Base Class: Cleric
Living Saints are not merely priests. They are miracles given flesh.
Throughout the Burach Empire's long and blood-soaked history, there have been rare individuals whose devotion burned brightly enough to become something greater than mortal. Some were martyrs who rose again upon battlefields. Others were warriors around whom impossible victories accumulated until soldiers began whispering that the Hearth itself walked beside them. The Keepers of the Hearth call such figures Living Saints.
A Living Saint carries a fragment of divine radiance within their soul. Their presence strengthens faltering hearts, their weapons blaze with sacred fire, and at the height of their power they may manifest wings of burning light and return from wounds that should have consigned them to the grave.
The Church venerates these individuals as proof that humanity has not been abandoned. Yet Etharis is a world in which the gods are dead or silent, and even the highest-ranking priests cannot satisfactorily explain where a Living Saint's miracles truly originate.
Some believe the Saints carry lingering fragments of dead divinities. Others claim that faith itself has become powerful enough to shape reality.
Whatever the truth, when the darkness closes around the Burach Empire, soldiers pray for a Living Saint to stand among them.
Level 3: Divine Stance
As a bonus action, you can expend one use of your Channel Divinity to enter a Saintly Stance for 1 minute and choose two of the benefits below.
At 6th level, you gain one additional benefit.
At 18th level, you gain all four benefits whenever you enter your Saintly Stance.
Divine Armor
While in this stance, you gain a +1 bonus to your AC.
Divine Heroism
At the end of each of your turns for the duration, you gain temporary hit points equal to your proficiency bonus.
Divine Shroud
When a creature you can see would make an attack against a creature other than you, you can use your reaction to give that creature disadvantage on the attack roll.
Divine Punishment
When you deal damage with a melee weapon while in this stance, you can reroll any roll of 1 on one of the weapon's damage dice, but you must use the new roll.
Divine Armor
While in this stance, you gain a +1 bonus to your AC.
Divine Heroism
At the end of each of your turns for the duration, you gain temporary hit points equal to your proficiency bonus.
Divine Punishment
When you deal damage with a melee weapon while in this stance, you can reroll any roll of 1 on one of the weapon's damage dice, but you must use the new roll.
Divine Shroud
When a creature you can see would make an attack against a creature other than you, you can use your reaction to give that creature disadvantage on the attack roll.
Level 3: Living Saint Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Living Saint Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Divine Favor, Heroism, Augury, Enhance Ability |
| 5 | Bestow Curse, Tongues |
| 7 | Banishment, Death Ward |
| 9 | Commune, Hallow |
Martial Manuevers
You have been trained in the martial traditions of the Living Saints: warriors of the faith who stand at the forefront of humanity's wars against the horrors of Etharis. Their Maneuvers combine martial discipline with manifestations of divine power.
You know two maneuvers of your choice from the Living Saint Maneuvers listed below. You learn additional maneuvers at 5th, 9th, 13th, and 17th level.
Each time you learn a maneuver, you can also replace one maneuver you know with another maneuver you can learn.
Maneuver Points
Channeling the miracles attributed to the Living Saints is no easy task. Your pool of Maneuver Points represents the limit of your ability to call upon these supernatural feats.
Your class level determines the number of Maneuver Points you have, as shown in the Living Saint Domain table.
You regain all spent Maneuver Points when you finish a long rest.
Additionally, your cleric magic can bolster your capacity to perform Maneuvers. As a bonus action, you can expend one cleric spell slot to gain additional Maneuver Points.
| Spell Slot Level | Maneuver Points |
|---|---|
| 1st–3rd | 2 |
| 4th–5th | 3 |
| 6th–7th | 4 |
| 8th–9th | 5 |
Maneuver Points gained from spell slots are lost when you finish a long rest if they have not been spent.
Using Maneuvers
You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers require your target to make a saving throw to resist the maneuver's effects.
Martial Maneuver Save DC: 8 + your proficiency bonus + your Wisdom modifier
Living Saint Domain Progression
| Cleric Level | Maneuver Points | Maneuvers Known |
|---|---|---|
| 1st | 1 | 2 |
| 2nd | 2 | 2 |
| 3rd | 3 | 2 |
| 4th | 4 | 2 |
| 5th | 5 | 3 |
| 6th | 5 | 3 |
| 7th | 6 | 3 |
| 8th | 6 | 3 |
| 9th | 7 | 4 |
| 10th | 7 | 4 |
| 11th | 8 | 4 |
| 12th | 8 | 4 |
| 13th | 8 | 5 |
| 14th | 9 | 5 |
| 15th | 10 | 5 |
| 16th | 10 | 5 |
| 17th | 11 | 6 |
| 18th | 11 | 6 |
| 19th | 12 | 6 |
| 20th | 12 | 6 |
Angelic Avenger — 3 Maneuver Points
You are guarded by a shred of divine power, appearing as an Angelic Apparition clinging to your shoulders.
As a reaction, when you take damage from an attack from a creature you can see within 30 feet of you, you can spend 3 Maneuver Points and manifest this divine guardian.
You gain resistance to the damage from the triggering attack, and the angelic apparition lashes out, dealing damage equal to the damage you took from the attack to the creature that made it.
The damage dealt by the spirit is Radiant or Necrotic, your choice.
Blessed Steel — 3 Maneuver Points
As an action, you can spend 3 Maneuver Points and bless your armor and weapons.
For 1 minute or until you lose concentration, you gain a +1 bonus to AC if you are wearing medium or heavy armor, a +1 bonus to AC if you are wielding a shield, and a +1 bonus to attack and damage rolls with a melee weapon you are wielding.
For each additional 2 Maneuver Points you spend (up to 4 additional points), increase the bonuses provided by armor, shields, and attack and damage rolls by 1.
So:
| Points Spent | Bonuses |
|---|---|
| 3 | +1 |
| 5 | +2 |
| 7 | +3 |
This is an extremely expensive maneuver at maximum power, but +3 AC from armor, another +3 from a shield, and +3 weapon attack/damage is enormous.
Divine Awe — 1 Maneuver Point
You inspire awe with your battle prowess.
When you hit a creature with a melee weapon attack, you can spend 1 Maneuver Point, forcing that creature to succeed on a Wisdom saving throw or drop prone and become frightened of you until the end of its next turn.
Divine Edict: Protect — 4 Maneuver Points
As a bonus action, you can spend 4 Maneuver Points and enter a divine protective fervor for 1 minute.
For the duration, allied creatures within 10 feet of you have a +2 bonus to their AC.
Additionally, when a creature within 10 feet of you takes damage, you can use your reaction to cause yourself to take the damage instead.
You have resistance to any damage you redirect in this way.
If you end your turn and aren't within 10 feet of an allied creature, you take 1d8 Psychic damage.
Divine Edict: Purge — 4 Maneuver Points
As a bonus action, you can spend 4 Maneuver Points and enter a divine violent frenzy for 1 minute.
For the duration, you have advantage on melee weapon attacks, and your melee weapon attacks deal an additional 2d8 Necrotic or Radiant damage chosen on activation.
At the end of your turn, you take 1d8 Psychic damage if you have not made a melee weapon attack roll against an enemy creature this turn.
Heretical Brand — 3 Maneuver Points
You strike an enemy, declaring them an offense to your faith.
When you hit a creature with a melee weapon attack, you can spend 3 Maneuver Points to mark it with a searing golden brand of condemnation burned into the target's flesh for 1 minute.
While marked, you can use your bonus action to cause the creature to make a Constitution saving throw.
The creature takes 2d6 Radiant damage on a failed save, or half as much damage on a successful one.
Impelled Attack — 1 Maneuver Point
Your faith guides your hand.
As a bonus action, you can spend 1 Maneuver Point and make one weapon attack.
Overpowering Will — 5 Maneuver Points
As an action, you can spend 5 Maneuver Points and touch a humanoid, or celestial forcing it to succeed on a Charisma saving throw or become overwhelmed by your divine will for 1 minute or until you lose concentration.
While overwhelmed, the creature takes no actions or movement on its turns.
Instead, whenever you take an Attack action or move, the creature takes the same attack action or moves if it can, as directed by you.
At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.
The affected creature's attack actions mimic your own. For example, if you hit a creature with a sword, an affected giant might use its club or slam attack.
Creatures don't move into obviously dangerous situations, such as raging fire or off a cliff, but might move into dangerous situations they cannot perceive.
Saint's Denunciation — 1 Maneuver Point
As an action, you can spend 1 Maneuver Point and present your holy symbol to afflict the mind of a creature within your reach.
For up to 1 minute, the first time the creature makes an attack roll or casts a spell, it takes 2d8 Psychic damage unless it succeeds on a Wisdom saving throw.
This doesn't prevent the creature's attack roll or spell from being cast.
Soul Scourge — 2 Maneuver Points
Your consecrated weapon strikes not merely flesh, but the corruption dwelling within a creature's soul.
When you hit a creature that isn't a Construct or Undead with a melee weapon attack, you can spend 2 Maneuver Points to deal an additional 2d6 Radiant damage. The creature must succeed on a Constitution saving throw or become Poisoned for 1 minute.
Spirit Surge — 2 Maneuver Points
You bless your attack as it strikes, healing allies and dealing extra damage to foes.
When you hit a creature with a melee weapon attack, you can spend 2 Maneuver Points to deal an additional 2d8 Radiant damage, and an ally of your choice that you can see within 30 feet of you regains hit points equal to this additional Radiant damage.
Warded Saint
As danger looms, your divine presence rises to protect you.
As a reaction, you can spend 2 Maneuver Points and reroll a failed saving throw.
Level 6: Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Devout Sacrifice
At 8th level, you learn to channel your own vitality into miracles that preserve those fighting beside you.
When you take damage from an attack made by a creature you can see, you can use your reaction to target an allied creature within 30 feet of you that you can see.
That creature regains hit points equal to half the damage dealt to you by the triggering attack.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Level 17: Divine Avatar
At 17th level, the divine spark within your soul can erupt into its fullest manifestation, transforming you temporarily into a blazing avatar of faith.
As an action, you can expend 6 Maneuver Points to become divinely empowered for 1 minute.
While empowered, luminous wings spring from your back, granting you a flying speed of 60 feet.
You also have advantage on saving throws against spells and other magical effects, and you have resistance to Radiant and Necrotic damage.
For the duration, as an action, you can choose one of the following:
Saint's Wrath. Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes 6d8 Radiant damage.
Saint's Grace. Touch a creature within 5 feet of you. That creature regains 6d8 hit points.
Comments