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Information in Sacred Arts page will be important to understanding this page.

Madra/Vital Aura Aspects

The "aspects" mechanic augments the damage type mechanic in DnD. Each aspect is resistant or vulnerable to two other types. A list of all aspects is provided below:

  • Blade
  • Blood
  • Bow
  • Cloud
  • Crown
  • Death
  • Destruction
  • Dragon
  • Dream
  • Earth
  • Fire
  • Force
  • Hammer
  • Hunger
  • Ice
  • Life
  • Light
  • Poison
  • Pure
  • Shadow
  • Shield
  • Spatial
  • Strength
  • Void
  • Water
  • Wind

Class: Sacred Artist

Mechanics

Level

Instead of level 1-20, sacred artists have Advancements. Rank/Advancement/Level could all refer to Advancement instead of the DnD level. The names of each rank are given in the table below.

Name of Advancement Rank No. DnD rough level equivalent
Foundation 1 1/2
Copper 2 3/4
Iron 3 5/6
Jade 4 7/8
LowGold 5 9/10
HighGold 6 11/12
TrueGold 7 13/14
Underlord 8 15/16
Overlord 9 17/18
Archlord 10 19/20
Herald/Sage 11 21/22
Monarch 12 23
Ascendant 1-5 13 24-29
Judge 14 30

Ambition

Ambition trait replaces the Charisma trait for Sacred Artists.

Madra Density

Madra density is the alternate leveling mechanic for Sacred Artists. At levels 1, 2, and 4, Sacred Artists gain access to a new cycling technique based on their level and path. A Sacred Artist's cycling technique determines how much madra density increases during a long rest, among other things.

Madra density resets to zero after gaining advancement, but target madra density is additive.

Techniques

Techniques replace spells in DnD.

A sacred artist has a number of base technique slots available to them depending on their level. However, a sacred artist can use a technique slot of 1 advancement below their current rank even if all have been expended but must become overstrained and fall unconscious afterward.

Base technique slots per level:

Rank↓ 1 2 3 4 5 6 7 8 9 10 11 12
1 3
2 3 2
3 5 3 1
4 5 5 3 1
5 5 5 3 2 2
6 5 5 3 2 1
7 5 5 4 2 1
8 5 5 3 2
9 5 5 2 1
10 5 5 2 1
11 5 5 3 1
12 5 5 3 1
13 5 5 5 1-5
14 20

Path

Starting at 3rd level, you gain access to a choice of paths (subclasses). You can learn techniques (spells) from your path via books, scrolls, dream tablets, or someone teaching you. There is no need to prepare the spells, they are always ready once learned.

Augments

Iron Body

Starting at Iron advancement, you gain access to an Iron body specific to your subclass. They have varying passive and active effects.

Goldsign

At LowGold advancement, you gain access to a body augment which may be aesthetic or functional depending on your path. Alternatively, you may gain a sacred beast ally instead.

Soulfire

Starting at Underlord, you gain points of soulfire. Soulfire can be used for the following effects:

Control Aura.

You may spend 1 soulfire to control vital aura in your surroundings to various effects until concentration is broken, up to 1 minute.

Aura Effect
Blade Control a sword or spear within 60 ft. (Can make weapon attacks)
Blood Give a target within 60 ft. exhaustion level 2
Bow Give a target within 60 ft. advantage on ranged attacks.
Cloud Gain flight with speed equal to your normal speed.
Crown Give a target within 60 ft. advantage on Ambition and Intelligence checks.
Death Stabilize a target within 60 ft and give it advantage on death saving throws.
Destruction Disintegrate any inanimate and non-spiritual matter smaller than a 1ft x 1ft cube within 60 ft.
Dragon Give a target within 60 ft. advantage on Strength and Constitution checks.
Dream Give chosen targets within 60 ft. disadvantage on perception checks.
Fire Light or extinguish chosen fire(s) within 60 ft.
Force Knock a large or smaller creature or object within 60 ft. prone.
Hammer Increase soulsmithing proficiency by 1.
Hunger Refresh a chosen spell slot.
Ice Grapple a target within 60 ft.
Life Heal a target within 60 ft. by 2d10.
Light Light surroundings within 120 ft as if they were in full daylight.
Poison Cleanse a target within 60 ft. of poison and paralysis.
Pure Cleanse a target within 60 ft. of charmed, stunned, and frightened.
Shadow Give chosen targets within 60 ft. advantage on stealth checks.
Shield Gain bludgeoning, slashing, and piercing damage resistance.
Spatial Blink to a location within 60 ft.
Void Choose an unwielded tiny object within 60 ft. It goes into your soulspace if there is room.
Water Gain advantage on Dexterity and Wisdom checks.
Wind You may take the Dash action for free once per turn.

Soulfuse Technique

Spend 1 soulfire to roll the damage of an ability with advantage.

Soul Space

Starting at Underlord, you gain soul space inventory slots. Items can be retrieved and stowed with a free object interaction.

Will

Upon manifesting an Icon, a sacred artist gains points of Will. Each point of Will can be used to speak a truth into existence. The ruling of this is entirely up to the DM. Will points are regained on long rest.

Class Features

Unarmored Defense

Beginning at Foundation level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your dexterity modifier + your Wisdom modifier

Unarmed Strike

Beginning at Foundation level, you gain the unarmed strike attack, rolling 1d4 (changes with level, see table). When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Advancement 1 2 3-4 5 6-7 8-9 10-11 12-29 30
Die d4 d6 d8 d10 d12 d20 d24 d48 d100

Deflect Missiles

Starting at Iron, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.

Slow Fall

Beginning at Iron , you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.

Double Attack

Beginning at LowGold, you can attack twice, instead of once, whenever you take the attack action on your turn.

Perfect Soul

Upon reaching Monarch, when you roll for initiative and have no soulfire points remaining, you regain 4 soulfire points.

Perfect Will

Upon reaching Ascendant, when you roll for initiative and have no will points remaining, you regain 4 will points.

Character Sheet

A sample character sheet is given below: Sacred Artist Character Sheet 5e.pdf