Sacrier (5e Class)
From D&D Wiki
- 1 The Sacrier
- 1.1 Creating a Sacrier
- 1.2 Features
- 1.3 Class Features
- 1.4 Sacrier Archetypes
- 1.5 Multiclassing
|“||Sacriers are berserkers who get a boost in power each time they are attacked. As they have nothing to fear from cuts or blows, they haunt the front lines in battle, ready to draw first blood. Sacriers are the perfect allies for those long, relentless battles.||”|
|—The Planeswalker's Guide to the Multiverse, "Dofus", pg.11|
|“||"There is no use trying to beat a sacrier disciple into submission, for they like it too much. Nobody takes the motto of "No Pain, No Gain" more seriously than these warriors.||”|
|—The Planeswalker's Guide to the Multiverse, "Dofus", pg.13|
Creating a Sacrier
|Excerpt from The Planeswalker's Guide to the Multiverse ("Dofus", pg.13)|
- Quick Build
You can make a sacrier quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the outsider background.
As a sacrier you gain the following class features.
- Hit Points
Armor: Light armors, medium armors
Weapons: Simple weapons, battleaxes, greataxes, mauls, pikes, warhammers
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe, (b) a battleaxe and one simple weapon, or (c) two simple weapons
- (a) a hide armor or (b) two handaxes
- An explorer's pack and two handaxes
|Features||Pain Dice||Pain Die Size||Pain Threshold|
|1st||+2||Pain Shared, Unarmored Defense||2||d4||2|
|2nd||+2||Bloodless Attire, Blood Rush||2||d4||2|
|4th||+2||Ability Score Improvement||2||d4||3|
|5th||+3||Extra Attack, Intensified Pain (d6)||2||d6||3|
|6th||+3||Sacrier Archetype feature||2||d6||3|
|7th||+3||Solid as a Rock||3||d6||4|
|8th||+3||Ability Score Improvement||3||d6||4|
|9th||+4||Intensified Pain (d8)||3||d8||4|
|10th||+4||Sacrier Archetype feature||3||d8||4|
|11th||+4||Clinging to Life||4||d8||5|
|12th||+4||Ability Score Improvement||4||d8||5|
|13th||+5||Intensified Pain (d10)||4||d10||5|
|14th||+5||Sacrier Archetype feature||4||d10||5|
|16th||+5||Ability Score Improvement||5||d10||6|
|17th||+6||Intensified Pain (d12)||5||d12||6|
|18th||+6||Sacrier Archetype feature||5||d12||6|
|19th||+6||Ability Score Improvement||5||d12||7|
Starting at 1st level, you are determined to embrace pain from your enemies to wreck more havoc unto them. You can use your sacrier features with special dice called pain dice.
- Pain Dice
At 1st level, you have two pain dice, which are d4. A pain die is expended when you use it. You regain all of your expended pain dice when you finish a short rest or long rest.
You gain another pain die at 7th level, and again at 11th and 15th level.
- Pain Taken
Whenver you take damage equal to or more than a specific number from a hostile creature while you are not incapaciated, you regain one expended pain die immediately after you take that damage. You can regain only one pain die from the same creature at each round with this feature.
The amount of damage required to regain pain dice is called the Pain Threshold. The pain threshold scales as you gain level in this class, as shown in the Pain Threshold column of the Sacrier table.
- Pain Given
When you hit a creature with a melee weapon attack using Strength, you can expend one pain die to add the pain die to the attack's damage roll. If you do so, you take bludgeoning damage equal to twice your pain threshold immediately after the attack. The damage you take cannot be reduced or prevented by any means, but it cannot reduce your hit points below 1.
Additionally, whenever you hit a creature with a melee weapon attack using Strength, while you have no more than half of your hit points left, you always add one pain die to the attack's damage roll.
Also starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting at 2nd level, you have understanding in those living among the wilds, far from civilization and the comforts of town and technology. You are considered proficient in the History and Religion skill whenever you make an Intelligence (History) or Intelligence (Religeon) check related to barbarians, nomads, and other exotic and uncivilized society.
Additionally, as long as you have no more than half of your hit points left, you have advantages on saving throws against being frightened.
Also starting at 2nd level, you can impose yourself to self-made pain and threat to boost your fighting spirits. As a bonus action, you can regain one expended pain die. If you do so, you take bludgeoning damage equal to three times your pain threshold immediately after you regain hit die. The damage you take cannot be reduced or prevented by any means, but it cannot reduce your hit points below 1.
Each time you use this feature after the first, the damage you take increases by your pain threshold. When you finish a long rest, the damage resets to normal.
Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, 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.
Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Also starting at 5th level, your pain dice turn into d6s. They turn into d8s at 9th level, d10s at 13th level, and d12s at 17th level.
Solid as a Rock
Starting at 7th level, your stance is as firm and hard as a rock - maybe a mountain. As long as you are conscious, you cannot be shoved or knocked prone by creatures no more than one size larger than you, and you have advantages on Strength saving throws against being grappled.
Clinging to Life
Starting at 11th level, if you take damage that reduces you to 0 hit points and but does not kill you outright, you can expend a pain die to make a Constitution saving throw. The save DC equals 15 or half the damage you took, whichever is higher. On a successful save, you regain hit points equal to your pain threshold.
Starting at 15th level, your bloodlust overcomes your fear, taking over your nerves in place of rational thoughts and puts you into acting on your instincts. As long as you have no more than half of your hit points left, you have advantages on Strength and Constitution saving throws, and you cannot be frightened. If you were frightened when your hit point drops below half of your hit point maximum, the effect is suspended until you regain hit points above half of your hit point maximum.
Starting at 20th level, your desire for pain and bloodshed constantly fuels you, especially when you are stepping closer to the death's doorstep. Whenever you start your turn with no more than half of your hit points left and at least one hostile creature is within your sight, you regain one expended hit die. You do not gain this benefit if you have 0 hit points.
The worlds collide incident between Faerun and Dofus has caused many unexpected consequences. Although the sacriers are originally from the realm of Dofus, the worlds collide incident has not only forced them to migrate to Faerun, but also exposed them to supernatural causes that divided their styles in three different ways: the Bloodletter, who were struck with a cryptic disease only known as Riastrad Syndrome; the Masque Raider, who succeeded the now-lost skills of the mask spellcraft; and the Crimson Knight, who were collected by the likewise bloodthirsty mercenaries that is the Bloodless Court.
Riastrad Syndrome, also known as the Torque Plague or the Warp Spasm is a symptom known to Faerun after the worlds collide incident. The patient does not suffer from any lethal banes; instead, they suffer from a chronic malady that shortens their temper and incuces a surge of pleasure at the scent of blood. No cure for Riastrad Syndrome has confirmed so far, but most of the patients take their disease better than the other's expectations. Apparently living a life driven by bloodlust helped.
Rumor has it that a mysterious plague has struck a city in a distant realm, transforming its denizens into ravenous beasts, hunting and killing for nothing other than blood. Whether this has any relations to Riastrad Syndrome is anyone's guess, although hunters and plague doctors from the distant realm speak of a lore that is more intriguing than a mere plague.
- Tattooed Blood
Starting at 3rd level, your hit point maximum is increased by 3. Additionally, whenver you gain a level in this class, your hit point maximum is increased by 1.
Also starting at 3rd level, when you reduce a creature to 0 hit points with a melee attack, you gain temporary hit points equal to pain threshold plus your Constitution modifier (a minimum of 1).
- Resilient Blood
Starting at 6th level, as a bonus action, you can expend one pain die to gain temporary hit points equal to the pain die roll plus your Constitution modifier (a minimum of 1).
- Brutal Critical
Starting at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical with a melee attack. If you added your pain die to the damage roll, you can instead roll one additional pain die.
- Strong Blood
Starting at 14th level, as long as you have no more than half of your hit points left, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical source. You do not gain this benefit if you have 0 hit points.
- Persistent Blood
Starting at 18th level, at the start of each of your turns, you gain temporary hit points equal to your pain threshold plus your Constitution modifier if you have no more than half of your hit points (a minimum of 1). You do not gain this benefit if you have 0 hit points.
Also known as the Lunatic Soldiers, the Masque Raiders introduce themselves as "the prisoner of one's own masks." Before the worlds collide incident, a small population of Dofus practiced spellcrafts that channels mystic power from the masks. Different masks meant different powers, and different personality. Such deviation was commonly found in the world of Dofus, a realm of adventures of its own.
During the world of Faerun and Dofus collides, the extensive history of mask spells are lost and damaged to the point that no practitioner of the craft has recorded since the incident. All that is left for the two worlds are an incomplete version of the mask spells, with a grave danger of distorting the practitioner's mentality into an unstable concoction of a reckless fighter, a fugitive, and a full-on lunatic, all at the same time.
- Bonus Proficiencies
Starting at 3rd level, you gain proficiency in the Performance skill and one musical instrument of your choice.
- Frenzied Akimbo
Also starting at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Additionally, when you make a ranged weapon attack with throwing weapons, attacking at long range no longer imposes disadvantage to your attack rolls, and enemies within 5 feet of you do not impose disadvantage on your attack rolls.
- Combat Sadomasochist
Starting at 6th level, you can expend additional pain dice with the Pain Given. If you do so, for every pain dice you expend beyond the first, the damage you take from the feature is increased by twice your pain threshold.
Additionally, you can regain additional pain dice with the Blood Rush. If you do so, for every pain dice you regain beyond the first, the damage you take from the feature is increased by your pain threshold.
- Frenzied Beatdown
Starting at 10th level, whenever you have no more than half of your hit points left, you can make a melee weapon attack as a bonus action. If the weapon has the thrown property, you can throw it instead.
- Pain is Good
Starting at 14th level, whenever you regain a pain die with the Pain Taken or Blood Rush feature when you have no more than half of your hit points left, you regain one additional pain die.
- Frenzied Outburst
Starting at 18th level, whenever you have no more than half of your hit points left, you have advantages on attack roll when you make a melee weapon attack.
The Crimson King is an elusive mastermind behind the band of ruthless mercenaries known as the Bloodless Court. Clad in rusty and bloodied set of armors, the self-proclaimed knights of the Bloodless Court roams the battlefield, in pursuit of the glory of the Crimson King. While they name themselves as knights, their attire is where their chivarly ends; they kill, maim, and pillage every living and dead (and undead, in Faerun) souls, other than another knight of the Bloodless Court.
After the world of Dofus was introduced to Faerun, it is rumored that the Crimson King takes great interest in the new realm, especially a portion its denizens, caring so little of themselves and shedding blood as if it were sweat. It is only a matter of time before the new generations of the Bloodless Court starts a quest... But for now, they should find out which knife is used to cut the steak.
- Bonus Proficiencies
Starting at 3rd level, you gain proficiency in lances, longswords, shortswords, heavy armors, and shields.
- Page of the Bloodless Court
Also starting at 3rd level, as a member of the Bloodless Court, you have undergone an intense martial training. You learn two maneuvers of your choise from among those available to the Battle Master archetype in the fighter class. You use your pain dice to fuel your maneuvers. You can use only either of the Pain Given feature or one of the maneuvers you know on the same attack, not both.
When you use your maneuver, you take bludgeoning damage equal to twice your pain threshold immediately after you use it. The damage you take cannot be reduced or prevented by any means, but it cannot reduce your hit points below 1.
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
- In the Court of the Crimson King
Starting at 6th level, you are taught manners and etiquettes to suit yourself better as a to-be knight of the Bloodless Court. You gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.
- Squire of the Bloodless Court
Starting at 10th level, you gain one additional maneuver of your choice. Additionally, you can use both Pain Given feature and one of the maneuvers you know on the same attack.
- Sanguine Armor
Starting at 14th level, you gain a +1 bonus to AC while wearing heavy armor. If you have no more than half of your hit points, the bonus increases to +3. You do not gain this benefit if you have 0 hit points.
- Knight of the Bloodless Court
Starting at 18th level, you properly knighted in front of the Crimson King, and gained his favor. You gain one additional maneuver of your choice. Additionally, whenever you use one of the maneuvers you know on an attack, you add an additional pain dice to the damage roll.
Prerequisites. To qualify for multiclassing into the sacrier class, you must meet these prerequisites: Strength 13.
Proficiencies. When you multiclass into the sacrier class, you gain the following proficiencies: Light armors, simple weapons.