Sacrier, Wakfu Variant (5e Class)
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I wanna give credit where it is due. I took some inspiration from the already existing Sacrier(5e class) which is based off of Sacrier in Dofus MMO game. Sacrier, Wakfu Variant is based on Sacrier in Wakfu. Wakfu is the second game in the series that comes after Dofus. Additionally, Sacrier, Wakfu Variant focus on merging D&D and Wakfu world together. The original class focus on more focus on keeping the Dofus' world.
The World of Ten was filled with suffering: pain, torment, devastation, torture and so forth. Incarnated into this world was Sacrier (Goddess), a beautiful, rebellious and opportunist goddess who endured suffering with serenity. Given that, she could not stand human beings suffering. Her shows of mercy towards the weak and oppressed were only matched, and often closely followed, by her vengeful outbursts towards the strong and oppressive. Her intense beauty and her masterly fighting techniques make her a fervently venerated goddess. She sometimes appears on deserted battlefields to shed a tear of sympathy on the ground, where blood and fallen soldiers lie. As a goddess of mercy and empathy, she was also the first one to gain a following of humans in the World of Eleven. This was due to her inspiring her followers to practice patience and mercy to those in need of it first, before turning their anger towards those who deserve punishment and worse.
The first Sacrier traversing over from the World of Twelve to Faerun and other incarnations of existence, could not wait to travel to new places, finding new adventuring companions or try out other new things. Driven by their innate curiosity the Sacrier soon found many parts of their culture in their new lives, albeit strewn across many new peoples, new beliefs and new interpretations. Their martial prowess was closely matched with the monks, their new "reserved" brothers and sisters, their way of channeling anger and delighting in battle was soon their connection to barbarians and some of the more savage fighters. In their faith in mercy and the enduring of pain, they soon found a kinship with clerics and paladins of most good and chaotic aligned gods. The magic of the new land had one major effect on the Sacrier, their features, which already had a haunting touch to them, became a tad more vampiric. Their skin color getting a bit brighter, their in most cases already pupil less eyes becoming somehow more haunting and their canine teeth becoming a bit more pronounced. The rest stayed the same, still as muscular as ever, definitely not bad looking and their bodies still adorned with various tattoos all across. Though being cut off from their home realm, the tattoo ink for new Sacrier had to be recreated, to have the same magical effects. The solution was as gross as it was simple, using the blood of vampires, counteracting the evil nature with blessed silver. This also enabled people already infected with vampirism or born half-vampires to convert to becoming a Sacrier a lot easier.
Always on the lookout for adventuring companions to fight with, the Sacrier is a great companion for everyone, who can endure a bit of slapstick comedy and does not judge a book purely by it's cover. What sets them apart from the normal members of their respective races are their glassy eyes, the muscular physique and their habit of going elbow deep into their enemies. This unique sight and behavior are something not everyone will call inviting an inviting and appealing sight. Their character on the other hand is in most cases kindhearted and more often a true companion. Only their curiosity may prove to be a bit complicated, as many Sacrier tend to have their hands everywhere, eager to ignore any warning if there is something they wanna look at or wanna touch. They have a great sense of humor as well, with a big grin from ear to ear, a Sacrier will never tire of asking you to hit them or play the "stop hitting yourself" game all alone, even if this kind of behavior might come across as odd.
Creating a Sacrier
|Blood and anger, the best attire.|
The first thing you wanna know about the Sacrier is their place. This would be the front line, spearheading every fight, putting themselves between their allies and any danger they might face. Second to that, they are a high risk/high reward class using hit points like poker chips, spending them on more powerful effects while trying to maintain a certain level of hit points. As the class progresses, the risk increases, but so does the reward, going so far as to use a percentile system to add more power to attacks, as hit points near the zero mark.
So, are you willing to put your own safety second? Are you willing to risk your own hit points for the thrill of battle? Are you mad enough to take damage for your allies, even if they might try to commit suicide just to be a nuisance to you? Or do you just care for your allies enough to die in their stead? If any or all of the previous questions were answered with "yes", you have probably found your new favorite class. A barbarian/monk/fighter-hybrid with a masochistic streak.
- Quick Build
You can make a Sacrier, Wakfu Variant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Outlander background.
As a Sacrier, Wakfu Variant you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Sacrier, Wakfu Variant level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sacrier, Wakfu Variant level after 1st
Armor: light armor
Weapons: simple weapons, shortswords, shortbows, greataxes
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Persuasion, Religion and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Greataxe or (b) Shortsword
- (a) Leather Armor or (b) Shortbow, quiver, and 20 arrows
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- The classic Sacrier outfit, a pair of pants and a coat made from hides and fur, purely cosmetic and lightweight, to allow for full mobility of the wearer
- If you are using starting wealth, you have 3d4x10 gp in funds.
|Features||Bloodsurge||Boiling Blood Die|
|1st||+2||Boiling Blood, Sanguine Armor, Bold Punishment||-||1d4|
|4th||+2||Ability Score Improvement||4||1d4|
|8th||+3||Ability Score Improvement||8||1d6|
|12th||+4||Ability Score Improvement||12||1d8|
|15th||+5||Blood Thirsty Punishment||15||1d8|
|16th||+5||Ability Score Improvement||16||1d8|
|19th||+6||Ability Score Improvement||19||1d10|
|20th||+6||Vessel of the Gods||20||1d10|
At 1st level, your habit of favoring your fists over weapons has become your basic way of attacking. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Sacrier levels, as shown in the Boiling Blood Die column of the Sacrier table.
At 1st level, you learn to deal more damage by covering your fist with your fresh blood. Whenever you make your unarmed Attack, you can decide to let your blood boil out of your fist. Doing so, you roll your Boiling Blood Die twice. Add the higher of the two dice result to your unarmed damage. You take the lower of the two results as self inflicted damage no matter if you land the attack or not. The self inflicted damage can't be reduced and can reduce you to 0 hit points.
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.
Starting at 2nd level, you can use your own adrenaline and blood lust to increase your abilities effectiveness. Your ability to do so is represented by a pool of Bloodsurge. Your Sacrier level determines the maximum number of points you have at a time, as shown in the Bloodsurge column in the Sacrier table. Unlike most abilities, this does not restore after short nor long rest. Instead you gain Bloodsurge when you take a certain type of damage. Less health you have, more types of damage will produce Bloodsurge. They do stack.
Example: At 40% of maximum health, you gain 1 Bloodsurge every time you take critical hit, fire damage, magical slashing damage, magical bludgeoning damage, or magical piercing damage. If you are hit by critical fire damage, you gain 2 Bloodsurges.
- 100% Maximum Health
When you are 100% of maximum health, you loss any and all Bloodsurges and you cannot gain any more Bloodsurge.
- Less than 100% Maximum Health
When you are less than 100% of maximum health, you gain 1 Bloodsurge every time you take a critical hit.
- Less than 75% Maximum Health
When you are less than 75% of maximum health, you gain 1 Bloodsurge every time you take fire damage.
- Less than 50% Maximum Health
When you are less than 50% of maximum health, you gain 1 Bloodsurge every time you take magical slashing, bludgeoning, or piercing.
- Less than 25% Maximum Health
When you are less than 25% of maximum health, you gain 1 Bloodsurge every time you take non-magical slashing, bludgeoning, or piercing.
- 1 Hit Point
When you are exactly 1 hit point, you gain 1 Bloodsurge every time you take any damage.
- Less than 1 Hit Point
When you have less than 1 hit point, you cannot gain any Bloodsurges but you do still keep them.
- Using Bloodsurge
You can spend Blood surges to create one of these effects
- Insane Punishment
When you decide to use Bold Punishment, you can use 1 Bloodsurge to empower the attack. You deal doubling damage of the highest dice result. But you take three times of the lowest dice result.
As a Bonus action during your turn, you can use 1 Bloodsurge to temporarily coagulate a portion of the blood within your skin to toughen up and receive a +2 increase to your AC until your next turn.
Whenever a creature within 10 feet of you takes damage from an attack, you can use a reaction and 2 Bloodsurges to reduce the damage they take by half. You take that same amount of reduced damage.
This effect can be prolonged to subsequent attacks hitting the same target during this turn, consuming an additional 2 Bloodsurges each time.
Starting at 2nd level, you can use your blood and ink to pull people into range of your fist. As a bonus action, you attempt to pull a creature or object from 30 ft away from you. They make an (Strength) athletics check with DC of 8 + your strength modifier + your proficiency bonus. On a fail, you pull them 20 ft closer to you.
Additionally, you can spend 1 Bloodsurge to make single unarmed attack as part of this bonus action, if the creature is moved at least 5 ft.
As Sacrier gain more power over their blood or let it run more rampant, upon reaching 3rd level, they start adapting to circumstances and develop their way of exerting power. Some devote more time to wreaking havoc among enemies, adapting the way of the Berserker's Flame, others mimic the ways of the agile and always calm monks becoming Battleweaver's Wind or fully embrace their sacrificial way and become a Sanguine Protector's Stone Endurance.
The bloodline chosen grants the Sacrier 2 features upon choosing and an additional one upon reaching 6th, 10th and 14th 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 by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.
Beginning at 7th level, your tattoos start seeping into your blood, increasing your natural Armor by one and your maximum hit points by 7. Additionally, whenever you gain a new level in the Sacrier class, you gain an additional hit point.
The tattoos on your limbs now have a faint trace of detectable magic, causing your unarmed strikes to count as magical attacks for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beginning at 9th level, your fighting prowess increases with reduced hit points. As lower your health goes, the higher your damage gets
- Less than 75% Maximum Health
When you are less than 75% of maximum health, you gain +1 damage to unarmed attacks.
- Less than 50% Maximum Health
When you are less than 50% of maximum health, you gain a total of +3 damage to unarmed attacks
- Less than 25% Maximum Health
When you are less than 25% of maximum health, you gain a total of +5 damage to unarmed attacks
- 1 Hit Point
When you are exactly 1 hit point, you gain a total of +7 damage to unarmed attacks and advantage to hit with all unarmed attacks.
Starting at 11th level, you are clinging to life like no other. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
For the third activation of this feature, you must succeed on the DC 20 Constitution saving throw or be killed outright. On a success you gain the Unyielding Wrath state, dropping to 1 hit point instead and you are next on the initiative order.
During this turn, you have advantage on all attack rolls and ignore the self inflicted damage from your Bold Punishment and Insane punishment. At the end of this turn you fall unconscious and automatically fail 2 death saving throws.
Starting at 13th level, you are able to heal wounds faster. As a reaction and 1 Bloodsurge, you gain 50% more healing from a single source.
Blood Thirsty Punishment
Starting at 15th level, you discover a method to take less damage by hardening your blood. Too bad that solid blood hurts a lot. As a bonus action and 1 Bloodsurge, you can enter Blood Thirst Punishment. While in Blood Thirst Punishment, you gain resistance to bludgeoning, piercing, and slashing damage. Additionally, you take your constitution modifier of self inflicted damage at the end of your turn.
Your Blood Thirsty Punishment lasts for 1 minute. It ends early if you are knocked Unconscious or use your bonus action to end it. You can only do this 2 times per short or long rest.
Starting at 17th level, Sacrier can hit harder on healthier enemies. If the enemy is at full health, you deal double damage with unarmed attack.
Starting at 18th level, Sacrier can channel their inner anger. If you have maximum number of Boiling dice, all unarmed attacks have advantage. Additionally, you add your Boiling dice to all unarmed damage.
Vessel of the Gods
Upon reaching 20th level, you have reached your peak in power, you Constitution Score increases by 4, as does your maximum for that score.
Additionally, your DM may deem you worthy of being the current vessel granting you an increase in either Dexterity or Strength by 2, also raising your maximum for that score. The essence of the goddess Sacrier may then bless you, granting your either advantage on death saving throws, damage resistance to non magical damage or another blessing, as your DM sees fit.
Alternatively, you can roll a percentile die, granting you the blessing on a roll of 1 or 100. This grants you the score increase and advantage on all death saving throws.
The fire in your heart.
Without concern for anything of technique or grace, the Berserker lives for carnage, adapting a form of the Barbarians Rage to supplement their already vicious way of engaging enemies.
Starting at 3rd level a Berserker can spend 3 Bloodsurges on a bonus action to enter hysteria. You can choose to burn an additional Bloodsurge as free action each following round to keep up this state or end it early. You can't keep this state up for more than 1 minute.
During your hysteria you benefit from the following effects, if you are wearing only light armor or no armor:
- Your melee attacks deal an additional 2 damage. This damage increases by 1 upon reaching 9th level and again at 16th level.
- Your senses sharpen, giving you an increase of +2 to AC.
- You have advantage on Dexterity saving throws.
This state is a controlled stream of adrenaline, sharpening your senses and numbing your pain. If you are able to cast spells, you are still able to do so.
Your hysteria ends early, if you fall unconscious.
The delight of snuffing out life becomes very rewarding for you.
Starting at 3rd level, you replenish Bloodsurge when dealing the killing blow to a target. The amount replenished depends on the size of the target.
tiny= 0 / small = 1 / medium = 2 / large = 4 / huge = 6 / gargantuan = 10
- Burning Blood
Beginning at 6th level, you can use bonus action and 1 Bloodsurge to set your blood and ink on fire. Every creature within 15 ft from you make a Dexterity saving throw VS 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 2d8 + your constitution modifier in fire damage and their speed is reduced by 10 feet. On a successful save, the creature takes half as much damage and they don't have their speed reduced.
This has left you defenseless. All Attack Rolls against you have advantage until your next turn.
- Tattooed Claw
Beginning at 10th level, the Berserker can use 2 Bloodsurge to lash out with his tattoos, making an attack roll on a target up to 20 feet away from him. On a successful hit, the attack deals the damage of an unarmed strike and the target must succeed on a Dexterity saving throw (DC15) or the Berserker can make this attack a charge attack instead.
On a charge attack, the Berserker can pull himself towards the target, dealing half the damage of the initial attack again upon impact. The initial attack can't apply Bold Punishment, only the charge attack makes Bold Punishment applicable.
- Vampyre's Blood
Beginning at 14th level, the Berserker gains access to the Vampyre's Blood feature.
To use this feature, you have to use a bonus action to declare your unarmed strikes for this round to be a Vampyre's Blood attack, consuming 2 Bloodsurge to do so. The tattoos on the Berserkers limbs flare to life, being veiled in necrotic or fire energy.
When landing an unarmed strike, you roll the normal damage and a Boiling Blood Die. Any damage from unarmed strike is necrotic or fire damage. You healing yourself for half of the necrotic or fire damage. You can throw a second Boiling Blood Die on each attack, consuming 1 additional Bloodsurge each time.
This feature can be use a number of times equal to your Constitution modifier per long rest.
The wind under your wings.
Letting go of some of their defensive and aggressive capabilities compared to their brethren of the Berserker class, Battleweaver dodge attacks and hit with precision akin to the monks with their strict and rigorous training.
- Rain and Wind
Beginner with 3rd Level, when deciding to become a Battleweaver, the Sacrier starts to practice the fighting style of monks. This enables them to emulate the Flurry of Blows and Step of the Wind abilities of the monk class.
Rain of Fists
Immediately after you take the Attack action on your turn, you can spend 1 Bloodsurge to make two unarmed strikes as a bonus action. These strikes cannot benefit from Bold Punishment.
Flow of the Wind
You can spend 1 Bloodsurge to take the Disengage or Dash action as a bonus action on your turn.
- Rippling Tattoo
Beginner with 3rd Level, Sacrier can create small temporary whips with their tattoos. Your unarmed attacks deal slashing (wind) instead of bludgeoning. When you use Bold Punishment, all of your unarmed attacks have reach until end of your turn.
- Mobility and Reflex
Beginning with 6th level, the Battleweaver can draw more agility from his blood gaining increased speed and reflexes. The base speed of the Battleweaver increases by 10 feet. The Battleweaver can use 2 reactions each turn, consuming 1 Bloodsurge for the second reaction.
Beginning with 10th Level, the Battleweaver can call upon the quasi magic ways of the monk, allowing him to use Transposition. The Battleweaver may use his move action to select a target within 60 feet of him and to swap places with it, without provoking an attack of opportunity. This action consumes 2 Bloodsurges and the target can choose to refuse the Transposition, having to succeed on a dexterity saving throw vs 8 + the Sacrier's Proficiency Bonus + the Sacrier's Strength modifier.
- Light Speed
Beginning with 14th Level, the Battleweaver can use the power of the wind to violently smash through enemies. As a bonus action and 3 Bloodsurges, you can move 30 ft in a straight line. This does not provoke attack of opportunity. You can move through creatures that is one size bigger than you or smaller. Each creature that you move though makes a dexterity saving throw vs 8 + the Sacrier's Proficiency Bonus + the Sacrier's Strength modifier. They take 3d10 slashing (wind) damage on a failed save, or half as much damage on a successful one.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also carry one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use Light Speed, and there must be an unoccupied space within 5 feet of your destination space for you to drop the creature at; otherwise, the creature is left behind.
Sanguine Protector's Stone Endurance
The earth in your flesh.
Neglecting attack and keeping their allies alive by taking more damage, the Sanguine Protector learns how to improve their defensive capabilities to a point at which their tattoos are an armor as tough as iron.
- Blood Pact
Starting at 3rd level, a Sanguine Protector can choose to form a pact with a willing ally during a long rest. This feature can't be used on creatures that do not have blood in their body. As part of this pact the Sanguine Protector marks the ally, dealing a full Boiling Blood Die as direct damage to the target. This pact ends at next long rest or Sanguine Protector and marked creature are more than 120 feet apart
Whenever the marked creature takes damage and you are within 60 ft of them, marked creature takes half damage. You take the same amount of damage that the marked creature took.
Additionally, Sacrifice ability from Bloodsurge have a range of 30 ft if the target is your marked creature. If you use Sacrifice on your marked creature, marked creature takes 0 damage. You take the full damage that the marked creature would have taken.
The blood consumed causes a minor coagulation effect in the Sanguine Protector, granting them +1AC for the duration of a pact.
- Thick Blood
When starting on the path of a Sanguine Protector, the Sacrier increases their maximum hit points by 3 and gains 1 additional hit point on each subsequent level up.
- Sanguine Armor
Beginning at 6th level, you can use your action and 1 Bloodsurge to form a light weight stone armor on yourself. You cannot use this ability if you are wearing armor. Sanguine Armor counts as light armor. This stone armor has AC of 14 + your Dexterity modifier. No other creature can wear this armor. Sanguine Armor lasts for 8 hours.
- The Blood Thickens
Beginning at 10th level, the Sanguine Protectors devotion to his Blood Pact has reached a new level, increasing his focus and prowess.
The passive increase to AC of an active Blood Pact increases to +2 AC.
While a Blood Pact is active the Sanguine Protector can't be charmed or frightened.
- Blood Pact Devotion
Beginning at 16th level, you can make your Blood Pact permanent, making it last until either the Sanguine Protector or the marked creature die. If the mark dies, the Blood Pact is relinquished, the Sanguine Protector loses his ability to form Blood Pacts until either the initial mark of the permanent pact has been revived and the pact is renewed or the Sanguine Protector, failing to honor his pact, has atoned for his sin. For the time such a permanent Blood Pact is in power, the Sanguine Protector is granted the following benefits:
The coagulation armor gained through the pact is increased to +3AC.
The range of sacrifice ability is further increased to 60 feet.
- Blood Pact Regeneration
Beginning at 16th level, the Sanguine protector can use his action to consume 4 Bloodsurge, giving him regeneration, which causes him to regain 1d10 + his Constitution modifier hit points for up to 1 minute. This effect ends, when the Sanguine Protector falls unconscious. After this feature has been used, the Sanguine protector has to finish a long rest before it can be used again.
Prerequisites. To qualify for multiclassing into the Sacrier class, you must meet these prerequisites: Constitution 13, Strength 13
Proficiencies. When you multiclass into the Sacrier class, you gain the following proficiencies: Light armor