Base Class: Monk
With a deeper understanding of Ki, Sacred Artists realize that everything has Ki and creates an energy called Madra. Madra comes in several types and is dependent on what it is produced by, a campfire will produce fire madra and a little bit of destruction madra, a waterfall will produce water madra and force madra, a storm will produce water and lightning madra, etc. With a deeper understanding of Ki comes a deeper understanding of your own body, you realize you have a core of pure madra connected to a network of channels throughout your body and that is how you have used Ki. Sacred Artists have learned to take other aspects of madra into their pure core and cycle it through their body until their core produces that aspect on its own, they can even combine several aspects to create a unique Path that utilizes those aspects. For example a Sacred Artist could take in water, wind, and lightning madra to create a Storm Path, or light and dream madras could be used to create a Path of Illusions. A Path can be similar but also different, a Sacred Artist who takes in equal parts fire and destruction would have access to different techniques than a Sacred Artist that only took in fire madra.
The Madra types are as follows:
- Fire - deals fire damage and will burn targets causing 1d4 fire damage at the end of their turn for 1 minute or until they put out the fire
- Water - deals cold damage and will cause target to take disadvantage on next attack roll
- Ice - deals cold damage and will freeze targets causing 1d4 cold damage at the end of their turn for 1 minute or until they are warmed
- Earth - deals bludgeoning damage and will hinder targets, lowering their speed by 5 feet on their next turn
- Air - deals slashing damage and can push targets up to 10 feet away
- Sharp - deals slashing or piercing damage and will bleed causing 1d4 damage at the end of their turn for 1 minute or until they take an action to bandage the wound
- Light - deals radiant damage and will cause blindness for 1 minute or until they pass a WIS saving throw
- Dream - deals psychic damage and will charm the target for 1 minute or until they pass a WIS saving throw
- Shadow - deals necrotic damage and the target can either be frightened for 1 minute or until they pass a WIS saving throw or grappled by shadowy tendrils for 1 minute or until they pass a STR saving throw
- Lightning - deals lightning damage and will paralyze the target for 1 minute or until they pass a CON save throw
- Force - deals bludgeoning damage and can push targets up to 10 feet away
- Poison - deals acid damage and will cause poison
- Destruction - deals necrotic damage and will eat at the wound causing 1d4 necrotic damage at the end of their turn for 1 minute or until they take an action to bandage the wound
- Life - deals radiant damage and will heal you for 1d4 for every target affected
- Death - deals necrotic damage and will eat at the targets life causing 1d4 necrotic or psychic damage at the end of their turn for 1 minute or until they take an action to bandage the wound
The damage is increased to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 17th level, the DC is 10 + your modifier + proficiency. There are three categories that every technique can fall into;
- Enforcer - techniques that fortify your body and increase your melee attacks or protect your body
- Striker - techniques that manifest your madra to create attacks whether melee or ranged
- Ruler - techniques that manipulate an aura of madra to create effects in an area
Each technique you use will be dependent on the Path you have chosen but it needs to be based off your Madra types and will have different effects.
Path of the Sacred Artist
3rd-level Way of the Sacred Artist
Your understanding of madra allows you to utilize it and take it into your core, giving you access to unique techniques that depend on the type of Path you have chosen. You now pick what madra type your core will produce and what aspects of madra you will utilize. You can start utilizing techniques incorporating your madra, expending 1 Ki per Technique you gain one of the following benefits depending on the technique you use;
- Enforcer - one of the following
- you add 1d4 to your damage roll and the enemy is effected by one of the madra types you cycle
- enforce your body and gain advantage on STR, DEX, and CON saving throws
- enforce your body and subtract 1d4 from physical damage
- Striker - One of the following
- Launch your madra at an enemy for a ranged attack adding your DEX modifier to the attack roll, doing 1d6 + proficiency damage. Your madra will leave the target with an effect if it hits.
- Enhance a physical attack
- If sharp madra is used you can create extra slashes/piercing attacks when doing a melee attack with a sharp weapon, add 1d4 to damage
- If dream or light madra is used you can create false images when attacking, roll with advantage to attack
- If water or shadow madra is used you can create a whip of your madra aspects that you are proficient with, will leave an effect if it hits
- Ruler
- Use your madra to manipulate a cylindrical area 10 feet wide that you can see and cause an effect depending on your madra, DC= 10 + your modifier + your proficiency
- If its fire, water, ice, lightning, air, sharp, force, or earth you cause 1d4 that type damage to any targets you choose in the effected area and leave them with an effect if they fail the saving throw. They must make a DEX saving throw, they take half damage and not effected on a pass, take full damage on a fail and have an effect.
- If its dream, light, or shadow you cause 1d4 that type damage to any targets you choose in the effected area and leave them with an effect if they fail the saving throw. They must make a WIS saving throw, they take half damage and not effected on a pass, take full damage on a fail and have an effect.
- If its blood, poison, destruction, life, or death you cause 1d4 that type damage to any targets you choose in the effected area and leave them with an effect if they fail the saving throw. They must make a CON saving throw, they take half damage and not effected on a pass, take full damage on a fail and have an effect.
- Use your madra to manipulate a cylindrical area 10 feet wide that you can see and cause an effect depending on your madra, DC= 10 + your modifier + your proficiency
At 6th level extra damage will be 1d6, at 11th level it will be 1d8, at 17th level it will be 1d10
Iron Body
6th-level Way of the Sacred Artist Feature
Your body has been reforged with Madra, expelling any impurities and enhancing your inherent abilities. You gain the following benefits:
- Advantage to CON saving throws
- Resistance to damage of the same madra type you cycle
- Darkvision up to 60 feet as your eyes have become accustomed to seeing madra around you
Gold Sign
11th-level Way of the Sacred Artist feature
The madra you cycle has started to effect your body leaving what Sacred Artist monks call a Gold Sign. These can be different depending on the Artist but are based upon their madra, like hair that moves like fire or arms black as coal that are always warm, skin that looks frostbitten but is not damaged, wings, a storm cloud floating over your head, a halo of light, a fox tail made of purple fire for a dream artist. you gain one benefit based on one of the madra types you cycle.
- Fire - you can enforce every melee attack with fire damage dealing an extra 1d8 fire damage, without burning the target
- Water - you can breath underwater for up to 1 hour and have a swimming speed of equal to your walking speed
- Ice - you can enforce every melee attack with cold damage dealing an extra 1d8 cold damage, without freezing the target
- Earth - you can move unhindered through difficult terrain and can create difficult terrain as you move for half you movement speed
- Sword - you can enforce every melee attack with Slashing/Piercing damage dealing an extra 1d8 Slashing/Piercing damage, without bleeding the target
- Light - you can enforce every melee attack with radiant damage dealing an extra 1d8 radiant damage, without blinding the target
- Dream - you can enforce every melee attack with psychic damage dealing an extra 1d8 psychic damage, without charming the target
- Shadow - you can slip into the shadows and have advantage on stealth checks
- Lightning - you can enforce every melee attack with Lightning damage dealing an extra 1d8 lightning damage, without paralyzing the target
- Air - you have a flight speed equal to your movement speed
- Force - you can enforce every melee attack with force, pushing the target up to 10 feet away
- Poison - you can enforce every melee attack with acid damage dealing an extra 1d8 acid damage, without poisoning the target
- Destruction - whenever a melee attack hits you leave the target with disadvantage on their next attack roll
- Life - whenever you deal melee damage you can gain 1d8 temporary hit points
- Death - you can enforce every melee attack with necrotic damage dealing an extra 1d8 necrotic damage, without paralyzing the target
The extra damage changes to 1d10 at 17th level
Sacred Lord
17th-level Way of the Sacred Artist feature
Your mastery over madra has enhance your abilities. You gain the following benefits;
- Your Ruler technique now effects a cylindrical area 20 feet across, and can leave the targets with two of your madra effects
- Your Gold Signs can be used to attack if you hands are unable to, they use a Striker Technique, it still cost 1 Ki
- You can make Striker attacks without the effect for no Ki cost
You have also opened a space in your core that can store any non-living item, no matter the size. It can not be seen by others and cannot be taken from you, it takes one bonus action to store or remove the item. It will stay there until you remove it and will not be affected by time.
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