Sacrae (5e Class)
From D&D Wiki
|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
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.
As a Sacrae you gain the following class features.
- Hit Points
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.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Tithe, Solh||3||3||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||6||4||3||—||—||—||—||—||—||—|
|6th||+3||Mederi improvement, Solh improvement||4||10||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||14||4||3||3||2||—||—||—||—||—|
|10th||+4||Castitas, Solh improvement||5||18||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||5||21||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||5||25||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||28||4||3||3||3||3||2||1||1||1|
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.
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.
- 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.
At 1st level, a sacrae begins a path towards pacifism. When you deal hit point damage to another creature, it deals the same hit point damage to you. The damage caused by this feature cannot be reduced or redirected.
At 1st level, as an action, you may bend the wheel of a creature within 60 feet of you. Make a spell attack against the targeted creature. If the attack hits, all damage dealt by the creature to all targets except you is halved until the beginning of your next turn.
Beginning at 5th level, you may choose to use this feature as a reaction to any hostile action; the creature taking the hostile action must be the target of this reaction.
Beginning at 6th level, you may target up to two creatures with this feature.
Beginning at 10th level, if the attack hits, the target must also make a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls and saving throws until the beginning of your next turn.
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, you also apply the effects of cure wounds to the target, whose spell level is equal to your proficiency bonus.
Beginning at 13th level, you also apply the effects of greater restoration to the target.
Beginning at 17th level, you also apply the effects of regenerate to the target.
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.
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 Increase
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.
When you reach 9th level, you and all allies within a 5 foot radius centered on you regain the maximum number of hit points possible from any healing.
When you reach 14th level, you permanently gain the effects of truesight out to a range of 30 feet and may activate or deactivate its effects on you as a bonus action.
Finally at 20th level, your presence has become absolute. 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.
Additionally, you may spend a week to meditate and replace any spells you know with any other spells from the sacrae spell list.
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, creating an effect mimicking healing word, whose spell level is equal to your proficiency bonus. 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.
Voice of All is considered a spell-like ability and not a spell, and does not require components.
Beginning at 7th level, this feature now applies the effects of lesser restoration to the target.
Beginning at 11th level, you may use this feature as a bonus action and target up to two creatures with it.
Beginning at 15th level, a creature affected by this feature has resistance to all damage until the beginning of your next turn.
- 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. Additionally, this ability also applies the effects of lesser restoration and greater restoration to the target. Additionally, any missing body parts are instantaneously restored and if the target was magically aged, its effects are reversed. Until the beginning of your next turn, the target has foresight. You may use this feature once. When you finish a long rest, you regain all uses of this feature.
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.
You grasp fate, and the flow, so slightly.
Beginning at 3rd level, as a reaction, you may turn a melee, ranged, or spell attack that would hit you into a miss. 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.
And the strings sing to you, and you, you slither among them.
Quietly, the end into a new beginning, the fine silks of the world breathe slowly across you.
Beginning at 11th level, as an action, a creature you touch gains the effects of death ward. You may use this feature twice. 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.
It spins, moving to the means you have given it.
Beginning at 15th level, your spells cannot be countered.
Additionally, you do not need Verbal or Somatic components in order to cast spells, and you no longer need Material components of a value of one gold piece or less.
Additionally, you are no longer affected by exhaustion, and are immune to being magically aged.
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.
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.
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.
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.
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. This feature then creates the effect of spirit guardians, whose spell level is equal to your proficiency bonus. This feature lasts up to one minute. You can use this feature twice between short rests.
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 hit 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 an additional 6d6 radiant damage and heal yourself for an amount equal to the damage dealt. This damage cannot be reduced, prevented, or redirected.
Sacrae Spell List
- 1st Level
absorb elements, 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
- 2nd Level
aid, alter self, augury, blindness/deafness, calm emotions, darkness, detect thoughts, earthbind, 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
- 5th Level
antilife shell, commune with nature, creation, control winds, 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
- 7th Level
- 8th Level
- 9th Level
- Xanathar's Guide to Everything pp. 157
- Xanathar's Guide to Everything pp. 150
- Strixhaven: A Curriculum of Chaos pp. 38
- Xanathar's Guide to Everything pp. 154-5
- Xanathar's Guide to Everything pp. 152
- Xanathar's Guide to Everything pp. 159-160
- Xanathar's Guide to Everything pp. 163
- Xanathar's Guide to Everything pp. 160
Proficiencies. When you multiclass into the sacrae class, you gain the following proficiencies: simple weapons and Religion.