Sacrae (5e Class)

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Sacrae[edit]

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The Three Norns of Fate by Andre'Kosslick

The sacrae are an order devoted to the performance of the rites related to life and the natural world. Their behavior regarding balance is off-putting, their need to relieve and help others an obsession. The sacrae may at times spend so much of their energy helping others that they forget themselves in the fray, to their own detriment. While they are seen as beneficent by most, some see their devotion as dangerous, perverting the universal laws of nature to prevent the passing of life. Many sacrae argue, however, that they instinctively understand the nature of the wheel, and what cycle they, and the life they aid, are destined for.

Creating a Sacrae[edit]

The sacrae provides succor to members of their adventuring company, soldiers in dire need, or to the alliance to which they are pledged. When a field of war is strewn with the dead and dying or an expedition team’s members are sorely injured, a sacrae provides respite and an intervention of light in the long darkness of battle. A sacrae might accept a commission to escort a company or war band on a dangerous mission, making themselves available to find resources or provide immediate mending. The sacrae are sometimes seen with suspicion, as they will almost assuredly ask for odd rewards and favors---however, their frequent lack of concern for material goods has left most with a begrudging acceptance of their order.

Quick Build

You can make a sacrae quickly by following these suggestions. First, Wisdom should be your highest ability score followed by Dexterity and then closely followed by Constitution or Charisma. Second, choose the hermit background from the Player's Handbook.

Class Features

As a Sacrae you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sacrae level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sacrae level after 1st

Proficiencies

Armor: None
Weapons: Simple
Tools: Herbalism Kit, Healer’s Kit
Saving Throws: Wisdom and Charisma
Skills: Choose 2 from the following: Nature, Medicine, Religion, Survival, and Insight.

Equipment

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

  • If you are using starting wealth, you have 2d4 x 10 gold pieces in funds.

Table: The Sacrae

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tithe, Solh 3 3 2
2nd +2 Mederi 3 4 3
3rd +2 Oaths 3 5 4 2
4th +2 Ability Score Improvement 4 6 4 3
5th +3 Solh improvement 4 8 4 3 2
6th +3 Mederi improvement 4 10 4 3 3
7th +3 Oath feature 4 12 4 3 3 1
8th +3 Ability Score Improvement 4 14 4 3 3 2
9th +4 Spero 4 16 4 3 3 3 1
10th +4 Castitas 5 18 4 3 3 3 2
11th +4 Oath feature 5 20 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 21 4 3 3 3 2 1
13th +5 Mederi improvement 5 22 4 3 3 3 2 1 1
14th +5 Sanatio 5 23 4 3 3 3 2 1 1
15th +5 Oath feature 5 24 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 25 4 3 3 3 2 1 1 1
17th +6 Mederi improvement 5 26 4 3 3 3 2 1 1 1 1
18th +6 Oath feature 5 27 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 28 4 3 3 3 3 2 1 1 1
20th +6 Mundus 5 30 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Sacrae do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray, receiving them through their devotion to the wheel of life. As a devoted provider of remedies and your intimacy with the natural world, you have access to sacrae spells.

Cantrips

At 1st level, you know three cantrips of your choice from the sacrae spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sacrae table.

Spell Slots

The Sacrae table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sacrae spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.

Spells Known of 1st Level and Higher

At 1st level, you know three 1st-level spells of your choice from the sacrae spell list.

The Spells Known column of the sacrae table shows when you learn more sacrae 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 sacrae spells you know and replace a number of them equal to your proficiency bonus. The new spells must be from the sacrae spell list and also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells. The power of your spells comes from your devotion to the wheel of life. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

A sacrae can cast a sacrae spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You have learned to use your voice or your touch to focus primal energies and breathe life into creatures.

Tithe[edit]

At 1st level, a sacrae begins a path towards pacifism. When you deal damage to another creature, your maximum hit points are reduced by the damage dealt. This reduction to your maximum hit points cannot be reduced, prevented or redirected. The hit point reduction caused by this feature is removed when you finish a short rest.

Solh[edit]

At 1st level, as an action, you may bend the wheel of a nearby creature. Make a spell attack against a creature you can touch. If the attack hits, all damage dealt by the creature to all targets except you is halved. This effect lasts until the beginning of your next turn.

Beginning at 5th level, if the attack hits, whenever the target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This effect lasts until the beginning of your next turn.

Mederi[edit]

When you reach 2nd level, a sacrae can spend an action to breathe life into a creature they can touch, restoring 1 hit point to them.

Beginning at 6th level, the target regains an additional 2d8 hit points and removes one disease afflicting them.

Beginning at 13th level, you also reduce the target's exhaustion level by one and end the effects of charmed and petrified. The target also regains an additional 2d8 hit points.

Beginning at 17th level, the target regains an additional 4d8 hit points and gains resistance to bludgeoning, piercing, and slashing damage for 1 minute.

A creature cannot be affected by this feature again until it finishes a long rest. You may use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Oaths[edit]

At 3rd level, you choose an Oath. Choose between Mender, Weaver, and Valkyrja, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th and 18th level.

Ability Score Improvement[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.

Spero[edit]

When you reach 9th level, as a bonus action, a creature you designate within 60 feet of you regains the maximum number of hit points possible from any healing. Additionally, when you heal the designated creature, you may also heal a different creature within 60 feet of you for the same amount. This effect lasts for 1 minute, or until you heal the designated creature. You may use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a long rest.

Castitas[edit]

When you reach 10th level, you take on a silvery resilience, a sheen whose subtle light makes it difficult for certain influences to steal their way into you. You cannot be Charmed, Petrified, or Poisoned.

Sanatio[edit]

When you reach 14th level, whenever a creature takes damage, you can use your reaction to heal a target for 2d8 hit points if they are within 60 feet of you. This ability cannot affect a creature again until it finishes a short rest.

Mundus[edit]

At 20th level, you gain immunity from the harmful effects of non-magical environments and are unaffected by difficult terrain. Magical effects, such as fireball and other damaging magical attacks still harm you as normal, though an arrow that is imbued with non-magical fire will do no fire damage.

You cannot be stunned, paralyzed, or frightened.

Additionally, you may spend a week to meditate and replace any spells you know with any other spells from the sacrae spell list.

Oath[edit]

Mender[edit]

You are a mender, an individual devoted wholeheartedly to the restoration of the world, and remedy the dying and corrupt world of its ills. You help the sick and suffering, moving headlong into the most dangerous of situations and aiding those who need it most.

Voice of All

Sing unto me a song, for those who hear me will persevere until the world breaks, until the hush of stillness has fallen over us all.

When you reach 3rd level, you learn to weave ether into your voice. As an action, you whisper to the wheel, and a creature of your choice that you can see within 30 feet of you regains 2d4 hit points. You may use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all uses of this feature. A creature cannot be affected by this feature again until it finishes a short rest.

Beginning at 7th level, you may use this feature as a bonus action. The target also regains an additional 2d4 hit points.

Beginning at 11th level, this feature additionally ends the blinded, deafened, paralyzed, and poisoned conditions. The target also regains an additional 2d4 hit points.

Beginning at 15th level, a creature affected by this feature additionally regains 1d4 hit points at the start of each of its turns for 1 minute.

Will of One

Be not afraid; the world stands with you.

Beginning at 18th level, as an action, you may restore all hit points to a creature you can touch. For 1 minute, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. You may use this feature once. When you finish a long rest, you regain all uses of this feature.

Weaver[edit]

You are a weaver, one who plucks at the strands of fate and pulls them taut. You see the world through the eyes of someone far away, viewing its sliding as music on some cosmic stringed instrument; and you are its player.

Vellunt

You grasp fate, and the flow, so slightly.

Beginning at 3rd level, whenever you would take damage, reduce that damage by an amount equal to your proficiency bonus.

Adagio

And the strings sing to you, and you, you slither among them.

Beginning at 7th level, you no longer provoke opportunity attacks and can escape grapples without a check.

Anima

Quietly, the end into a new beginning, the fine silks of the world breathe slowly across you.

Beginning at 11th level, your spells cannot be countered.

Additionally, you no longer need Verbal or Somatic components in order to cast spells, nor Material components of a value of one gold piece or less.

Vafer

It spins, moving to the means you have given it.

Beginning at 15th level, as an action, a creature you touch gains a measure of protection against death. For ten minutes, the first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point. You may use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all uses of this feature.

Additionally, if a spell or effect would kill you without dealing damage, that spell or effect is negated. You are also immune to being magically aged.

Saepio

And the strings, as you play, are now yours.

Beginning at 18th level, if you would fail a saving throw, you can choose to succeed instead. You may use this feature three times. When you finish a short rest, you regain all uses of this feature.

Valkyrja[edit]

You, Valkyrja, break the chains of the waking world, pulling all in your midst unto the wheel. They seek salvation, but without your guidance, what hope have they? You will show them the path.

Urd

When you reach 3rd level, you lose the Tithe feature. However, as penance for this privilege, you can no longer cast sacrae spells.

Verda

When you reach 3rd level, you know when creatures are lying. You do not necessarily know what they are being false about, but you do know if they are being deceptive.

Skuld

When you reach 3rd level, you gain an innate connection to the wheel, allowing you to move through battlefields preternaturally. You may dodge, disengage or dash as a bonus action.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the attack action.

The number of attacks increases to three when you reach 11th level.

Nibelung

Come to me dark warriors, battle awaits us.

When you reach 15th level, as a bonus action, you smash your blade into the ground, and, twisting it, call forth einherjar from battles past. These spectral warriors protect you to a distance of 15 feet. You can designate any number of creatures you can see to be unaffected by this feature. An affected creature's speed is halved in the area the einherjar occupy, and when a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 5d8 radiant damage. On a successful save, the creature takes half as much damage. This feature lasts 1 minute. You can use this feature twice. You regain all uses of this feature when you finish a short rest.

Valesti

It shall be engraved upon your soul.

When you reach 18th level, your melee attacks now deal an additional 2d6 radiant damage.

Additionally, on the last attack of your turn, illusory, shimmering blue and white wings come forth from your back, and a lance of blazing light apparates into your hand. Smashing downwards, you deal 6d6 radiant damage and heal yourself for an amount equal to the damage dealt. This damage occurs even if the attack misses, and if a spell or effect would prevent, redirect, or reduce the damage dealt by this feature, that spell or effect is negated until the beginning of your next turn.

Sacrae Spell List[edit]

Cantrips

guidance, gust[1], light, mending, prestidigitation, thaumaturgy, resistance, spare the dying

1st Level

absorb elements[2], bane, bless, comprehend languages, create or destroy water, cure wounds, detect magic, detect poison and disease, entangle, faerie fire, fog cloud, goodberry, healing word, identify, jump, protection from evil and good, purify food and drink, sanctuary, silvery barbs[3]

2nd Level

aid, alter self, augury, blindness/deafness, calm emotions, darkness, detect thoughts, earthbind[4], enhance ability, gentle repose, hold person, knock, lesser restoration, levitate, locate animals or plants, locate object, mirror image, pass without trace, prayer of healing, protection from poison, see invisibility, silence, suggestion, web, zone of truth

3rd Level

beacon of hope, clairvoyance, counterspell, create food and water, dispel magic, fly, glyph of warding, haste, mass healing word, nondetection, protection from energy, remove curse, revivify, sending, sleet storm, slow, tiny hut, tongues, water breathing, water walk

4th Level

aura of purity, banishment, confusion, control water, death ward, dimension door, freedom of movement, locate creature, polymorph, resilient sphere, stone shape, stoneskin

5th Level

antilife shell, commune with nature, creation, control winds[5], dispel evil and good, geas, greater restoration, hallow, hold monster, legend lore, mass cure wounds, mislead, raise dead, scrying, seeming, teleportation circle, wall of stone

6th Level

find the path, flesh to stone, forbiddance, guards and wards, heal, heroes' feast, investiture of stone[6], primordial ward[7], true seeing, wind walk

7th Level

magnificent mansion, plane shift, regenerate, resurrection, teleport

8th Level

antipathy/sympathy, control weather, glibness, mind blank, power word stun

9th Level

astral projection, foresight, imprisonment, mass heal, true resurrection, invulnerability[8]

References[edit]

  1. Xanathar's Guide to Everything pp. 157
  2. Xanathar's Guide to Everything pp. 150
  3. Strixhaven: A Curriculum of Chaos pp. 38
  4. Xanathar's Guide to Everything pp. 154-5
  5. Xanathar's Guide to Everything pp. 152
  6. Xanathar's Guide to Everything pp. 159-160
  7. Xanathar's Guide to Everything pp. 163
  8. Xanathar's Guide to Everything pp. 160

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the sacrae class, you must meet these prerequisites: 13 Wisdom, 13 Constitution and proficiency in Medicine.

Proficiencies. When you multiclass into the sacrae class, you gain the following proficiencies: simple weapons and Religion.


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