Sainted (5e Class)
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Sainted creatures continue to exemplify the ideals of their patron deity, manifesting holy powers that protect themselves and their allies.
Making a Sainted
Make Charisma your highest ability score. Your second highest ability score should be the primary score of the class you intend to multiclass into. Choose the scholar background.
In order to advance as a sainted, you must meet the following prerequisites.
- Charisma 13
- A member of the sainted subrace or sainted human can take this class at 1st level, or multiclass into it later if they meet the prerequisites.
As a Sainted you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sainted level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sainted levelafter 1st
Armor: Light armor, shields
Saving Throws: Charisma, Wisdom
Skills: Religion; and one from History, Insight, Medicine or Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or spear or (b) two daggers or two light hammers
- (a) a shield or (b) a shortbow and 20 arrows
- (a) fine clothes or (b) leather armor
- (a) a explorer's pack or (b) a scholar's pack
|1st||+2||Holy Nimbus, Exalted Armor, Divine Focus|
|2nd||+2||Exalted Resistance (Lightning, Cold)|
|4th||+2||Divine Focus, Ability Score Increase|
|6th||+3||Exalted Resistance (Acid, Fire)|
|8th||+3||Ability Score Increase|
|9th||+4||Improved Holy Touch|
When you are hit with a melee attack, you can use your reaction to deal 2 radiant damage to the creature that hit you. This increases to 5 radiant damage when you reach 8th level in this class.
If you are not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.
You can use a holy symbol as a divine focus for casting the orison trait cantrips, and for any spells granted to you by the sainted class.
At 2nd level you gain resistance to cold and lightning damage. At 6th level you gain resistance to fire and acid damage.
From 3rd level onwards, you can use your bonus action to emit a saintly aura that lasts for 1 minute. While your aura is active you and friendly creatures within 10 feet of you benefit from the effects of protection from evil and good.
You regain the use of this feature when you finish a long rest.
Ability Score Increase
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.
At 5th level, you are always under the effect of the tongues spell.
From 7th level onwards, you can cast the bless spell up to 3 times. When you finish a long rest, you regain your uses of this spell.
Improved Holy Touch
Starting at 9th level, the radiant damage you deal with your holy touch racial feature is doubled against fiends and undead.
In addition, when you make a melee weapon attack you can choose to make it a melee spell attack. If you do so, you add your Charisma modifier to the damage roll instead of the ability modifier you normally use.
At 10th level, your physical form is saturated with holy power. At the start of each of your turns, if you are poisoned or petrified, you can make a Charisma saving throw to end that condition. The DC is the same as that of the effect that caused the condition, or 15 otherwise.
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