Sacrieur (5e Class)
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- 1 Sacrieur's Blood
- 1.1 Sacrieur
- 1.2 Creating a Sacrieur
- 1.3 Class Features
- 1.4 Berserker
- 1.5 Battleweaver
- 1.6 Sanguine Protector
- 1.7 Multiclassing
I wanna give credit where it is due. I took some inspiration from the already existing Sacrier(5e class), because the Pain Dice idea was brilliant and became, what my interpretation of the class needed, my Boiling Blood and Transfusion Dice. The rest of this post is a reformulated version of the Sacrieur from the MMO Wakfu created by Ankama and has been substituted with already existing monk and barbarian features.
The World of Ten was filled with suffering: pain, torment, devastation, torture and so forth. Incarnated into this world was sacrieur, 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 sacrieur 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 sacrieur 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 sacrieur, 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 sacrieur 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 sacrieur a lot easier.
Always on the lookout for adventuring companions to fight with, the sacrieur 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 sacrieur 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 sacrieur 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 Sacrieur
The first thing you wanna know about the sacrieur 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 sacrieur 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 Sacrieur you gain the following class features.
- Hit Points
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 with 15 Arrows
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- The classic Sacrieur 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||Transfusion Die|
|1st||+2||Boiling Blood, Sanguine Armor||-||1d4||-|
|4th||+2||Ability Score Improvement||4||1d4||1d6|
|8th||+3||Ability Score Improvement||8||1d6||1d10|
|12th||+4||Ability Score Improvement||12||1d8||1d12|
|16th||+5||Ability Score Improvement||16||1d8||2d8|
|19th||+6||Ability Score Improvement||19||1d10||2d10|
|20th||+6||Vessel of the Gods||20||1d10||2d12|
At 1st level, your habit of favoring your fists over weapons has become your basic way of attacking.
You gain the following benefits while you are unarmed and are neither wearing armor nor a shield:
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Sacrieur levels, as shown in the Boiling Blood Die column of the Sacrieur table.
When you declare an unarmed strike, before you roll the attack, you can decide to make the attack a Boiling Blood attack. You roll your Boiling Blood Die twice, inflicting the higher of the two results as additional fire damage upon landing a hit. 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 adrenalin and bloodlust to increase your abilities effectiveness. Your ability to do so is represented by a pool of Bloodsurge. Your Sacrieur level determines the number of points you have, as shown in the Bloodsurge column in the Sacrieur table. All spent Bloodsurge is regained upon finishing a long rest.
- Burning Blood
When you decide to use Boiling Blood to deal additional fire damage on an attack you can use 1 Bloodsurge to empower the attack, doubling the fire damage dealt, but suffering three times the self inflicted damage.
As a Bonus action during your turn, you can use 2 Bloodsurge to temporarily coagulate a portion of the blood within your skin to toughen up and receive a +2 increase to your AC.
Whenever a creature within 30 feet of you suffers hit point damage from an attack, you can use 2 Bloodsurge to reduce the damage they take by half, transferring the damage not taken to you instead. This effect can be prolonged to subsequent attacks hitting the target during this turn, consuming an additional Bloodsurge each time.
Starting at 2nd level, you can use your own lifeblood to heal creatures you touch.
As an action on your turn, you can touch a creature and transfer some of your health to it. You roll a Boiling Blood Die and a Transfusion Die. Take the result of the Boiling Blood Die as damage. This self inflicted damage can't be reduced, can reduce your hit points to 0. The creature is then healed for the amount of the Transfusion Die.
Additionally, you can spend 2 Bloodsurge to double the result of the Transfusion Die. This must be announced before rolling either die. This feature has no effect on undead and constructs.
As Sacrieur 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, others mimic the ways of the agile and always calm monks becoming Battleweaver or fully embrace their sacrificial way and become a Sanguine Protector.
The bloodline chosen grants the Sacrieur 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 Sacrieur 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. When this increase occurs is linked to your maximum hit points, as shown in the Multi-Arm table. The bonus damage applies to melee attacks and only the highest currently suitable bonus applies.
|Hit Point Maximum||60 +||80 +||100 +||120 +||140 +||160 +||180 +||200 +||220 +||240 +||260 +||280 +||300 +|
|+1 when at x or lower||30||40||50||60||70||80||90||100||110||120||130||140||150|
|+2 when at x or lower||15||20||25||30||35||40||45||50||55||60||65||70||75|
|+4 when at x or lower||8||10||13||15||18||20||23||25||28||30||33||35||38|
|+8 when at x or lower||1||1||1||1||1||5||5||5||5||5||10||10||10|
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 are next on the initiative order. During this turn, you have advantage on all attack rolls and ignore the self inflicted damage from your Boiling Blood and Burning Blood. At the end of this turn you fall unconscious and automatically fail 2 death saving throws.
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 Sacrieur 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 Bloodsurge 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/10 rounds.
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 addrenalin, 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.
small = 1 / medium = 2 / large = 4 / huge = 6 / gargantuan = 10
- Frenzied Attack
Beginning at 6th level, you can use 1 Bloodsurge when taking the Attack action to make a single melee attack as a bonus action.
- 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 Boiling Blood, only the charge attack makes Boiling Blood 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 energy.
When landing an unarmed strike, you roll the normal damage and a Boiling Blood Die, dealing the whole damage as necrotic damage and healing for half of the rolled amount, rounded down. 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. Once per long rest, the Battleweaver can replenish up to half their maximum Bloodsurge during a short rest.
- Unarmored Defense
Using awareness instead of toughness for defense, your Sanguine Armor becomes the Unarmored Defense feature instead. Your AC while wearing no armor and not wielding a shield equals 10 + your Dexterity modifier + your Wisdom modifier.
- Rain and Water
When deciding to become a Battleweaver, the Sacrieur starts to practice the fighting style of monks. This enables them to emulate the Flurry of Blows and Patient Defense 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 Boiling Blood.
Flowing Water Stance
You can spend 1 Bloodsurge to take the Dodge action as a bonus action on your turn.
Beginning with 6th Level, the Battleweaver can use his abundant vitality to heal himself. As an action, he can regain hit points equal to double his Sacrieur level. This feature can be used twice per long rest.
Additionally the Battleweaver gains immunity to diseases and resistance to poison.
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 50 feet of him and to swap places with it, without provoking an attack of opportunity. This action consumes 3 Bloodsurge and the target can choose to refuse the Transposition, having to succeed on a dexterity saving throw to do so.
The DC is 8 + the Sacrieur's Proficiency Bonus + the Sacrieur's Wisdom modifier.
Beginning with 14th level, the Battleweaver can draw more agility from his blood gaining increased speed, reflexes and versatility.
The base speed of the Battleweaver increases by 10 feet.
The Battleweaver gains the ability to cast the Misty Step spell, consuming 1 Bloodsurge to do so.
The Battleweaver can use 2 reactions each turn, consuming 1 Bloodsurge for the second reaction.
The earth in your flesh.
Neglecting attack and keeping their allies alive by taking more damage, the Sanguine Knight 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 undead, elementals or constructs.
As part of this pact the Sanguine Protector marks the ally, dealing a full Boiling Blood Die as direct damage to the target. This mark stays with the target until the next long rest, during which the pact can either be prolonged, from which the target suffers another full Boiling Blood Die, relinquished or formed with another willing ally.
The pact establishes a Sacrifice with the mark, which is active, until the pact runs out or the Sanguine Protector and mark are more than 60 feet apart. The effect of the sacrifice on the mark activates automatically whenever the mark takes damage, no longer needing a reaction or additional Bloorsurge for the activation. The Sanguine protector can still use his reaction to activate sacrifice as normal, the range from which it can be activated increases to 60 feet. A Sacrifice used on the Blood Pact mark temporarily doubles the effect, causing the Sacrieur to take the full damage of his target instead. This still needs a reaction to activate and consumes 2 Bloodsurge for the initiation and 1 Bloodsurge for each additional damage.
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 Sacrieur increases their maximum hit points by 3 and gains 1 additional hit point on each subsequent level up.
- Sanguine Carapace
Beginning at 6th level, you can use your action to touch the mark of your Blood Pact or yourself to veil them in a shield of shadows or tattoos. This feature grants the target temporary hit points equal to your Sacrieur level or twice your level if cast on yourself. Doing so consumes 4 Bloodsurge and the temporary hit points last for 2 hours or until used up.
- 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 +2AC.
While a Blood Pact is active the Sanguine Protector can't be charmed or frightened.
If the attack damaging his mark is not also affecting the Sanguine Protector, he can now use his reaction to instead perform a Transposition with them, using Bloodsurge to do so. Using this method, the Sanguine Protector can still block the attack he just switched into, if the attack would not normally hit him.
- Blood Pact Devotion
Beginning at 16th level, you can make your Blood Pact permanent, making it last until either the Sanguine Protector or the mark die and are not resurrected for at least 7 days. 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 is further increased to 120 feet.
Additionally, 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 10 rounds. 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 sacrieur class, you must meet these prerequisites: Constitution 13, Strength 13
Proficiencies. When you multiclass into the sacrieur class, you gain the following proficiencies: none