Sacred Artist

by Masenken

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Sacred Artist

Sacred Artist

For Lindon, his one desire was to never be worthless again. To be Powerless. With a vision of the future, he left his home in search of that power, and to forge a path all his own. Through a stroke of luck and the help of powerful friends to push him forward, Lindon rose quickly, but still lacked the strength needed to save his home. With time running against him, Lindon raised his head to the sky, visited once again by a celestial messenger, not unlike the one who set him on his journey years earlier, and thus reaffirmed his conviction. Stop the titan. Save his home. Probably punch Eithan.

Yerin lived with her demons. Her Path was but a mere imitation of what her master before her had practiced and it was with great effort that she finally accepted the demon inside and made the path her own. Her Steelforged iron body and her master's remnant serving as her goldsign were all that was left of her master. But her blood shadow. That was all hers. And she hated it with good reason. But that was in the past. She might be the inheritor of her master's path, but she intended to surpass him in every way, even if that meant siding with the thing she hated most.

It was only a black marble, but for one who could see all things, this marble represented something he thought he left behind. Eithan was among the strongest in his clan, or even among the empire, but he'd hit a plateau. There were higher peaks to climb, a few more stages of advancement before he could truly be among the best of the best. But he realized all too well that path was a lonely one. Imagine his surprise when another one of those marbles showed up on his doorstep. What more, when he learned that it belonged to a celestial traveler. Just like his. Suddenly the man who couldn't be surprised was not only surprised, but felt reinvigorated to walk the path of advancement once again. Only now when he walked forward, he'd do so not alone, but with friends.

Honor and Glory

Sacred artists come in all shapes and sizes. From flying on the wind, to incredible feats of strength, to moving objects with their minds. Whatever path a sacred artist takes, they - like many others - follow a pecking order where might makes right, and it's in their best interest to respect the authority of the strongest and follow the path that brings the least amount of shame to themselves or their families. All said, the rivaling clans exist in an unsteady peace, where the talented climb the ranks, and the weak just try not to get in the way.

Training is Everything

The path of a sacred artist is often rooted in the traditions of their family, and by extension, their clan. Many paths are often developed in compliment to one another to drive each other further. Not just in strength, but for survival itself. Sacred artists devote themselves to their advancement, often going to extremes, while others have the privilege of treasure troves of special elixers, potions, and tomes to help them along. But no matter the path, the goal is always the same. Advance.

Creating a Sacred Artist

When creating a sacred artist, consider the theme you wish to portray and how to make it work. Part of being a sacred artist comes just as much from imagination as anything else.

Quick Build

You can make a sacred artist quickly by following these suggestions. First make Strength or Dexterity your highest ability score, followed by either Wisdom or Constitution. Lastly choose Hermit, Soldier, or Vagabond.

Class Features

As a sacred artist, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per sacred artist level
  • Hit Points at 1st Level: 8 + constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier per sacred artist level after 1st.

Proficiencies


  • Armor: light armor, medium armor, and shields
  • Weapons: simple weapons, martial weapons
  • Tools: smith's tools.

  • Saving Throws: Strength and Wisdom
  • Skills: Choose three from Arcana, Acrobatics, Athletics, Deception, History, Insight, Perception, Persuasion, Religion, Sleight of Hand, and Survival

Equipment

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

  • (a) shortsword or (b) quarterstaff
  • (a) smith's tools or (b) a carving knife & fishing pole
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 8 gp worth of equipment from chapter 5 in the Player’s Handbook.

Translating Cradle into D&D

I went into this with the intention of trying to capture the feel of the series as opposed to trying to recreate any individual character. Fans will likely recognize certain abilities right off the bat, so with a handful of choices, you can at least get close to recreating them yourself.

Also, with the progression of the series up to this point, it became a lot easier to define each point of progression. As such, while at their base, they're basically monks, they nonetheless, felt so fundamentally different, a simple sub-class didn't make sense for me. So here's my take on Sacred Artists!

Sacred Artist
Level
Proficiency
Bonus
Sacred
Martial Arts
Madra
Points
Sacred Arts
Known
Features
1st +2 1d4 Copper Sight, Sacred Martial Arts, Unarmored Defense
2nd +2 1d4 2 2 Madra, Sacred Arts
3rd +2 1d4 3 2 Artist's Path, Iron Body
4th +2 1d4 5 2 Ability Score Improvement
5th +3 1d6 7 3 Extra Attack, Jade Senses
6th +3 1d6 9 3 Madra Augmentation
7th +3 1d6 10 3 Artist's Path Feature, Scripting
8th +3 1d6 11 3 Ability Score Improvement
9th +4 1d6 12 4 Goldsign
10th +4 1d6 13 4 Madra Binding
11th +4 1d8 14 4 Artist's Path Feature, Soulfire
12th +4 1d8 15 4 Ability Score Improvement
13th +5 1d8 16 5 Lord Stage
14th +5 1d8 17 5 Lord's Strength
15th +5 1d8 18 5 Path Icon
16th +5 1d8 19 5 Ability Score Improvement
17th +6 1d10 20 6 Herald
18th +6 1d10 21 6 Artist's Path Feature
19th +6 1d10 23 6 Ability Score Improvement
20th +6 1d10 25 6 Monarch

Copper Sight

The first foundation to advancement, copper sight, allows the sacred artist to see inherent madra in all things. This translates to the ability to see magic. At 1st level, as a bonus action, you can toggle this sight on and off. While activated, you can see as if under the effects of Detect Magic. This ability has a drawback, however, as a prevalence of large or concentrated magic can strike you blind if you fail a DC 15 Wisdom saving throw to avert your eyes. At the start of each turn you can attempt a new saving throw to end the effect or be blinded for up to 1 minute. Upon reaching 11th level, blindness is no longer a problem for you.

Sacred Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and weapons to deadly effect

You gain the following benefits while you are unarmed or wielding a weapon:

  • You can use either Dexterity or Strength for the attack and damage rolls of your unarmed strikes but still follow the normal rules when wielding a weapon.
  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain sacred artist levels, as shown in the Sacred Martial Arts column of the Sacred Artist table.
  • When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • You do not suffer disadvantage to stealth checks when wearing armor.

Sacred artists are versatile fighters who are well acclimated to adverse conditions. As such, their training has given them an intractable outlook towards those who don't follow their Path. Even so, they still adhere to a strict code of honor, but will use their powers and abilities to their full effect without remorse when drawn into a fight.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Madra

Starting at 2nd level, your training has advanced enough that you can now start using the techniques of your namesake. These abilities are fueled by an inner reserve, called madra. Madra is generated through a cycling technique you cultivate through your breathing. Your access to this energy is represented by a number of madra points. Your sacred artist level determines the number of points you have, as shown in the Madra Points column of the sacred artist table.

You can spend these points to fuel various sacred arts. You start knowing three such features: Counter Step, Empty Palm, and Parry Stance. You learn more abilities as you gain levels in this class.

When you spend a madra point, it is unavailable until you finish a short or long rest, at the end of which you replenish your expended madra back into yourself. You must spend at least 30 minutes of downtime cycling to regain your madra points.

Some of your madra features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Madra save DC = 8 + your proficiency bonus + your Wisdom modifier


Counter Step
Whenever you are hit, as a reaction, you can spend 1 madra point to take a 5 foot step. At 7th level, you can also make a melee weapon attack before moving.


Empty Palm
As an action, for 1 madra point, you can make a single attack. On a hit the creature has disadvantage on a saving throw of your choice until the start of its next turn.


Parry Stance
Whenever you take damage, you can spend 1 madra point, as a reaction, to reduce the damage taken by 1d4. This reduction increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Sacred Arts

At 2nd level, you've learned to perform supernatural feats that allow you to augment your natural fighting talents. Your sacred artist level determines how many sacred arts you can perform as shown on the Sacred Arts Known column.

Sacred arts are fueled by madra, but unlike basic madra techniques that can be used by anyone, Sacred Arts go one step further adding elemental manipulation to your core. When choosing a sacred art, choose from the following elements: acid, cold, fire, force, lightning, necrotic, or radiant (subject to DM approval).

All of your sacred arts abilities are tied to your chosen element, and once per level, you can retrain a sacred art for another. These techniques are detailed below.

Iron Body

An iron body is the second foundation to advancement. Iron bodies have varying states, but are essential to laying the ground work for the path you will eventually take. When you reach 3rd level, you can choose one of the following iron bodies:


  • Bloodforged. You gain immunity to the poisoned condition, and gain resistance to poison damage.
  • Drifter. You become light on your feet, allowing you to use feather fall and levitation once per short rest. In addition, you are unaffected when moving through rough terrain.
  • Raindrop. You gain a +10 bonus to your move speed, and empty palm can be used as a bonus action.
  • Pupeteer. You gain proficiency in either Athletics or Acrobatics, and can use disengage as a reaction. If you already have the skill, you gain expertise instead.
  • Steelforged. You have advantage when making grapple checks against creatures up to one size category larger than you, and add 1d4 to all weapon damage dealt.

Artist's Path

When you reach 3rd level, you find yourself well on your way down your Artist's Path. There are as many paths as there are grains of sand. Your path grants you features at 3rd level and again at 7th, 11th, and 18th 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.

Extra Attack

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

Jade Advancement

At 6th level, you complete the final foundational step towards advancement. Your unarmed strikes are treated as magical for the purposes of overcoming damage reduction, and once per day, you can use any 1 point Sacred Art without expending any madra.

Scripting

Even sacred artists recognize the need to come prepared to a fight, and scripts provide a much needed utility to this end. At 7th level, you gain two 1st level spells that you can cast as a ritual. You gain a 2nd level ritual at 11th level, and a 3rd level at 15th level.

Goldsign

Beginning at 9th level, you gain your goldsign. Gaining your goldsign is a mark that you've reached the first tier of true advancement, which typically involves the incorporation of a remnant. Your goldsign is personal to you and can take on many forms. This goldsign changes you physically, conferring benefits to further you along your path detailed below:

















  • The Bull. Your max hit points increase by 1d8, as a bonus action, you can spend 1 madra point to gain resistance to either bludgeoning, piercing, or slashing until the start of your next turn. Your goldsign appears as horns on your head and thick short patches of fur on your chest, arms, and legs. You can spend 1 madra point to make a gore attack, as a bonus action, that deals 2d6 piercing damage.

  • The Cat. You have advantage on all Acrobatics (Dexterity) checks and your speed increases by 10. Your goldsign gives you long unruly hair that stands up when within 15 feet of any sentient being that intends you harm. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you can spend 1 madra point as a reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  • The Dragon. You gain a breath weapon matching the element you chose for your sacred arts (recharge 6). As an action you can spend 2 madra points to make a breath attack in a 15 foot cone or a 5 by 30 foot line that deals 1d6 damage of your chosen elemental type. Each creature in the area must make Dexterity saving throw or take 4 (1d6) damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 for every 2 levels gained in this class. Your goldsign resembles scales running along parts of your body along with slitted irises.

  • The Hawk. Your vision increases by 30 feet. Ranged attacks you make ignore up to three quarters cover, but not total cover. For 1 madra point, you can redirect a ranged attack to ignore full cover with disadvantage. Your gold sign resembles a pair of spectral wings on your back.

  • The Serpent. You gain the dueling fighting style, and do not provoke Opportunity attacks when moving through an enemy space. You also gain one additional use of your reaction during a round to make opportunity attacks, but can be used no more than once per turn. Your goldsign resembles a forked tongue and somewhat elongated arms, with a spectral snake running down the length of your arm.

  • The Weapon. You gain increased mastery over your weapon. As part of the Attack action, you can expend 2 madra points to perform one of the following actions: make one additional attack, reroll any damage die taking the new result even if it's lower, or double the range of your weapon.
















  Your goldsign incorporates some aspect of your preferred
  weapon, such as bladed arms forming from your back or a
  whip for a tail.

Madra Binding

By 10th level, you've learned to harness your madra so that it can be channeled into your weapon. As an action, you can store a striker technique for 1 madra point. Whenever you make an attack with a weapon, you can unleash the madra binding as a bonus action.

Soulfire

Harnessing the power of Soulfire is essential to advancing to the Lord Stage. At 11th level, you gain the ability to use soulfire in the following ways:

  • You gain a soul space that acts as a miniature bag of holding, being able to hold up to 100lbs, but not exceeding a volume greater than 10 cubic feet. Items can be stored or retrieved from your soul space as a bonus.

  • Once per short rest, you can use a sacred art that you know without expending the madra cost to use it. Using a sacred art in this way, deals an additional 1d6 damage or allows the ability to last one round longer than it's normal duration.

  • When using a sacred art, you can augment the ability by either making an additional attack, declaring it a critical hit, or increasing its value by +1. This ability can be used a number of times a day equal to your Wisdom modifier (minimum 1) before needing a long rest.

Lord Stage

Advancing to the Lord Stage is another leap in advancement and power. When you reach 13th level, your health is increased by another 1d8 to your maximum hit points, and you effectively stop aging, and can't be aged by magical means. You also have resistance to poison damage, though you can still be killed by normal means.

Lord's Strength

By 14th level, the soulfire within you has catalyzed giving you incredible strength. You can lift objects equal to your carrying

capacity with ease, and are treated as one size category larger when making grappling checks. This increase in physical prowess, however, doesn't make weapons intended for larger creatures any less unwieldy, yielding no benefits for trying to use one.

Path Icon

A defining power behind a sacred artist's abilities finally reveals itself. When you reach 15th level, you discover your Icon. Your Icon isn't tied to a single ability, but an acknowledgment of power beyond your mortal abilities.

This Icon allows you to combine your 7th or level 11th level path ability with a point equivalent Striker or Enforcer Technique that you know, combining the two features. Once this feature is used, it can't be used again until after a short or long rest.

Herald

Heraldry marks the peak of advancement for most Sacred Artists, and confers many great benefits. Upon reaching 17th level, You gain 1d8 hit points and increase your AC by +1. In addition, all sacred arts damage dealt by sacred martial arts deals an additional 1d6 damage or 2d6 on a critical hit.

Monarch

At 20th level, you have achieved the pinnacle of your power. Becoming a Monarch is less a title and more an expression of the end of your path. Once per day, as a bonus action, you can expend a use of soulfire to heal yourself for an amount equal to twice your level, or use an ability that requires a long rest to use again, even if you have used that ability already.

In addition, you do not expend any madra when using your goldsign ability.

Multiclassing

Prerequisites: To qualify for multiclassing as a Sacred Artist, you must meet the following requirements: Strength 13 or Dexterity 13


Proficiencies gained: Acrobatics if you chose Dexterity or Athletics if you chose Strength.

Artist's Path

A Sacred Artist's life is one of constant conflict and training. As such, these conflicts are are the forge on which Sacred Artists are created. Below are but a sampling of the myriad paths that a sacred artist might find themselves on.

Advancing Stag

The advancing stag embodies the philosophy of being a bulwark that never stops moving forward. This Path emphasizes carrying offense and defense in the same hands.

Twin Antler Defense

Signature technique of the stag. At 3rd level, as long as you move at least 10 feet, as part of the attack action, you gain a +1 bonus to AC that lasts until the end of your next turn. Once per turn, while twin antler defense is active, you can spend 1 madra point during an attack to give yourself


advantage on the next attack roll.

Robust Defender

At 7th level, while Twin Antler Defense is active, if you are within 5 feet of an ally, you can use 1 madra point, as a reaction, to impose disadvantage on the attack roll. If they are still hit, you take the damage instead.

Relentless Advance

Upon reaching 11th level, you gain an additional 1d8 Hit Points. While twin antler defense is active, as a bonus action, you can spend 2 madra points to regain any previous Hit Points lost by 1d8.

Tireless Endurance

When you reach 18th level, your stamina becomes peerless. The first time an attack would reduce you to 0 hit points, you instead fall to 1 Hit Point and, as a reaction, you can expend a use of soulfire to restore Temporary Hit Points equal to your maximum Hit Points that lasts for one minute and can't be used again until after a long rest.

Blood Noble

There's no doubt that the many trials of Sacred Artists often leave a trail of bodies in their wake. Some revel in this more than most, while others accept this as a simple point of fact. The Blood Noble aspires to be more than that. Endeavoring to be both poison or salve to whomever may cross their path.

Vital Touch

A Blood Noble's signature ability. At 3rd level, you can perform this Striker Technique in place of a normal attack. On a hit, you can spend 1 madra point to cause one of two effects:

  • The target must succeed on a Constitution saving throw or be poisoned for a number of rounds equal to your Wisdom modifier. The affected creature can attempt a saving throw at the end of each turn to end the poison effect. This ability has no effect on creatures or constructs who can't bleed.
  • Instead of taking damage, the target is instead healed by an equal amount plus your Wisdom modifier.



















                                                                         

Resonant Vitality

At 7th level, whenever you heal an ally via Vital Touch, as a bonus action, you can spend 1 madra point to heal every ally within 30 feet of you for half of that amount.

If you chose to inflict poison on a creature, you can spend 1 madra point as a bonus action, to impose a penalty on its next saving throw equal to your Wisdom modifier.

Rush of Blood

Beginning at 11th level, if an ally was healed via Vital Touch or Resonant Vitality, as a reaction, you can spend 2 madra points to heal each affected ally by an additional 6d6.

If a creature was poisoned by either ability, as a reaction, you can spend 2 madra points to deal an additional 6d6 poison damage.

Once this feature is used, it can't be used again until after a long rest.

Curse of Blood/Bloody Rejuvenation

At 18th level, the Blood Noble path reaches completion. Whenever you hit a creature with vital touch to cause poisoning, you can instead expend a use of soulfire to begin curse of blood. For each round that the target fails to make its save to end being poisoned, all attacks against the creature deal an additional 1d6 poison damage.

By contrast, if you use vital touch to heal an ally, you can expend a use of soulfire to begin bloody rejuvenation. For a number of rounds equal to your Wisdom modifier, the effected ally is immune to death and cannot fall below zero hit points. For each hit the target suffers while at 0 hit points, the target still makes a death saving throw. If the target fails 3 death saving throws, the target will not die until Bloody Rejuvenation has ended.

Once this feature has been used, it can't be used again until after a long rest.

Storm Crow

The path of the storm crow focuses on harassing their victims with a steady barrage of destructive attacks meant to decimate their target before they ever make it within striking distance. Of course it helps when you can fly.

Air Assist

Beginning at 3rd level, whenever you would miss with a ranged attack, as a reaction, you can spend 1 madra point to raise the result by an amount equal to your Wisdom modifier.

Skysworn

At 7th level, as a bonus action, you can use 1 madra point to erect a pair of spectral wings that lasts up to 1 minute. While active, you can move as if under the effect of the fly spell for the duration of the effect. In addition, whenever you pass within 5 feet of a creature, they must succeed on a Strength saving throw or be pushed 10 feet.

Storm Forger

When you reach 11th level, you can spend 2 madra points to make all of your attacks deal an additional 2d8 lightning damage until the start of your next turn.


Murder of Crows

Your ranged attacks become a thing nightmares. At 18th level, whenever you hit with a range attack, you can expend a use of soulfire to create a number of storm forged crow-shaped arrows equal to your Wisdom modifier. Once per turn, as a bonus action, you can send one of these arrows after a creature you hit. Each arrow behaves as a 3rd level lightning bolt as per the spell.

You must take a long rest before you can use this feature again.

Mirage Dancer

Mirage dancers cultivate dream and illusion madra to confuse and humiliate their foes. Sacred artists on the Path of the Mirage Dancer use misdirection to deadly effect.

Dance of the First Mirage

At 3rd level, as an action, you can spend 1 madra point to gain the effect of mirror image as per the spell.

Dance Partner

At 7th level, as an action, you can spend 1 madra point to create a duplicate of yourself in a spot you can see within 30 feet. This duplicate looks and behaves like you in every way and can be maintained as concentration for up to 1 minute. The dance partner is immune to all damage and can only be removed if you lose concentration. As a bonus action, you can move it 30 feet to a location you can see. So long as you are within 60 feet of the duplicate, you can use your sacred arts as if you were in its space.

Dance of the Second Mirage

At 11th level, while you maintain concentration on your dance partner, so long as you are within 5 feet of your dance partner, attacks made with you as the target have disadvantage. Additionally, if you are both within 5 feet of a target, you have advantage on attack rolls made against that target. As a reaction, you can use 2 madra points to switch places.

Dance in the Hall of Mirrors

Mirage dancers are often said to be peerless tacticians. Others say they simply cheat. In either case, at 18th level, as an action, you can expend a use of soulfire to create a number of Dance Partners equal to your Wisdom modifier in a location within 30 feet of you. You can use a bonus action to move each dance parter up to 30 feet to a location you can see. When switching places, you can choose any of the existing Dance Partners, even if they're not within 5 feet of you.

Once this feature has been used, it can't be used again until after a long rest.

Hecaton of Kali

A forger path that blends raw power with peerless technique. This combat path revels in fighting multiple opponents at once. True to its namesake, their signature style revolves around multiple forged arms.

Arms of Shiva

At 3rd level, when you use the weapon copy forger technique,

you instead forge a number of spectral arms that sprout from your back equal to your Wisdom modifier (minimum 2). When you use the Attack action, you can make two additional attacks as a bonus action.

Strength of the Hecaton

Starting at 7th level, your carrying capacity is doubled. In addition, for every 2 arms you possess you can spend 1 madra point to make a grapple check against each creature within 5 feet of you, or spend 1 madra point for a creature one size category larger than medium for every two arms you possess, up to gargantuan (4 madra points).

Endurance of the Asura

When you reach 11th level, as a bonus action, you can spend 2 madra point to gain temporary Hit Points equal to your Wisdom modifier for every enemy within 5 feet of you that lasts until the start of your next turn. In addition, you have resistance to all non-magical damage while you have temporary hit points.

Emergence of Kali

You become the arbiter of the gods, embodying the agent of death. At 18th level, you can expend a use of soulfire to take full control of all of your extra limbs for a number of rounds equal to your Wisdom modifier. While active, you can make a melee weapon attack with each arm against any creature within 5 feet of you that you can see. On a hit, that creature's movement is reduced to 0. In addition, you can use a reaction against every creature that moves through your threat range so long as each target is a different creature.

Once this feature has been used, it can't be used again until you take a long rest.

The Prism

A ruler path dedicated to elemental destruction. Able to change elements on the fly, prisms enjoy exploiting enemy weaknesses while putting everything on the line for the sake of victory.

Elemental Core

You've conditioned your core to incorporate the full spectrum of elemental manipulation. When you reach 3rd level, as a bonus action, you can spend 1 madra to switch to a different element. If you have the the dragon goldsign, you can switch elements as part of the attack action when performing a sacred art or casting a spell.

Scales of the Prism

At 7th level, prismatic scales grow and harden across your body. You gain elemental resistance equal the element you're currently attuned to. As a reaction, you can spend 2 madra points to reduce any magical damage taken by an amount equal to 1d10 + your Wisdom modifier. If you have the dragon goldsign, this only costs 1 madra point.

Prismatic Presence

Once you reach 11th level, you begin to emit an aura of elemental resonance that extends to all allies within 15 feet of you. Affected allies gain the benefit of your aura, causing all attacks to deal damage of that elemental type. As a bonus


action, you can spend 2 madra points to flare it, causing all attacks to deal an additional 1d6 elemental damage until the start of your next turn.

Light of the Full Spectrum

All of the Prism's training has culminated in this moment. At 18th level, as an action, you can expend a use of soulfire to start the Ruler Technique, Light of the Full Spectrum. Light of the full spectrum lasts for a number of rounds equal to your Wisdom modifier. Each round, any enemy within 30 feet of you must make on a Constitution saving throw. On a success the creature is not affected by the technique, but on a fail the creature loses any elemental resistances it might have once had.

If you hit a creature affected by light of the full spectrum, you can spend 1 madra point to make that creature vulnerable. In addition, if you have the dragon goldsign, you can recharge your breath weapon on a roll of 5-6.

Once this feature has been used, it can't be used again until after a long rest

Sacred Arts

Below are various sacred arts available to a sacred artist. Sacred arts, often mistaken for magic, are a demonstration of the supernatural heights a sacred artist has arisen to. All of the techniques described below can be performed unarmed. However, in the case of ranged attacks, if you have a ranged weapon, you can use the range of the weapon instead of the range listed to perform that sacred art.

Striker Techniques:

Striker techniques are quick bursts of energy that can be used in lieu of a normal attack. If you make multiple attacks, you can choose which attack to use your striker technique on. Each attack still does damage in addition to the effect described below.

1 Madra

  • Distracting Blow: When making a melee or ranged weapon attack within 30 feet, on a hit, the next attack against it has advantage.
  • Enduring Strike: When making a melee weapon attack, on a hit, you gain temporary hit points equal to your Wisdom modifier until the start of your next turn.
  • Night Striker: When making a melee or ranged weapon attack within 30 feet, on a hit, the creature must succeed on a Dexterity saving throw or be blinded until the start of their next turn.
  • Solid Force: When making a ranged weapon attack within 30 feet. On a hit, the target is pushed 5 feet.
  • Punishing Blow: When making a melee or ranged weapon attack within 30 feet, on a hit you deal additional damage equal to your Wisdom modifier.
2 Madra

  • Direct Line: you shoot a bar of energy out to 30 feet, making a ranged weapon attack against everyone in the line.
  • Paint the Target: you make a ranged weapon attack against a creature up to 30 feet away. On a hit, all attacks made against that creature have advantage until the start of its next turn.

  • Shoving Force: you make a melee weapon attack. On a hit, the target must succeed on a Strength saving throw to resist being pushed 15 feet.
  • Striking Accuracy: when making a melee or ranged weapon attack within 30 feet, add your Wisdom modifier to the attack roll.
  • Speed Siphon: you make a melee or ranged weapon attack out to 30 feet. On a hit the target is slowed until the end of its next turn, and your speed is doubled until the end of your next turn.
  • Weakening Shot: you make a ranged weapon attack. On a hit, the target must succeed on a Dexterity saving throw or have disadvantage on a saving throw from an ability chosen at the time of the shot until the end of its next turn.

Forger Techniques:

Forger Techniques are capable or creating objects or effects on the fly. They're often used to complement existing abilities, or in conjunction with other techniques to create varying combos.

1 Madra

  • Madra Shield: as a bonus action, you erect a scripted shield that lasts until the end of your next turn. While active, you reduce all physical damage taken by 1d6, gain resistance to your sacred arts element and take no damage from magic missile.
  • Create Tool: as a bonus action, you can create any hand-sized tool you can imagine. This tool persists for up to 1 hour, until dismissed, or another tool is created.
  • Sky Stepper: as a bonus action, you create a
    number of scripts in the air (equal to your
    Wisdom modifier) no larger than 5 feet across
    spread over 30 feet. Once created, they solidify,
    allowing you to walk across them as if they
    were solid ground. These scripts persist until
    the start of your next turn.
  • Weapon Copy: As a bonus action, you
    create an identical weapon to the
    one you're wielding in your main
    hand. This weapon persists for
    1 minute, unless dropped, or
    dismissed.
2 Madra

  • Copy Strike: whenever you hit with a
    weapon attack, as a bonus action, you
    send out a copy that repeats the exact
    same action. The target must
    succeed on a Dexterity
    saving throw or take the
    same damage dealt
    in the original
    attack or take no
    damage on a
    success.

  • Reinforced
  • Weapon Copy:
    As a bonus
    action, you

  create an identical weapon to the one you're wielding in
  your main hand. If you throw it, it won't disappear until the
  end of your next turn, or unless you pick it up.


  • Scripted Magnification: as a reaction, whenever you hit with with an attack or sacred art, you can create and activate a script that that explodes on impact, dealing an additional 2d6 damage.
  • Shutdown Shot: as a reaction, whenever a creature that you can see moves within 10 feet of you, you can impose a Dexterity saving throw on that creature. On a failure, the target's movement is reduced to 0, or nothing on a successful save.
  • Tether: As a bonus action, you create a tether between you and your weapon that allows you the use of your hands while your weapon floats freely above you within your space. A tethered weapon remains in your space, and can be used to attack a creature within 15 feet of you using you Wisdom modifier determine attack and damage. The weapon remains tethered for up to a minute or until dismissed.

Enforcer Techniques:

Enforcer techniques focus on strengthening the body or objects you're carrying. This generally involves simply coating either yourself or the oject in madra to produce the desired effect.

Unless otherwise specified, each enforcer technique lasts for a number of rounds equal to your Wisdom modifier.

1 Madra

  • Reinforce: as a bonus action, you reinforce your melee weapon. All attacks made with that weapon deals one additional die of damage.
  • Extension: as a bonus action, you can extend the reach of your next melee weapon attack by 5 feet or extend the ranged of your next ranged weapon attack by 30 feet.
  • High Caliber: as a bonus action, you reinforce a projectile. Whenever you make a ranged attack, each creature within 30 feet, in a line, is subject to the same attack roll. However, on a hit, you roll damage against each creature separately.
2 Madra

  • Body Cloak: as an action, you gain resistance to all non-magical bludgeoning, piercing, and slashing damage, in addition to gaining a +10 bonus to move speed.
  • Mind Cloak: as an action, you gain advantage on saves against charm, fear, and illusions in addition to gaining +1 bonus to AC.
  • Go with the Flow: as an action, you are no longer hindered by rough terrain, do not provoke attacks of opportunity, and are treated as taking 10 whenever performing an athletics or acrobatics ability.

Ruler Techniques:

Ruler techniques are powerful abilities that embody both the power and philosophy of the sacred artist. Their power takes a lot of energy out of the sacred artist, however, and require a long rest before they can be used again. Unless otherwise specified, all ruler techniques last for a number of turns equal to your Wisdom modifier.

4 Madra

  • Devastation Mark: as an action, you mark a number of creatures you can see with Devastation Mark. While active, whenever you deal damage to a creature with a Sacred Art, if the attack would also hit the marked creature, they take the same damage as well.
  • Wall Stance: as an action, you adopt a powerful defensive stance. While active, you have advantage on checks to retain concentration but your movement speed is reduced to zero. Any creature you hit also has their movement reduced to zero. In addition, you reduce all damage taken by 1d10 + half your sacred artist level.
  • Resonant Bell: as an action, you target an enemy you can see within 60 feet. You can make a melee or ranged weapon attack against the target. On a hit, you deal damage as normal, but all creatures within a 15 foot radius must make a Dexterity saving throw. On a failure, they take damage equal to the original damage dealt or none on a successful save. Immediately after, as a bonus action, you can force a Dexterity save again on all creatures within 10 feet of any creature who failed their first save. On a failure, those creatures take half as much damage as the original or none on a success. This cascading effect can hit the original targets again.
  • Flicker Stance: as an action, your movement speed is doubled. While active, as part of the move action, you can teleport to any location you can see, that isn't occupied, up to a distance equal to your move speed. Moving in this way gives you advantage on your next attack roll.

>

Sacred Artist

My Interpretation of Will Wight's book series Cradle.

What is power, except the pursuit of violence? Sacred Artists may hold to their sense of honor, but they ultimately care about one thing and one thing only.
Advancement.
In pursuit of that goal, they will stop at nothing to get it. And if that means going through you? Well... Apologies.

Artist Credits
Cover Art: Alex Flores
Page 4: u/IFap2PB
Page 5: HiRaku
Page 8: Vchristart
Page 9: Mssnowbeanie
Back: Chengwei Pan


For more Homebrew content, check me out at Masenken

 

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