Saint (5e Class)

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Class Features

As a Saint you gain the following class features.

Hit Points

Hit Dice: 1d8 per Saint level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Saint level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Arcana, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any simple weapon or (b) Light Crossbow and 20 bolts
  • (a) Scholar's pack or (b) Priest’s Kit
  • (a) Leather armor or (b) Hide armor (if proficient)
  • 4d4x10 gold pieces and Holy Symbol

Table: The Saint

Level Proficiency
Bonus
Cantrips Known Spells Known Spell Slots Slot Level Invocations Known Features
1st +2 2 2 1 1st - Divine Patron, Covenant Magic
2nd +2 2 3 2 1st 2 Divine Invocations
3rd +2 2 4 2 2nd 2 Covenant Favor
4th +2 3 5 2 2nd 2 Ability Score Improvement
5th +3 3 6 2 3rd 3
6th +3 3 7 2 3rd 3 Divine Patron Feature
7th +3 3 8 2 4th 4
8th +3 3 9 2 4th 4 Ability Score Improvement
9th +4 3 10 3 5th 5
10th +4 4 10 3 5th 5 Divine Patron Feature
11th +4 4 11 3 5th 5 Divine Bestowal(6th level)
12th +4 4 11 3 5th 6 Ability Score Improvement
13th +5 4 12 3 5th 6 Divine Bestowal(7th level)
14th +5 4 12 3 5th 6 Divine Patron Feature
15th +5 4 13 3 5th 7 Divine Bestowal(8th level)
16th +5 4 13 4 5th 7 Ability Score Improvement
17th +6 4 14 4 5th 7 Divine Bestowal(9th level)
18th +6 4 14 4 5th 8
19th +6 4 15 4 5th 8 Ability Score Improvement
20th +6 4 15 4 5th 8 Divine Vessel

Divine Patron[edit]

At 1st level, you have made a covenant with a celestial being of your choice: The Divine, The Archangel or The Fallen, Which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Covenant Magic[edit]

Your own spiritual meditation and the power bestowed on you by your divine patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

You know two cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Saint table.

Spell Slots

The Saint table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the cleric spell list. The Spells Known column of the Saint table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell from the cleric spell list, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your saint spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a saint spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for saint spells.

Divine Bolt

A special cantrip available to saint. The Divine Bolt functions as the warlock's eldritch blast, but deals radiant damage instead of force damage.

Divine Invocations[edit]

In your study of divine lore, you have unearthed invocations, fragments of sacred knowledge that imbue you with an abiding divine ability. At 2nd level, you gain two divine invocations of your choice. Your invocation options are detailed at the end of this class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Saint table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Covenant Favor[edit]

At 3rd level, your celestial patron bestows a blessing upon you for your loyal service. You gain one of the following features of your choice: Covenant Servant, Covenant Weapon, or Covenant Scripture.

Covenant Servant

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you may choose one of the normal forms for your familiar or one of the following special forms: pseudodragon, cherub, photon, or a mephit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

  • Note: For the cherub, use the Imp statblock with the following changes: type becomes Celestial (Shapechanger), alignment becomes lawful good, damage immunities become radiant and necrotic, condition immunities become frightened, languages become Celestial and Common, can change into a cat, dove, or beetle, Sting becomes Slam and deals bludgeoning damage, and extra damage from slam becomes radiant.
  • Note: For the photon, use the Shadow statblock with the following changes: type becomes Celestial, alignment becomes chaotic good, damage vulnerabilities become necrotic, damage immunities become radiant and poison, replace all instances of dim-light and darkness with bright light and sunlight respectively, and vice-versa.
Covenant Weapon

You can use your action to create a Covenant weapon in your empty hand. You can choose the form this melee weapon takes each time you summon it. It must be a weapon you are proficient with. You receive a +1 to attack and damage when attacking with your covenant weapon. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your covenant weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon with which you are proficient into your covenant weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your covenant weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your covenant weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Covenant Scripture

Your patron gives you a sacred text called a Book of Life. When you gain this feature, choose either cure wounds or healing word from the Cleric's spell list. While the book is on your person, you can cast that spell and it doesn’t count against your number of spells known. You also receive two additional spell slots to cast this spell, but only this spell. As with other spell slots, you regain these expended spell slots when you finish a short or long rest. This spell is cast at the same spell level as other spell slots for the saint class. If you lose your Book of Life, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Bestowals[edit]

At 11th level, your patron grants you divine gifts called Bestowals. Choose one 6th-level spell from the cleric spell list as a Bestowal. You can cast your bestowal spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more cleric spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Bestowals when you finish a long rest.

Divine Vessel[edit]

At 20th level, you receive a part of the essence of divinity, and you shine with an inner radiance. Increase your Charisma score by 2, and the maximum for Charisma increases by 2. In addition, non-good entities that are currently hostile towards you must succeed on a Charisma saving throw equal to 8 + your proficiency bonus + your Charisma modifier at the start of every one of their turns or be frightened of you as long as you are within their vision. A creature that succeeds its save against this ability is immune to this effect. Undead and Fiends have disadvantage on this saving throw.

Divine Invocations[edit]

If a divine invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Heaven's Spear

Prerequisite: Divine Bolt cantrip
When you cast the Divine Bolt cantrip, add your Charisma modifier to the damage it deals on a hit.

Divine Spear

Prerequisite: Divine Bolt cantrip
When you cast the Divine Bolt cantrip, its range is 300 feet.

Binding Spear

Prerequisite: Divine Bolt cantrip
When you hit a creature with Divine Bolt, its speed is halved until the end of its next turn. This effect does not stack.

Repelling Spear

Prerequisite: Divine Bolt cantrip
When you hit a creature with Divine Bolt, you can push the creature up to 10 feet away from you in a straight line.

Chained Spear

Prerequisite: Divine Bolt cantrip
When you hit a creature with Divine Bolt, you can move that creature in a straight line 10 feet closer to you.

Divine Flash

Prerequisite: level 5, sacred flame cantrip
On successful saving throws, foes take half damage instead of no damage from your sacred flame cantrip.

Blinding Flash

Prerequisite: level 7, sacred flame cantrip
Any creature that fails the saving throw against your sacred flame cantrip is also blinded until their next turn.

Divine Guidance

Prerequisite: level 7, light cantrip
All creatures within the aura of your light cantrip may add an additional 1d4 to any skill checks they make.

Shining Armor

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Silver Tongue

You gain proficiency in the Persuasion and Performance skills.

Angel's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eyes of the Celestial

You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

Book of Divine Knowledge

Prerequisite: Covenant Scripture class feature
You patron has seen fit to grant you expanded knowledge of divinity's secrets to better serve them. Choose one divine spellcasting class you do not have access to the spell list of (paladin, ranger, or druid). This choice cannot be changed once made. Add two 1st level spells from that class's spell list to your Book of Life (The spells can be changed, but must remain of the same previously chosen class). The spells appear in the book and don't count against the number of spells you know. With your Book of Life in hand, you can cast those spells using saint spell slots as if they appeared on the saint spell list. You can't cast these spells without your Book of Life unless you gain some other means of learning them. You may add other spells from this class's spell list to your Book of Life using the same rules for a wizard adding spells to his spellbook.

Sanctify

Prerequisite: Covenant Weapon class feature
When you confirm a hit with your Covenant Weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum 1).

Twin Angelic Arms

Prerequisite: Covenant Weapon class feature
you may bind a second weapon to use as your covenant weapon,and use them in two weapons fighting if desired.

Voice of Elysium

Prerequisite: Covenant Servant class feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Elysium's Favor

Prerequisite: level 15, Covenant Servant class feature
You can cast dispel evil and good at will, without expending a spell slot or material components, and you may target creatures other than yourself, but you must be able to touch them. You must finish a long rest before you can use this invocation on the same creature again.

Divine Nova

Prerequisite: level 5 When you cast a cantrip spell that deals radiant or fire damage; you may add your Charisma modifier to the damage, if the spell does not already allow you to. You cannot use multiple modifiers for these spells.

Heavenly Grace

You can use your Charisma modifier instead of your Dexterity modifier for determining bonus to armor class.

Champion of the Divine

Prerequisite: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Until Vanquished

Prerequisite: 6th level
Whenever you cast spiritual weapon, spirit guardians, guardian of faith, or planar binding, its duration is doubled.

Divine Patrons[edit]

The beings that serve as patrons for saints are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their saints access to different powers and invocations, and expect significant favors in return. Some patrons collect saints, doling out divine knowledge relatively freely or boasting of their ability to gather mortals to their cause. Other patrons bestow their power cautiously, and might make a pact with only one saint. Saints who serve the same patron might view each other as allies, siblings, or rivals.

The Divine[edit]

You've never been one to strictly follow the gods, nevertheless, that hasn't stopped one from choosing you as its champion. You patron is godlike in its presence; perhaps a long-forgotten god, or a lesser deity with few followers.

Expanded Spell List

The Divine lets you choose from an expanded list of spells when you learn a saint spell. The following spells are added to the saint spell list for you.

Divine Expanded Spells
Spell Level Spells
1st divine favor, guiding bolt
2nd zone of truth, spiritual weapon
3rd clairvoyance, speak with dead
4th divination, aura of purity
5th legend lore, circle of power
Divine Senses

At 1st level, when you select this patron, you gain proficiency in the Perception and Investigation skills.

Patron's Assistance

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Resistance

Your patron has granted you some resistance to magic. Starting at 10th level, you have advantage on saving throws made against spells of 4th level or lower.

Binding Gaze

At 14th level, as an action, you can target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw equal to your spell save or be restrained for 1 minute. A successful save makes the creature immune to your gaze attack for the next 24 hours. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Archangel[edit]

You have made a covenant with an archangel, a powerful being from the celestial planes. This divine creature has granted you power with the trust that you will use these powers for the greater good.

Expanded Spell List

The Archangel lets you choose from an expanded list of spells when you learn a saint spell. The following spells are added to the saint spell list for you.

Archangel Expanded Spells
Spell Level Spells
1st divine favor, bless
2nd magic weapon, branding smite,
3rd aura of vitality, blinding smitepp. 219 5e PHB
4th aura of life, aura of purity
5th banishing smite, circle of power
Divine Warrior

Starting at 1st level, you gain proficiency with one martial weapon. You also receive a nonmagical version of the chosen weapon as a gift from your patron. You are also proficient with medium armor and shields.

Divine Awareness

At 6th level, you always know if you hear a lie, but only if you can understand the language of the speaker.

Divine Resistance

Starting at 10th level, you have advantage on saving throws made against 4th level spells or lower.

Binding Gaze

At 14th level, as an action, you can target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw equal to your spell save or be restrained for 1 minute. A successful save makes the creature immune to your gaze attack for the next 24 hours. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Fallen[edit]

You have made a covenant with a fallen angel, an angel that has committed a crime being from the celestial planes. The being may have created the pact to further either its goals of evil or its dreams of redemption.

Expanded Spell List

The Fallen lets you choose from an expanded list of spells when you learn a saint spell. The following spells are added to the saint spell list for you.

The Fallen Expanded Spells
Spell Level Spells
1st detect evil and good, inflict wounds, protection from good and evil
2nd see invisibility, zone of truth, darkness
3rd clairvoyance, dispel magic, enemies abound
4th compulsion, divination, death ward
5th commune, dispel evil and good, wall of light
Blinding Gaze

Starting at 1st level, your patron bestows upon you the ability to blind your foes with your angelic power. As an action, you can cause each creature within 30 feet cone originating from you, to make a constitution saving throw against your saint's spell save DC. The creatures that fail the saving throw are all blinded until the start of your next turn. Once you use this feature, you can't use it again until you finish a long or short rest.

Divine Awareness

At 6th level, you always know if you hear a lie, but only if you can understand the language of the speaker.

Shimmering Shield

Starting at 10th level, you may call upon your patron for protection. When you are hit by an attack, you can use your reaction to grant yourself +5 AC until the start of your next turn, potentially causing the attack to miss you. If the attack misses you, the attack must make a dexterity saving throw against your saint's spell save DC or take the damage of the attack themselves. Once you use this feature, you have uses equal to your charisma modifier (min 1) per short rest.

Wings of the Fallen

At 14th level, you gain the ability to grow a pair of feathery black wings from your back, gaining flying speed of 50 feet. You may create or dismiss these wings as a bonus action on your turn. While in flight, you do no provoke opportunity attacks when you fly in or out of an enemy's reach. You cannot create these wings while wearing armor, unless the armor is made to accommodate them.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the saint class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the saint class, you gain the following proficiencies: light armor.


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