle scar marking you as a warrior. Upon receiving the Stigmata you are unable to willingly be parted with your armor, weapons, and/or shield as you are constantly on guard. You must make a DC 12 CON saving throw each long rest or only gain the benefits of a short rest as you are unable to fully relax and rest.

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 eyes becoming wild and bloodshot. The target can only make melee and unarmed strikes and must use the attack action each turn as long as there is a creature within 90 ft of them. 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 Warrior Saint

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 Warrior Saint takes the form of a set of gear made to suit the Saint as such the Saint can use the Armor and Weapon Mastery properties of the Relic set.

  • A gleaming white, gold, or silver set of +1 armor that is stylized and of a type of your choice.

  • A matching weapon of your choice appears and is a magical +2 version

  • A matching secondary weapon that is a magical +2 version or a +1 shield.

  • The entire set cannot be separated by more than 5 ft apart from the other set pieces or the weilder.

  • The Relic set cannot be dirtied, rusted, or otherwise damaged.

  • Any weapon cannot be dropped and reappears in your hand when thrown and if it has the Ammunition property it generates its own ammunition.

  • All Radiant damage you deal with your Relic set’s weapons is increased by 1D8 and has an increased critical hit range of 1 (19-20).

The Relic has 3 Minor Properties. Roll 1D8 each time.

The Relic has 2 Major Beneficial Properties. 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.

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.