Sanctuvas, Aasimar Racial Class

Zmajdusa

First Post
Sanctuvas
This is the path that Aasimar take to unlock their Celestial heritage.
The Sanctuvas Table
Level
Proficiency
Bonus

Features
1st
+2
Spellcasting, Angelic Blessing
2nd
+2
Celestial Expression, Celestial Focus
3rd
+2
4th
+2
Ability Score Improvement
5th
+3

6th
+3
Celestial Focus Feature, Celestial Expression
7th
+3
8th
+3
Ability Score Improvement , Fury of the Heavens
9th
+4
10th
+4
Celestial Expression , Celestial Focus Feature
11th
+4
12th
+4
Ability Score Improvement
13th
+5
14th
+5
Aura of Grace, Celestial Expression
15th
+5
16th
+5
Ability Score Improvement
17th
+6
18th
+6
Celestial Focus Feature
19th
+6
Ability Score Improvement
20th
+6
Spark of Immortality

LvlCantrips
Known
Spells
Known
—Spell Slots per Spell Level—
123456789
1st222
2nd233
3rd2442
4th3543
5th36432
6th37433
7th384331
8th394332
9th31043331
10th31143332
11th412433321
12th412433321
13th4134333211
14th4134333211
15th41443332111
16th41443332111
17th415433321111
18th415433331111
19th415433332111
20th415433332211

Class Features
Racial Requirement: This class is only available to Aasimar
As a Sanctuvas, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Sanctuvas level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sanctuvas level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Greatsword, Longbow, and Longsword
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Insight, Perception, Persuasion, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Explorer’s pack and 2d4*10 gold
Spellcasting
See Spells Rules for the general rules of spellcasting and the Spells Listing for the Sanctuvas spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the Sanctuvas spell list. You learn additional Sanctuvas cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sanctuvas table.
Spell Slots
The Sanctuvas table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Sanctuvas spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Sanctuvas spell list.
The Spells Known column of the Sanctuvas table shows when you learn more Sanctuvas spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Sanctuvas spells you know and replace it with another spell from the Sanctuvas spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Sanctuvas spells, since the power of your magic relies on your ability to project your will into the world. 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 Sanctuvas 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 an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Sanctuvas spells.

Angelic Blessing
At 1st level, your Healing Hands trait now heals an additional 1d8 for each level in this class and may now be used once in between short and/or long rests. Your Healing Hands also removes 1 level of exhaustion from its target.
Celestial Focus
At 2nd level a Sanctuvas chooses to focus on an aspect of their Celestial Heritage. The aspects are located at the end of the main class description.
Celestial Expression
You have begun to bring forth the more obscure features of your Celestial heritage. At 2nd level you may choose two Celestial Expressions of your choice. Your Celestial Expression options are detailed at the end of the class description. You gain an additional Celestial Expressions at 6th, 10th, and 14th levels.
Additionally, when you gain a level in this class, you can choose one of the Celestial Expressions you know and replace it with another Celestial Expression that you could learn at that level.
Ability Score Improvement
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.
Fury of the Heavens
At 8th level your link to the celestial realms allows you to direct your radiance into your abilities and attacks. Anytime you deal radiant damage you add your Charisma modifier to the damage dealt.
Aura of Grace
At 14th level, once per a long rest, you may use an action to emit a holy aura that extends out to 30 feet. You gain a bonus to all of your saves equal to your Charisma modifier while the aura is active. In addition, you, and all of your allies within the aura gain advantage to saves against being charmed, frightened, paralyzed, and poisoned. The aura lasts for a minute.
Spark of Immortality
At 20th level, you have tapped into the immortal nature of certain celestial beings. You no longer need to eat, drink, or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch. You also no longer age and are immune to effects that would magically age your character. Your Charisma score, and the maximum for it increase by 4.
Celestial Focus
Divine Blade
A Sanctuvas that chooses this path focuses on the martial attributes of their Celestial heritage.
Divine Blade Features
Level Feature
2nd Holy Armor, Divine Shield
6th Arms of Light
10th Angelic Imbuement
18th Flight of the Avenger
Holy Armor
When you choose this archetype at 2nd level, you can cast mage armor on yourself at will without using a spell slot or material components.
Divine Shield
At 2nd level, you add you charisma modifier as a bonus your AC when you are affected by the mage armor spell. You also increase your hit point maximum by an amount equal to your levels in this class.
Arms of Light
At 6th level, you may conjure a greatsword or longbow as an action. Your conjured weapons are considered magical for the purpose of overcoming resistances and immunities to non-magical attacks and damage. In addition, once per a short rest, you may use a bonus action to have your conjured weapons deal an additional 1d8 radiant damage for one round. The conjured weapon vanishes one round after you lose consciousness, or it leaves your hand.
Angelic Imbuement
At 10th level, once per a short, you may cast Holy Weapon on both of your Arms of Light weapons at the same time without using a spell slot or material components.
Flight of the Avenger
At 18th level, your conjured Arms of Light greatsword no longer vanishes when you are no longer wielding it. The greatsword hovers magically in an unoccupied space while you are not wielding it. If you can see the sword, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to your hand. If it is targeted by any effect, you are considered to be holding it. You may use longbow from the Arms of Light feature to attack so long as you or no one else is physically wielding your flying greatsword. The greatsword attacks and deals damage as if you were physically wielding it

Divine Font
A Sanctuvas that chooses this path focuses on their mystical powers.
Divine Font Features
Level Feature
2nd Merciful Spells, Righteous Boon
6th Radiant Mantle
10th Divine Respite
18th Divine Radiance
Merciful Spells
When you choose this archetype at 2nd level, spells you cast that restore hit points heal an additional amount equal to your level in this class.
Righteous Boon
At 2nd level, whenever you use your Healing Hands trait on a creature you may cast the Bless spell as a bonus action without using a spell slot or material components.
Radiant Mantle
At 6th level whenever finish a long rest, you gain a number of temporary hit points equal to your levels in this class plus your Charisma modifier.
Divine Respite
At 10th level, whenever you finish a short rest, you and every ally within 30 feet of you restores an amount of hit points equal to half your levels in this class plus you Charisma modifier. Once per a long rest, for 1 minute after finishing a short rest you may cast the Greater Restoration spell once without using a spell slot or material components.
Divine Radiance
At 18th level you can channel the energies of the Celestial realms into a burst of radiant light. You can cast the Revivify spell once in between long rests without using a spell slot or material components. When you cast Revivify using this ability, its range is increased to 60 ft.

Celestial Expressions
Aegis of Divinity- prerequisites: 10th level- Once per a long rest, you may grant you and all allies within 30 feet a shimmering aura of divine energy. This aura lasts for 1 minute and grants a number of temporary hit points equal to your level at the beginning of each affected creatures turn. The temporary hit points disappear when the aura vanishes.
Angelic Flight - prerequisites: 14th level- Your gain a pair of brightly colored feathered wings, they can be a single color or a combination of colors. You gain a flight speed of 60 feet so long as you aren’t encumbered or wearing medium or heavy armor.
Blessed Reach - prerequisites: -6th level – Your Healing Hands now has a range of 30 feet.
Divine Diagnosis - prerequisites: - You gain proficiency in Medicine and you can cast Detect Poison and Disease at will without using a spell slot or material components.
Divine Insight - prerequisites: - You are more able to spot hidden things and deceptions. You gain advantage to Insight and Perception checks. You also gain a +5 bonus to your passive Perception score.
Divine Step - prerequisites: 14th level- You can now teleport up to 120 feet to a location you can see once every short rest as a move action.
Celestial Senses - prerequisites: - The Celestial realms empowers you senses. You now add 2d4 to rolls for Perception checks.
Gaze of the Archangel - prerequisites: 14th level- Once per a short rest you may cast the True Seeing spell on yourself as a bonus action without using a spell slot or material components.
Godspeed - prerequisites: - You may use a bonus action to take the Dash or Disengage action.
Holy Arsenal - prerequisites: 14th level- Once per a long rest, whenever you cast the Holy Weapon spell, you may imbue a number of weapons within 60 feet of your with holy power. So long as you are concentrating on the Holy Weapon spell, these weapons become magical if they already aren’t, and weapon attack with them deal an extra 2d8 radiant damage on a hit.
Holy Shield - prerequisites: - You can cast Shield of Faith on yourself at will without using a spell slot or material components.
Righteous Frenzy - prerequisites: -6th level – You gain an additional attack whenever you use the attack action.
Tome of Celestial Scriptures- prerequisites: -6th level – You can cast any spell you know as a ritual if that spell has the ritual tag.
Touch of Angels- prerequisites: 10th level- Once per a long rest, your Healing Hands trait also frees the creature healed from any curse, disease, poison, blindness, or deafness.
Spells
(* may be cast as a Ritual)


Cantrips (0 Level)
Friends (enchantment)
Frostbite (evocation) XGtE
Guidance (divination)
Light (evocation)
Mending (transmutation)
Message (transmutation)
Resistance (abjuration)
Sacred Flame (evocation)
Spare the Dying (necromancy)
Thaumaturgy (transmutation)
Toll the dead (necromancy) XGtE
Word of radiance (evocation) XGtE
1st Level
Bless (enchantment)
Ceremony (abjuration, ritual)
Command (enchantment)
Create or Destroy Water (transmutation)
Comprehend Languages* (divination)
Cure Wounds (evocation)
Detect Evil and Good (divination)
Detect Magic* (divination)
Detect Poison and Disease* (divination)
Disguise Self (illusion)
Divine Favor (evocation)
Feather Fall (transmutation)
Guiding Bolt (evocation)
Healing Word (evocation)
Protection from Evil and Good (abjuration)
Ray of Sickness (necromancy)
Shield (abjuration)
Purify Food and Drink* (transmutation) Sanctuary (abjuration)
Shield of Faith (abjuration)
2nd Level
Alter Self (transmutation)
Darkvision (transmutation)
Detect Thoughts (divination)
Enhance Ability (transmutation)
Enlarge/Reduce (transmutation)
Gentle Repose* (necromancy)
Hold Person (enchantment)
Invisibility (illusion)
Lesser Restoration (abjuration)
Levitate (transmutation)
Locate Object (divination)
Prayer of Healing (evocation)
Protection from Poison (abjuration)
Silence* (illusion)
Spiritual Weapon (evocation)
Warding Bond (abjuration)
Zone of Truth (enchantment) See Invisibility (divination)
3rd Level
Beacon of Hope (abjuration)
Clairvoyance (divination)
Create Food and Water (conjuration)
Daylight (evocation)
Dispel Magic (abjuration)
Glyph of Warding (abjuration)
Magic Circle (abjuration)
Mass Healing Word (evocation)
Meld into Stone* (transmutation)
Protection from Energy (abjuration)
Remove Curse (abjuration)
Revivify (necromancy)
Sending (evocation)
Speak with Dead (necromancy)
Spirit Guardians (conjuration)
Tongues (divination)
Water Walk* (transmutation)
4th Level
Banishment (abjuration)
Control Water (transmutation)
Death Ward (abjuration)
Divination* (divination)
Freedom of Movement (abjuration)
Guardian of Faith (conjuration)
Locate Creature (divination)
Stone Shape (transmutation)
5th Level
Commune* (divination)
Contact Other Plane* (divination)
Dawn (evocation) XGtE
Dispel Evil and Good (abjuration)
Flame Strike (evocation)
Geas (enchantment)
Greater Restoration (abjuration)
Hallow (evocation)
Holy weapon (evocation) XGtE
Legend Lore (divination)
Mass Cure Wounds (evocation)
Planar Binding (abjuration)
Raise Dead (necromancy)
Scrying (divination)
6th Level
Blade Barrier (evocation)
Find the Path (divination)
Forbiddance* (abjuration)
Globe of Invulnerability (abjuration)
Heal (evocation)
Heroes’ Feast (conjuration)
Planar Ally (conjuration)
Sunbeam (evocation)
True Seeing (divination)
Word of Recall (conjuration)
7th Level
Conjure Celestial (conjuration)
Divine Word (evocation)
Etherealness (transmutation)
Fire Storm (evocation)
Plane Shift (conjuration)
Regenerate (transmutation)
Resurrection (necromancy)
Symbol (abjuration)
Temple of the gods (conjuration) XGtE
8th Level
Antimagic Field (abjuration)
Control Weather (transmutation)
Earthquake (evocation)
Holy Aura (abjuration)
Sunburst (evocation)
Telepathy (evocation)
9th Level
Astral Projection (necromancy)
Gate (conjuration)
Mass Heal (evocation)
True Resurrection (necromancy)
 
Last edited:

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Zmajdusa

First Post
3rd racial class I've pt out, feel free to comment. May change or add a few things later depending on suggestions and if I play test it.
 

Yaarel

He Mage
I prefer mages that focus on a theme. This Sanctuvas class does a good job of that. The spell list feels right.
 

Wednesday Boy

The Nerd WhoFell to Earth
I didn't do a side-by-side comparison but thematically this seems to tread the same path as the favored soul (or maybe even the celestial warlock). If that's accurate, consider reshaping this to give it a more unique theme and feel.
 

TwoSix

Dirty, realism-hating munchkin powergamer
I'd probably feel a little more comfortable if they got warlock-style casting rather than normal casting, since they get invocations.
 

Zmajdusa

First Post
Far as I can tell the theme feels different, A couple of the abilities are similar, but improving radiant damage just makes since for an Aasimar based class. Also the radiant damage improvement applies to more than just spells and doesn't improve fire damage, or give radiant damage resistance like the Celestial Patron does. The temporary hit points may feel similar, but it felt simpler than just giving AC bonuses for some of the abilities. Also the temporary hit points help with concentration spells, which for this class is likely to be buff spells.
 

Zmajdusa

First Post
Just looked at the Divine Soul, and the only reason it may feel that way is due to having a mix of Cleric and Sorcerer/Wizard spells. Other than that, the theme of this class is more focused than the Divine Soul, which is why the Divine Soul has a much larger spell list
 

Zmajdusa

First Post
Ok reduced the amount of Celestial Expressions the class gets and removed Divine Mandate. Also moved Divine Insight into the Celestial Expressions
 

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