D&D Implementation - jc1483/Cradle GitHub Wiki
Important Links
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