Sacred Artist (5e Class)

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Sacred Artist[edit]

Creating a Sacred Artist[edit]

As you make your Sacred Artist, think about the type of family that they came from. Families pass on their talents to future generation in the form of Path's. Training and techniques, ranging from healing to pure destruction to absorbing tremendous punishment, all would be taught to you by your Clan. Honor and reputation are everything in this society - being seen to have neither would see you removed from the Clan...forcibly.

Quick Build

You can make a Sacred Artist quickly by following these suggestions. First, Dexterity should be your highest ability score, depending on your Path you may choose Wisdom instead, followed by Constitution. Second, choose the noble or outlander background.

Class Features

As a Sacred Artist you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sacred Artist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sacred Artist level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, Martial weapons
Tools: Choose one type of artisan's tools
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

Table: The Sacred Artist

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Your Core and Madra, Paths
2nd +2 Your Core and Madra Improvement
3rd +2
4th +2 Ability Score Improvement, Your Core and Madra Improvement
5th +3 Your Core and Madra Improvement
6th +3
7th +3
8th +3 Ability Score Improvement, Your Core and Madra Improvement
9th +4
10th +4 Your Core and Madra Improvement
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement, Your Core and Madra Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Your Core and Madra Improvement

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Your Core and Madra[edit]

All techniques, explained under Paths, are powered by madra, focused in your core. As you use more and more madra, your soul begins to weaken until you are forced into meditation (short or long rest) to regenerate. As your training progresses, your core will become stronger and more refined. This will allow you to perform more complex techniques and use less madra for the simpler ones. Your access to madra is represented by a number of Soul points. Your artist level determines the number of points you have, as shown in the Soul Points column of the Sacred Artist table.

At level 1, your core is raw and pure.

At level 2, your core has progressed to Copper. You now are able to sense the natural aura's around you, allowing you to absorb the vital essences of the world and cycle it into madra.

At level 4, your core reaches Iron. This stage reinvigorates and changes your body. Your reflexes are sharper (+1 to ac), you can move faster (+10 to movement), and can take more punishment at the cost of madra to heal yourself.

At level 5, your core reaches Jade. More refined sense of auras allows you to cast Divine Sense (The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell) at will.

At level 8, your core reaches Gold. Faster still (+10 to movement) with even better reflexes (+1 to ac)

At level 10, your core reaches Underlord. You gain the use of Soulfire. Soulfire can be used to imbue a weapon with your very essence, giving it +5 to hit and an extra damage die of its type.

At level 16, your core reaches Overlord. Your soulfire becomes more refined, giving your imbued weapon another damage die.

At level 20, your core reaches Monarch. Your madra pool and ability to cycle has progressed so much that no matter how much you use, it replenishes itself immediately - spell slots are no longer used.

Paths[edit]

At level 1, you must choose your path.

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the sacred artist class, you must meet these prerequisites:

Proficiencies. When you multiclass into the sacred artist class, you gain the following proficiencies:


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