━━ Heretic Inquisitor ━━━━━━━━━━━
Flavor Text.
Spell Drought
At 2nd level, you cannot cast spells by any means other than your once per long rest use of Advanced Rituals, with Iconic Spells, or by using a spell scroll that you made using Transcription. Unless it is a spell you cast on yourself, you are immune to the effects and damage from spells that are in your ritual book. This includes environmental effects, like those caused by fog cloud, or visual illusions like those caused by invisibility. You can still percieve these effects, but you can see through them as though they aren't there.
Additionally, a number of Sage skills gain additional effects.
Transcription
The cost and time it takes to make spell scrolls is tripled for you.
Chromatic Spell Scrolls
You can use your reaction and expend one scroll to negate damage you take from magic (e.g. from a spell or a magical weapon attack).
Sage's Staff
As a reaction, when you see a creature cast a spell, you can copy it into your Sage's Staff. It lasts for 1 minute, after which the spell disappears. You cannot add spells to your staff by any other means. You deal 1d8 additional damage with your staff for every two levels worth of spells that are stored in it.
Encyclopedic Knowledge
You can select a spell of any level as long as it is in your ritual book.
Iconic Spells
Select one spell instead of two.
Weave Manifestation Scroll
As a reaction when you see a creature within your reach cast a spell, you can expend this scroll to negate that spell.
Knight Training
At 2nd level, you gain the benefits of the bound armor spell at all times, and gain proficiency in simple and martial weapons. You can use your Intelligence modifier for the attack and damage rolls you make with a weapons you are proficient with.
You can designate your weapon as your Sage's Staff. You can only designate one weapon as your sage's staff at a time. While you are wielding a weapon in two hands, you can cast spells, activate magic items, or access your ritual book even if you do not have a free hand.
Spell Theory Master
At 2nd level, your ritual book has a section for cantrips. Cantrips you know automatically appear in your ritual book, and if you find a cantrip spell scroll, you can add it to your ritual book as you would with any spell scroll. You also learn two additional spells, and another additional spell whenever you gain a level in this class.
Advanced Magical Knowledge
At 6th level, you can add spells to your ritual book that are two levels higher than you are normally able to cast. Additionally, when combat begins, your sage's staff starts with a 1st level spell in it (which disappears after 1 minute).
Witch Hunter
At 11th level, you become resistant to magical slashing, piercing, and bludgeoning damage. Additionally, you can attack twice instead of once whenever you take the attack action on your turn.
???
At 17th level, you can use Advanced Rituals twice per long rest instead of once. Additionally, creatures of your choice that are within 5 feet of you are immune to the effects and damage of spells that are in your ritual book.
Sage
Scholarly Scribe
An uncommon occurrence left you unable to cast magic in any way. Where most in this situation would turn to the martial practices, you instead decided that you would pave your own path. Through dedication and study, you unlocked a new way to craft magic.
You do not get spell slots. Without proper preparation, you can only cast spells as rituals. Your power comes from your foresight, and your weakness is getting caught in a situation where you had no time to prepare.
Creating a Sage
When creating a Sage, consider your focal point of arcane study. Do you prefer to focus on a specific school of magic or do you like to study all magic? Are you trying to unlock a new form of magic, or rediscover lost magics that died off in ancient civilizations? A Sage is someone that tries to understand magic at a deep level, and will go out of their way to uncover the secrets they are looking to unveil.
Quick Build
You can make a Sage quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom. Second, choose the Sage background.
Class Features
Hit Points
- Hit Dice: 1d8 per Sage level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sage level after 1st.
Proficiencies
- Armor: shields
- Weapons: staves, daggers, hand crossbows
- Tools: calligrapher's supplies
- Saving Throws: Intelligence and Wisdom
- Skills: Choose 3 from Arcana, Insight, Investigation, History, Nature, Perception, Religion, and Slight of Hand.
Equipment
You start with the following:
- A quarterstaff and a dagger
- (a) a shield or (b) 2 daggers
- (a) a ritual book or (b) a shrunken head
- (a) Two 1st-level spell scrolls you know or (b) Two spell scrolls of any level that your DM chooses.
- (a) 100 gp of high quality paper and ink or (b) A greatsword and 50 gp of high quality paper and ink
- A scholar's pack
Alternatively, you may start with 6d10 × 15 gp to buy your own equipment.
Sage
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Level |
|---|---|---|---|---|---|
| 1st | +2 | Ritual Casting, Transcription, Chromatic Spell Scroll | 3 | 2 | 1st |
| 2nd | +2 | Practiced Genre, Scholar | 3 | 3 | 1st |
| 3rd | +2 | Sage's Staff | 3 | 4 | 2nd |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 2nd |
| 5th | +3 | Photographic Memory | 4 | 6 | 3rd |
| 6th | +3 | Practiced Genre feature, Multitasker | 4 | 7 | 3rd |
| 7th | +3 | Iconic Spells | 4 | 8 | 4th |
| 8th | +3 | Ability Score Improvement | 4 | 9 | 4th |
| 9th | +4 | Magic Manipulation | 4 | 10 | 5th |
| 10th | +4 | Condense Ritual | 5 | 11 | 5th |
| 11th | +4 | Practiced Genre feature, Fabricate Scroll | 5 | 12 | 6th |
| 12th | +4 | Ability Score Improvement | 5 | 12 | 6th |
| 13th | +5 | Layman's Terms | 5 | 13 | 7th |
| 14th | +5 | Cantrip Mastery | 5 | 13 | 7th |
| 15th | +5 | Weave Manifestation Scroll | 5 | 14 | 8th |
| 16th | +5 | Ability Score Improvement | 5 | 14 | 8th |
| 17th | +6 | Practiced Genre feature | 5 | 15 | 9th |
| 18th | +6 | Ancient Wisdom | 5 | 15 | 9th |
| 19th | +6 | Ability Score Improvement | 5 | 15 | 9th |
| 20th | +6 | Ritual Sage | 5 | 15 | 9th |
Ritual Casting
You are a student of arcane magic, but unlike other arcane practitioners, you've found that the connection that most people have to the weave is out of sync. This has resulted in you not having spell slots, but allows you to use most magic. You have a ritual book containing spells that show the beginnings of magic as a whole.
Ritual Book
At 1st level, you have a ritual book containing two 1st-level spells from any class' spell list of your choice. Your ritual book is the repository of the spells you know, except your cantrips, which are fixed in your mind.
You can add spells from spell scrolls to your ritual book without making a check, however the scroll is still consumed.
Preparing and Casting Spells
The Sage table shows what level of spells you are able to learn and cast. Unlike other casters, you don't have any spell slots, and can only cast spells as rituals or through special means, like a spell scroll.
For you, all spells are considered ritual spells, however only spells with the ritual tag can be cast infinitely. When you complete a long rest, all spells in your Ritual Book become prepared. When you cast a prepared spell, it becomes unprepared. At 2nd level you can cast any 1st level spell in your ritual book twice before it becomes unprepared. This includes 2nd level spells at 4th level, 3rd level spells at 7th level, 4th level spells at 9th level, and 5th level spells at 12th level.
Spells of 7th level and higher are taxing and hard to use. When you gain access to these spells, you can only cast one 7th, one 8th, and one 9th level spell as a ritual per long rest.
Learning Spells of 1st Level and Higher
You know two + your Intelligence modifier 1st-level spells of your choice from any class' spell list, which are in your Ritual Book. You learn additional spells of your choice based on your level, as shown in the Spells Known column of the Sage table. Each of these spells must be of a level you can cast, and appear in your Ritual Book when you learn them. A Sage cannot create matter from nothing, so there are a handful of spells that a Sage cannot learn, which are detailed in Forbidden Spells.
On your adventures, you might find other spells that you can add to your ritual book. As long as it is of a level you can cast, you can add any spell to your ritual book. This process takes an hour and 50 gold per spell level.
Cantrips
At 1st level, you know three cantrips of your choice from any class' spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sage table. You can cast cantrips normally.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells. Your ritual book is considered an arcane focus for you.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn spells through dedicated study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for any spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Forbidden Spells
The following spells are spells that create matter, fundamentally. A sage does not need to expend their power in the same way a Wizard or a Sorcerer does, therefore spells like these break the natural order of the world. As such, a Sage cannot learn the following spells:
| Spell Level | Spells |
|---|---|
| 1st | create or destroy water |
| 3rd | animate dead, create food and water, tiny servant |
| 4th | death ward, faithful hound, guardian of faith |
| 5th | contagion, creation |
Transcription
At 1st level, you have advanced training in writing magic scripture. When you add a spell from a spell scroll to your ritual book, you ignore the cost of materials, and do not need to make an arcana check. It takes 1 minute (as though concentrating on a spell) to add a spell from a spell scroll to your ritual book. Doing so still consumes the spell scroll.
Additionally, the rules for crafting spell scrolls change for you. You do not need to cast or have a spell prepared to make it into a spell scroll. When you cast a spell using a spell scroll, you can choose to use your spell casting modifier for attack rolls and spell save DC.
The price and time it takes to create scrolls is detailed in the chart below:
Crafting Table: Spell Scrolls
| Level | Time | Cost (gp) |
|---|---|---|
| Cantrip | 30 minutes | 15 |
| 1st | 1 hour | 25 |
| 2nd | 2 hours | 50 |
| 3rd | 4 hours | 100 |
| 4th | 8 hours | 250 |
| 5th | 16 hours | 500 |
| 6th | 24 hours | 1,000 |
| 7th | 48 hours | 2,500 |
| 8th | 4 days | 5,000 |
| 9th | 1 week | 10,000 |
Chromatic Spell Scroll
At 1st level, you can now create scrolls with similar properties to the weave. Whenever you finish a long rest, you create one Chromatic Spell Scroll. A Chromatic Spell Scroll can be used to cast any spell of 6th level or lower that is in your Ritual Book, regardless of whether you have the spell prepared or not. You create an additional Chromatic Spell Scroll at the end of each long rest when you reach 8th level (2), and at 15th level (3). An unused Chromatic Spell Scroll turns to dust if you take a long rest without using it. Only you can use Chromatic Spell Scrolls that you create. Spells cast with Chromatic Spell Scrolls cannot be counterspelled.
Practiced Genre
At 2nd level, you begin specializing in a genre of magic. The archetype you choose grants you features at 2nd level and again at 6th, 11th, and 17th level.
Scholar
At 2nd level, you are a master of esoteric knowledge. When you make a concentration check to maintain a spell, you can make an Intelligence saving throw instead of Constitution. Additionally, you gain the following ability;
- Scholarly Mind. Whenever you make an ability check, you can add your Intelligence or Wisdom modifier to the roll. You can use this ability a number of times equal to your Proficiency modifier per long rest.
Sage's Staff
At 3rd level, you've learned how to create a conduit for your spells. You can craft a staff or wand that will work as a spell storage device, storing up to 3 levels worth of spells you cast into it. While holding this staff, you can cast any spell stored in it normally (not as a ritual). A spell cast from the staff is no longer stored in it, freeing up space. You can also remove spells stored within the staff without casting them as a free action. You can only have one Sage's Staff at a time.
At 6th level in this class, the staff's storage capacity increases to 5 levels worth of spells. This increases to 7 levels at 11th level, and 9 levels at 15th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Photographic Memory
At 5th level, when you see a creature cast a spell that isn't in your ritual book, you can use your reaction to memorize the spell. You can add that spell to your Ritual Book if it is of a level you are able to cast, expending materials and time as necessary. If the spell is of a higher level than you are able to cast, you can keep it in your mind until you are high enough level to cast it. You can only memorize one spell at a time.
Multitasker
At 6th level, ritual casting and held actions no longer require concentration or an action each turn to maintain them. While ritual casting, you can talk and move normally, cast spells, and use items. If the spell you are ritual casting requires concentration, you begin maintaining concentration when you finish casting it. You stop ritual casting if you cannot take actions, start casting another spell as a ritual, or choose to stop casting at will.
Iconic Spells
At 7th level, at end of a long rest, choose a number of spells (other than healing spells) in your ritual book of 6th level or lower equal to your proficiency modifier. These spells do not become unprepared when you cast them. You can cast one of these spells at its normal casting time once, after which you cannot use this skill again until you finish a long rest.
Magic Manipulation
At 9th level, you can attune to one additional magic item, and once per long rest when you cast a concentration spell of 6th level or lower, you can choose for the spell to be non-concentration for the duration. You can end any spell cast in this way at will.
Condense Ritual
At 10th level, you've learned how to shorten rituals down and cast them more effectively. Any spell with a casting time of 1 minute or less can be cast as a ritual in 1 minute, and once per short or long rest you can cast one spell in your ritual book that has the ritual tag as an action.
Fabricate Scroll
At 11th level, you can quickly replicate a powerful scroll in a pinch. Once per day when you finish a short rest, you can choose to regain 1 expended Chromatic Spell Scroll.
Layman's Terms
At 13th level, your spell scrolls are convenient and easy to understand. Anyone can cast a spell scroll you make, and creatures can use them without making a check even if the spell is of a higher level than they would normally be able to cast. When someone casts a spell using a spell scroll you made, they use your casting ability for attack rolls and saving throws.
Cantrip Mastery
At 14th level, you master the fundamentals of magic. You now have a section in your ritual book for cantrips. When you come across a cantip spell scroll, you can copy it into your ritual book as you would a leveled spell, and when you see someone cast a cantrip, you can remember it for later. You can add that cantrip to your ritual book during your next short or long rest, expending the materials and time that would be necessary for creating a cantrip spell scroll. You can only remember and copy one cantrip in this way at a time.
Unlike cantrips you have memorized, you prepare these for casting at the end of a long rest by selecting a number of cantrips from your ritual book equal to half your Intelligence modifier (rounded up).
━━ Practiced Genre ━━
By taking your time to learn the different indirect ways to cast spells, you develop a genre of expertise that gets better with practice. Figuring out the intricacies of spell scrolls and magic formulae, learning the secrets of runes and their applications, a practiced genre gives you more control over magic.
Weave Manifestation Scroll
At 15th level, you can now create a scroll directly from the weave. Whenever you finish a long rest, you create a Weave Manifestation Scroll in addition to your Chromatic Spell Scrolls. A Weave Manifestation Scroll can be used to cast any spell of 9th level or lower that is in your Ritual Book, regardless of whether you have the spell prepared or not. You cannot have more than one Weave Manifestation Scroll at a time, and only you can use Weave Manifestation Scrolls that you create. Spells cast with Weave Manifestation Scrolls cannot be counterspelled.
Ancient Wisdom
By 18th level, you've learned magics that warp the weave. You can add half your Wisdom modifier (rounded up) to attack rolls, damage rolls, and your spell save DC.
Ritual Sage
At 20th level, you've become an unrivaled expert in your field of study. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Additionally, you gain one 3rd level and one 6th level spell slot, which you can use to cast any spell in your ritual book. You regain expended spell slots during a long rest.
━━━ Rune Scribe ━━━━━━━━━━━━
By studying magic formula and weaving together complex arcane circles, you are a master at creating spell scrolls that can be as complex or as simple as you need them to be. Your ritual book is full to the brim with all the spells you use as a catalyst for scroll development.
Printing Press
At 2nd level, you've learned a shortcut for crafting spell scrolls. As an action, you can create a spell scroll of any spell in your Ritual Book by expending a number of gold pieces worth of high quality paper and ink equal to double the normal cost of crafting the scroll, or 100 gold pieces (whichever is higher), as shown in transcription.
Weave Parchment
At 2nd level, you learn how to harvest magical parchment directly from the weave. Once per day when you finish a long rest, you gain a number of gold pieces worth of magical parchment and ink equal to 100 x half your Sage level (rounded up).
Spell Shorthand
At 2nd level, you've developed a faster method for using scrolls. You can cast any spell with a cast time of 1 action from a spell scroll you made, or from a Chromatic Spell Scroll, as a bonus action rather than an action. You can do so even if you cast a spell of 1st level or higher as an action. You can use this ability twice per long rest. Casting a Cantrip spell scroll does not consume a use of this ability.
Spellcraft
At 6th level, whenever you finish a long rest, you create two spell scrolls of spells in your Ritual Book, up to 6th level, at no cost. Only you can use these spell scrolls, and they turn to dust if you create more scrolls using this ability.
Rune Writing
At 11th level, as an action, you can inscribe a rune by touching an area, object, or person. Select spell of 6th level or lower that is in your ritual book. You can choose for the spell to activate immediately or for it to have an activation trigger (e.g. a password). The spell does not require concentration. If it has a duration, it lasts 1 minute unless the duration was shorter than 1 minute. A rune lasts for 4 hours, after which the magic fades from the rune. You can inscribe a rune once per long rest.
Gift of Knowledge
At 17th level, you've gained the attention of the god of magic. Once per day at the end of a long rest, two random spell scrolls appear among your belongings. These two scrolls can contain any spell of 6th level or higher, and can be spells you may or may not know. Your DM chooses the spells.
━━━ Weave Alchemist ━━━━━━━━━━
You crack the code of magic and learn the sequences that make magic function. Though you lack the ability to tap into the weave through traditional means, your thorough understanding of how magic works allows you to create a new a conduit that fundamentally alters your life force.
Philosopher's Stone
At 2nd level, you create a Philosopher's Stone, which acts as your ritual book. All spells in your Ritual Book appear in your Philosopher's Stone, and your ritual book turns to dust. While you hold your Philosopher's Stone, you know all spells stored inside it. The time and cost of copying spells into your ritual book is reduced by half. To copy a spell into your Philosopher's Stone, you expend gold pieces worth of gems and precious metals instead of paper and ink, which your Philosopher's Stone consumes.
- For every 10 years that pass, your body ages 1 year.
- As a reaction, when you see a creature cast a spell of a level you can cast, you can pay the cost for copying the spell into your ritual book to instantly copy it into your Philosopher's Stone. You can do this once per long rest.
If you lose or destroy your philosopher's stone, you can summon it back to you with a 10 minute ritual.
Alchemical Spellcraft
At 2nd level, you can create spell scrolls using gems or precious metals with a value equal to or exceeding the spell scroll cost, as shown in transcription. You can store multiple spells within a single gem or precious metal object if the cost permits. When a spell is expended, the value of the object drops proportionately to the spell scroll cost, as shown in transcription, and when its value reaches 0, the object turns to dust.
Equivalent Exchange
At 2nd level, you can choose to cast spells at their normal casting time, or cantrips as a bonus action, by expending gold pieces worth of precious metals, gems, or other valuables whose total value is equal to 3 x the cost of crafting it as a scroll, detailed in Transcription, or 100 gold pieces (whichever is higher). Valuables you expend in this exchange turn to dust.
Eternal Youth
At 6th level, you stop aging, you do not suffer the frailty of old age, and you cannot be magically aged. Whenever you finish a short rest your exhaustion level, if any, is reduced by 1, and whenever you finish a long rest you regain all expended hit dice instead of half.
Philosopher's Staff
At 11th level, you attach your philosopher's stone to your sage's staff. The storage capacity of your sage's staff increases by 4 levels worth of spells. Using your staff as a medium, you can cast a spell you have prepared immediately, ignoring the ritual casting requirement. You can cast spells in this way a number of times equal to half your wisdom modifier (rounded up, min 1) per long rest.
Eternal Life
At 17th level, you've unlocked the hidden secrets of magic. You cannot be killed except by failing 3 death saving throws. When you die, your body turns to dust, and any equipment you were carrying or wearing disappears. After 1d4 days, you reappear anywhere of your choice on the plane where you were born along with all of your equipment, as though you just finished a long rest. Once you use this ability, you cannot use it again for 30 days.
━━━ Magic Architect ━━━━━━━━━━━
Though you were born disconnected from the weave, you've bent it to your will and forced it to obey you. A Magic Architect does not learn magic, but forces it to abide by his will.
Pierce the Veil
At 2nd level, you learn how to peek at the latent magic of the weave. Once per day when you finish a long rest, one random spell scroll appears among your belongings. This scroll can contain any spell of 1st level or higher that is not in your ritual book. Your DM chooses the spell.
Mana Stream
At 2nd level, by collecting the magic in the air, you create pages of pure magic. You gain a number of spell pages, equal to your Sage level. These pages can be used to cast spells of a level equal to the number of pages you spend. You regain any expended pages at the end of a long rest.
Arcane Booster
At 2nd level, you can force the weave to give you magical power. When you cast a spell that allows you to activate additional effects as an action or bonus action (e.g. witch bolt, heat metal, etc.), you can activate their additional effects once per turn for free, and when you do, they deal an additional 2d6 force damage. You can do so on the turn you cast the spell, however you cannot activate a spell effect more than once per turn on subsequent turns.
Magic Resistance
By 6th level, you protect yourself against magic. You have advantage on saving throws against magical effects, and damage you take that is caused by magical effects is reduced by an amount equal to your Intelligence modifier.
Dual Casting
At 11th level, you learn how to split your consciousness into two entities. You can now cast two ritual spells simultaneously. Once per short or long rest when you cast a spell as an action, you can immediately cast another spell in your ritual book of the same level or lower for free as part of that same action. The spell must have a casting time of 1 action.
Spell Stacking
At 17th level, you've discovered how to manipulate magic better than most other mages. When you cast a spell with a spell slot, you can combine its effects with another spell. Choose a spell in your ritual book that is prepared, but is also 1 level lower than the spell you are casting. The spell effects are added to the spell you are casting, and are applied in the same way as the spell you are casting. For example, if you are casting Fireball and combine the spell Hold Person, the creatures are effected by Hold Person if they fail Fireball's dexterity Saving throw, rather than Hold Person's wisdom saving throw.
━━━ Spell Breaker ━━━━━━━━━━━━
By studying magic and the formulae that create spells, you can reverse engineer spells in battle, utilizing the power of such spells or even fundamentally dismantling them. A Spell Breaker learns spells quickly, and in some circles is known as an anti-mage.
Anti-magic
At 2nd level, when you see a creature within 120 feet of you cast a spell you have prepared, or one you know via Photographic Memory, you know what spell is being cast and can use your reaction to make an Arcana check versus the creature's spell save DC. On a success, the spell fails, and the caster can't cast that spell again for 1 minute. Whether you succeed or fail, the spell in your Ritual Book becomes unprepared, and you forget the spell if you have it memorized via Photographic Memory.
Nullify
At 2nd level, you gain more opportunities to unravel magic. You gain an additional reaction each round, and when you attempt to use Anti-magic, counterspell, or dispel magic and fail, you can use a reaction to reroll the check. Additionally, you have advantage on saving throws against magic that only targets you.
Deeper Knowledge
At 2nd level, you learn deeper magical secrets. You gain expertise in Arcana. You learn four additional spells of a level you are able to cast and 1 additional spell whenever you gain a level in this class after this one, all of which appear in your Ritual Book when you learn them.
At 5th level, when you gain Photographic Memory, you can memorize a maximum number of spells equal to your Intelligence modifier, rather than 1.
Magic Disruption
At 6th level, you learn dispel magic and counterspell. They are always prepared, and you can cast each of them using their normal casting time twice per long rest.
Additionally, when you deal damage to a creature that is concentrating on a spell, it has disadvantage on the concentration check.
Unweave Spellcraft
At 11th level, when you cast dispel magic or counterspell, you can make an Arcana check instead of a spellcasting ability check. When you cast either spell or use Anti-magic, you can force an affected creature to make an Intelligence saving throw versus your spell save DC. On a failed save, the creature suffers one of the following effects;
- Any spell the creature is concentrating on ends.
- One magical effect the creature is benefiting from ends. If the magic is effectively permanent, like from a passive magic item, the magic is negated for 1 round.
Sever Magic
At 17th level, you can turn your own magic power into anti-magic. When a creature makes a saving throw versus Unweave Spellcraft, it has disadvantage on the saving throw. On a failure, if the creature is attuned to a magic item, you can force the creature to become unattuned to it. If the creature is attuned to more than 1 magic item, it is unattuned to one at random. You can use this ability a number of times equal to your Intelligence modifier per long rest.
━━━ Battle Mage ━━━━━━━━━━━━
When you were young, you found yourself unable to cast magic. Unable to pursue the mystic arts, you decided to study the martial practices. After becoming a master of the blade, you discovered a new way to cast magic, and decided to incorporate it into your blade.
Sword Saint
At 2nd level, you learn how to augment your blade with magic. You gain proficiency with greatswords. You can use Intelligence for the attack and damage rolls made with a two-handed weapon, and if it has the Heavy property, it loses that property and gains the Finesse property for the attack.
You can use your weapon as a focus for your sage spells, and you can designate a it as your Sage's Staff, allowing you to store spells within it. You can only designate one weapon as your sage's staff at a time. While you are wielding a weapon in two hands, you can cast spells, activate magic items, or access your ritual book even if you do not have a free hand.
Magic Swordsman
At 2nd level, you can cast magic quickly between attacks with your blade. You do not have disadvantage on ranged attack rolls with spells cast against creatures that are within 5 feet of you, and you can use your bonus action each turn to make 1 weapon attack.
Sage Armor
At 2nd level, you can use Intelligence, rather than Constitution, when calculating maximum hit points each level (including this one). Whenever you take a short or long rest, you gain a number of temporary hit points equal to your Sage level + your Intelligence modifier.
War Magic
By 6th level, you can attack twice whenever you take the Attack action on your turn. When you take the attack action, you can cast a cantrip in place of one of your attacks. When you make a weapon attack with a two-handed weapon as part of your action, you can use your bonus action to cast a spell that is stored in your Sage's Staff.
Sword Enhancement
At 11th level, you can augment your sword with magic power. You learn tenser's transformation, which appears in your ritual book. It is always prepared, and you can cast it as a bonus action for free once per long rest. Whenever you cast tenser's transformation, the spell does not restrict you from casting cantrips, spells cast with magic items, or spells stored in your sages' staff. When the spell ends, you automatically succeed the spell's Constitution saving throw.
Blade Aura
At 17th level, you no longer need to concentrate on tenser's transformation when it is cast through Sword Enhancement. You can end its effects at will, and can cast it as a bonus action twice per long rest rather than once. While you are under the effects of tenser's transformation;
- Hostile creatures that come within 5 feet of you for the first time on a turn or start their turns there take 2d12 force damage.
- A creature that ends its turn within 5 feet of you has disadvantage on saving throws versus spells you cast until the end of your next turn.
- If you use your action to cast a spell, you can attack twice with a two-handed weapon as a bonus action.
━━━ Fate Weaver ━━━━━━━━━━━━
Luck favors you more than others. Perhaps you found a lucky coin, or maybe you found a four leaf clover. Whatever it be, your luck bends reality in your favor.
Lucky 7
At 2nd level, you craft a pair of 6-sided dice from fragments of the weave. While you possess these dice, whenever you make an ability check, saving throw, or attack roll, you can choose to make a luck check instead, and when you do, you can reroll both dice once.
If you lose the dice, they reappear among your belongings when you finish a short or long rest. The dice turn into mundane dice when you die.
Additionally, you learn the spells new pair of shoes and arcane roulette, which appear in your ritual book.
Luck Check
A luck check is considered the type of roll that it is replacing, and if you make a luck check in any other circumstance, it is considered an ability check.
Roll 2d6 instead of 1d20 for the roll(s).
- This counts as rolling a d20.
- You do not add anything to this roll.
- Advantage or Disadvantage does not affect this roll.
- If you roll doubles, you can reroll the d6's for that roll.
- If you roll doubles three times in a row, it is considered a natural 20 and you succeed on your roll regardless of the total.
If you roll exactly 7:
- An attack hits as though you met the creature’s AC.
- A saving throw succeeds as though you met the DC.
- If this was an ability check, the total becomes 21. At level 14, you can add your Intelligence modifier to this number.
If you roll anything that isn’t exactly 7 the total for your roll becomes 7.
No Whammy
At 2nd level, you can attempt to cast a spell of 6th level or lower using its normal casting time. This spell does not need to be in your Ritual Book, but it must be of a level you can cast. When you do, make a luck check. On a success, you cast the spell at its lowest level. On a failure, nothing happens and you cannot use this ability again until you finish a long rest.
High Roller
At 2nd level, with more ways to earn comes more ways to get rewarded. Whenever you make a luck check and do not roll a 7, you gain one reward point. You have a maximum of one reward point. Your maximum number of reward points increases by one at 6th level (2), 11th level (3), and 17th level (4).
Loaded Dice. Whenever you make a luck check, you can expend one reward point to roll one additional d6, then select and use the rolls from at least two of the three dice.
Grifter. When a creature within 60 feet of you makes an attack roll or saving throw, you can expend one reward point have them roll at advantage or disadvantage.
Hedge Your Bets
At 6th level, you always have a trick hidden up your sleeve. After your make a luck check, you can choose to replace your roll with a 7. You can use this ability twice per long rest.
The House Always Wins
At 11th level, you gain the following abilities.
Casino Advantage. Whenever you make a luck check, you can expend 1 reward point to add or subtract 1 from any die rolled.
Russian Roulette. When a creature within 60 feet of you takes damage, you can expend 1 or more reward points and roll a luck check for each point spent. The damage is reduced by 7 for each point spent, and you take 7 psychic damage for each luck check you failed.
Blazing 7s
At 17th level, the number 7 becomes even luckier for you. You gain the following abilities.
Double or Nothing. Whenever you make an attack and roll a 7 on a luck check, you can expend 2 reward points. Roll two more luck checks. If you roll 7 on both checks, the attack is treated as a critical hit. If one or more of your rolls is not a 7, the total for your roll becomes 7.
Jackpot. As an action, you can expend 4 reward points to regain one expended Chromatic Spell Scroll.
Lucky Spells
These spells are intended for use by the Fate Weaver subclass of Sage. Please consult your Dungeon Master before selecting these spells if you are playing a different subclass.
New Pair of Shoes
1st-level Transmutation (ritual)
Casting Time: 1 bonus action
Range: Self
Components: M (A coin of any value, which the spell consumes)
Duration: 8 hours
You have supernatural protection granted to you by your dice. While this spell is active, if combat begins and at the start of your turn thereafter, roll 2d6. While you are wearing no armor and not wielding a shield, your armor class becomes 10 + the number you rolled. You cannot gain extra armor class from other sources other than spells when your armor class is determined by this ability.
Arcane Roulette
1st-level Transmutation (ritual)
Casting Time: 1 bonus action
Range: Self
Components: M (A coin of any value, which the spell consumes)
Duration: 8 hours
You never know how well you'll do, but with some luck you'll do great! When you cast this spell, at the beginning of combat, and at the start of each of your turns thereafter, you must roll 2d6. Your spell save DC becomes 8 + the number you rolled.
At Higher Levels. When you cast this spell at 4th level or higher, your save DC becomes 10 + the number you rolled. When you cast this spell at 8th level or higher, your save DC becomes 12 + the number you rolled.
━━━ Arcane Orator ━━━━━━━━━━━
Masters of the spoken word, Arcane Orators strive to spread messages to the masses. Most do not learn magic to smite their foes or to unravel the secrets of the universe, but to instead catch the eyes of passersby. To enhance their ability to speak and be heard. To enthrall and enrapture hundreds or even thousands of people, regardless of background or race. All understand your words, so use them wisely.
Natural Charisma
At 2nd level, you can add your Intelligence modifier to any Charisma checks you make.
When you cast a spell, you can replace any somatic or material components with verbal components. If the spell has a material component cost, you must provide that component.
Cantrip Colloquialisms
At 2nd level, you've developed a verbal shorthand for casting canrips. You can cast any cantrip you know that has a casting time of 1 action as a bonus action. When you cast a cantrip in this way, you must replace any somatic or material components with verbal components.
Chromatic Voice
At 2nd level, you gain two special spell slots, known as Chromatic Spell Slots, which can be used to cast any 6th level or lower spell in your ritual book. When you cast a spell in this way, you must replace any somatic or material components with verbal components. You regain expended Chromatic Spell Slots at the end of a short or long rest. You gain an additional Chromatic Spell Slot at 11th level (3), and another at 17th level (4).
Enchanting Dialogue
By 6th level, when you speak, you can choose to lace your words with magic. When you do, all creatures that can understand at least 1 language and have a minimum of 3 intelligence can understand what you say.
Additionally, when you make a Charisma check, you treat any d20 roll of 9 or lower as a 10.
Immutable Voice
At 11th level, your voice has become a force that cannot be ignored. Being unable to speak does not prevent you from casting Verbal spells, and you can choose for your words to be heard clearly even if you are gagged, in an area of silence, underwater, or if you would normally be rendered unable to be heard.
Power Word
At 17th level, you can cast any spell with a single word. As an action, you can cast any spell in your Ritual Book instantly, ignoring the casting time and ritual requirement. Once you use this feature, you must finish a long rest before you can use it again.
━━━ Occult Archivist ━━━━━━━━━━━
You've seen the inner workings of the world, which has left you unhinged. Perhaps you know the true meaning of life, or you've seen the face of an unthinkable eldritch horror, but these revelations have driven you to t̶h̴e̴ ̶e̴d̵g̷e̷ ̷o̶f̶ ̷s̴a̷n̷i̸t̸y̴.̴ ̷T̶h̷i̴s̸ ̷u̸n̴s̷p̷e̵a̶k̶a̴b̶l̷e̸ ̷k̶n̶o̷w̸l̷e̵d̸g̸e̷ ̷g̸i̷v̸e̷s̸ ̵y̷o̶u̴ ̶i̷n̴s̴i̸g̸h̵t̵ ̴o̸n̸ h̷͜͝o̶̝̓ẇ̵͕ ̵̝̔t̴̙̓o̵̱͛ ̶̮̄t̸̺̾a̵̻͒p̶̩̃ ̵̮̏ỉ̴̱f̵̝̫̂͂̅̀ỏ̴̤̫̌̑ŗ̷͐͆b̵̡̤͇̓̋ĭ̶̪̪̲̳̑d̶̡̻̜̖̽͋d̶̛̹ȇ̷͈̰̉͛̽n̵̰̾́̆̚ ̷̙̬͇̎́͌̇͜p̴͈̲͋́͠o̶̙͈͖̖̎̓ẁ̵̲̈̈e̸͈̻͈̓r̸̭͕̊̚s̸̺̱̖̰̿ ̸͍͑͛t̸̛̳̤̺͌ḣ̵̲͕̼̃̈̓a̵̩̒t̴̤͌a̸̛̯͍̙̟̅̃̈́́́̊̔͊̂́̕͝r̴͈̔̐̒ẹ̷̘̀̈̇͛̀́̇̽͐͋͑͋̎͘̕̕ͅ ̶͍̩̬͔̲̫͎͎̘̣̃̌̾̋̀̓͂̉̔͑͜ņ̷̛̭͔͈̜͚͑̂̒̊̉̿̇̂̋͑͊̈́̾͠ơ̷̗͕̫̝̹͈̙̘̫̥͚̾̀̋̒͒̈̽̈́͠r̷͔͈͚͆̂͂͛̀͑̽͘͠m̸̯̼̪̖̝̯̌̅́̕ͅͅà̸̮̗͍̖̹̲̬̐́͗̓̅̎̾̐̓́̽̑̕͘͠l̵͍̳̥̈́̆̄̊̐̑̂̈́̕l̴̨̯͙͙͍̞̣̱̜͔̠̖̫̪̻̈́͑̽̍̈̈́ͅy̷̨͕̪̣͂́̀̊̀̇̈́ ̵̦͍̜̙́̀̈́̄́̍͑̂͋̽͑̽͝o̵̧̺͔̗̖̮͙̺̳͚̻̐͂ņ̴͒̒͊͌̕͠ļ̶̨̛̦͔͙̜͉̞̲̐̆̓́̇̕̚y̶͎̰͉͉͔̩̟̠͖̱͐̽̿́ ̴̱̣̐̇̑̏͌̍͛̈͆͛͘͝͝ẁ̸̠̫̼̱̈̔͝͝i̵̛͈͎͖͋̂̇͑̆̉̍͒̅̽ę̷̦͕̠̗̘̋̂͐̑͆̒͛̔̃͌̚͝l̵̡̛̬͖͚̺̘̙̖͚͋̓̍͝d̴̲͓̙̲̣̻̋̔̑͂̚ͅȩ̷͍̻̲͖̐͋̐͒̆̀̓ḋ̵̨̛̹͈̘̬̩̺͖͕̝̩̯̘̤̳̮͛͂̈́̇̓̋͛̊͒̀͒͘b̸̧̧̮̮̣̣̭̗̹͕͓̰͎̻̪̩͔͉̤̭͎̼͓̍̃̆͋̉̈́̑͒̔̅̆͛̅̐̄́̐̽̍͆̆͂͂̊̓̿͑̿̾̀̚̚y̸̡̢̲̰̯̠̻͔͚̥̟̻̤̰̠̲̦̼̺̙̱̰͎͉͖̫̳̦̮̩̺̲̝͈̦̗̪̠̒̋͂́̀̈́̿͊̽̽̑́̀͜͝ ̸͙͇̼̟̪̘̳̗̀͂̆̽͛̃͊̇̈́̿̐̍̀̄̉̅͂͗́̎̎̂̎̏̇̂̿̋̎̌͊̊̓͝͝͝ͅţ̶̧̢̛̲̺̯͉̭͉̦̫̦̫̰͕͉̺̤̙̲̗̼͈̙̥͇̭̤̗͕̗͈̫͓̠͙̺͔̟͍̑̾̒̎̓̉͌̉́͌́͑̾̎̓̓͊̈́̀̍̄͋͋̍̋̅̄̈́̏̓́̊̈́́̊̒̈̕͜͝͝͝͝h̴̢̡̡̡̗̫̤͓̻̗̲͙͓͓̩͖̲̲̻̯̤͚͙̠̖̘͈͓̅͊̅̀͑̌̚͜e̵̡̢̛͙͖͔̗̟͔̠͕̳̣͑̓̿̎̈́̎̈́͑̆͂̔̌͛̅͛̐̏̅̾̔̊͂̊͛̊̕͝ͅ ̴̖̺̘̄̉̆̋͊̃͌̓̍͊̉̉͆̇̄̈́̊͛̔̈́͗̚͘̚͠m̴̢̧̡̧̭͉͓̰͇̗̺̻͖̟̰̪̬̖̻̙̰͍̯̪͈̟͖̣͓͕͈͍͙̩̪͉͇̭̓̀̊̀̊͑̾́̐̒͆̽̾͛̌͋̂́͐̈́̕̚͜͠͝ǫ̷̡̨̻̘͙̹̠̝̦̖̱̺̭̫̩̏̋̎̏̈́͊͒͑̽̀̄̓̀͌͗͆̐͋͊́̋̋̍͊̌̎̌̓̏̚͘͜͝͝͝͠͠͠s̷̝̦̓̃͛̏̕͝t̶̢̧͔͚͓͙͖̻͍̳̞͓̰̖̪̞͈̮̬͔̖͚͕̭̗̰̮̠̗͉̖͔̻̜̰̀̑̅̅̎̈́̔̀̐̈́̾̐̒̆͊͂̈́̔̀̂͛̕̚̕͠͠͝͝͝ͅ ̴̛͕̈́͆̐̀̾̅̎̅͋͘͝͠ŝ̴̤͕̲̘̗͈̖͔̻̟̜̗͈͇̬̘̭̭̰̙̺͋͌̔̃̈́͐̔̏̌̾̃̈́́̃̉͒̈́͘͠͝ę̸̢̨̛̯̠̘͕̹͕̻̱̞̇̂͋̂̈́́́̎͊̌̓̈̽͗́̇̉̽̎̅̄̍̔͗̀̄̽́̋͌͘̚͜͠͝͝ç̵̢̧͎̞̣̰͕̤̹̞̟̮̮̜̲͇̬̮̭̟̤͕̠̦̼͚̺̼̠̬̠̥̳͚͎̳̣̝͙̪̊̐͐̆̂͑͆̈́͌͐̾͂̾͒̂̊̆͊̄͗͒̽͛̍̅̿̆͗́͘͘͘͜͝͠͠ͅͅr̸̼̣̟̥͕̻̭̮̗̫͕̗̺͔͈̠̲͉̬̦̹̦̺͎̤͗̓̏̈́̑́̂̌͆̆̏͘ͅe̸̡̧̛͙̖̳̣͕̩̼̪̰̗͐̇̀͌̀̓̐̍͛̽̓̓͗͊̅̉̋̂͗̓͆̑́̂̃̈́̀͋͐͊̕̚͘͜͝͠͠͝ţ̷̧̨̧̼̠͙̜̙͙̮͍̲͖̫̱̥͙̯̠͙̮͇̝̟̖͍̮̭͖͚̭̮͍̣̼̣͒̈̉̋̈́̒͒̒̃̂̏̎̉͌̾͊̚̚ͅͅĩ̷̧͍̖̘͍̜̥̞̟̘̮͉̹̦̳̹̪̔̆̒͗̅̄̐͂̂̽̌̄͘̕͜͠͝v̶̡̞͎͈̐̊̈́̊͊̆̃̑͛̄̚ę̵̢̢̱̳̗̰̭͓͉͔̝̘̱̲͈͉̝̪̩͈̮̮͈͊͑͗͜ ̶̢̢̨̨̟͓̬̠̬͉̺͓̘͍̟̟͉͚̖͕͈͔̫̬̟̮̻̝̺̰̞̻̮͉̫͔͍̖͚̰͕̳̭̦̜̀͑͒̓͒̓͗͗̃̓̌̿͑̔̒̓̔̓̈̍̈̇͂̓̍̒̆͆́̿͊͊̾́̈́͆̏̂̄̈́́́̚̚͠ͅͅǫ̷̢̛͓̮̰͎̰͓̣̜͓̞̝̦͖͓̜̻̠̝̠̖̼̖͕̪̘̬͎̗͉͕̥̿͗̀̅͊̑̈́̅̈́̈́̊̆̕͜f̸̨̨̛͍̺̜̬͔̘̩̞͉̠̞̤̩̮̦̠̠̘̱̱̳̩̖̰̼͕̹̣̦̩̘̫͕̑̓̍̉̅́̈́̽̍̈́̍̂̈̓̀͆̈́̓͒̾́́͂̊̃̊͐̓̕̕͜͜͝͝͝ͅ ̸̨̢̢͇̩͓͔͇̳͔͙̣͔̯͈̘̩̌̈́̕ờ̵̧̟̖̙͕͙̖̙̳̟͒̽̓͂͒́̀̓̏͊̊̐̎͑̏̆̾̈́̎̅͘͘͘͝l̸̡̨̨̡̢̧̧̧͇̤̪͇͓͕͔͍͙̗̰͎͓̙͕̟̲͓̼̣͎̯̫̖͉̳͈̙̘̟̙̯̞̮͇͖̺̬̝̓̓̆̄̔̿͊͆̓̒̅̋͗̾̚̕͘͝d̸̫̗̯͛̄̓͘͝ ̴̨̨̨̻͉̺̠̰̥͎͓̤̖̖̜̹̘̖͈̟͓̫̥̹̹̩̮̘̠͈̝̫̱̠͋͑̔̽͂̎̈̕͜ͅo̴̡̢̨̗̠̭̪̜͇̮̲̺͈͇̳̝͚̾̊̑̏̾̍̿̃̈́͠͝n̷̨̢̡̢̡̡͎̞͉̗͙̭͖̼͖̮̣̙͍̳̱͍̺̼̞͕͍̯̖̱̲͕̟͙̼̹̹̫̤̊̌̃̿̀͂̍̀̚͘̕͜͜͝ͅę̶̡̛͓̮͍̯̰͖͎̙̘͕̦̦̗͖̞̖͍̬̱̼͕̝͍̤̺̘̜͎̱͕͉̯̹̑̇̅̂̈́̎͐̈̏̀̄́̉̈́̋̈́̒̊̈́͂͂̆́̒̂̐͑̕͜͜͠͝͠͠ͅs̸̨͚̺̮͖͔̭̪̻͔͕̮̃͆̿̐͒̒͐͛͌̈͒̍͆͒͒̀̔̈́͑͋͝͝͠.̵̧̨̡̨̲̞̬͍̰̥͇̫̞̖̼͎̬̳̖̪̘̫̹͔͔̩͍̬̟̥͚͈̔̏͂̄͊͋̃͜͜ͅñ̴͇t̵̩̏o̷͚͐
Dark Gift
At 2nd level, you've gained the favor of something unknown even to you. You gain an additional Chromatic Spell Scroll, and you regain any expended Chromatic Spell Scrolls, as well as your Scholarly Mind feature, whenever you complete a short or long rest.
Forbidden Knowledge
At 2nd level, you've discovered secrets that would drive lesser men mad. Select a number of spells of a level you can cast equal to your Intelligence modifier. These spells appear in your Ritual Book. You can exchange any number of these spells for different spells whenever you take a short rest. If you try to make a spell scroll using one of these spells, the spell disappears from your Ritual Book and you gain a scroll of vicious mockery instead.
Eldritch Hallucinations
At 2nd level, madness has begun to seep into your psyche. You no longer need to sleep. Whenever you finish a short rest, your exhaustion level is reduced by 1, and whenever you finish a long rest, your exhaustion level is reduced to 0. Your spell save DC increases by 1 for each level of exhaustion you have. When you reach 6 levels of exhaustion, your exhaustion level is reduced to 0, and you are reduced to 0 hitpoints rather than dying.
You also gain one or more of the following quirks:
| Roll (1d6) | Quirk |
|---|---|
| 1 | You are either crosseyed or walleyed, but when serious your eyes sometimes go into focus. |
| 2 | You only talk in third person. |
| 3 | You talk to yourself during conversations with other people, sometimes even responding to questions to yourself. |
| 4 | Choose a name. You address everyone you talk to using that name even if corrected. |
| 5 | You have an obsession with a body part, and tend to collect them when you get the chance. |
| 6 | You cannot remember your name and say it's something different every time you are asked. |
Madness to Power
At 6th level, whenever you cast a spell, you gain 1 insanity point. These points can be used to cast spells of a level equal to the number of points you spend. You can have a total number of insanity points up to half your Sage level (rounded up), to a maximum of 9. When you cast a spell using insanity points, you must roll on the Madness Chart, detailed at the end of this subclass. You can choose to not roll on the Madness Chart, but if you do, you gain 1 level of exhaustion. You do not gain insanity points when casting spells with this ability. You lose any remaining insanity points when you finish a long rest.
Otherworldly Delirium
At 11th level, you peer into a world that should not be seen by mortal eyes. Whenever you take a turn in combat, you can take an action in place of a bonus action, or a bonus action in place of an action.
Antediluvian Horror
At 17th level, when you die, your soul invades a humanoid of your choice within 120 feet of you. You can remain within a host for a number of days equal to your Intelligence modifier, after which you die. During this time, you can choose to invade a different humanoid that comes into contact with your host, or you can begin corrupting your host.
Once you begin corruption, you cannot invade a different humanoid, and you no longer die unless cleansed. At this time, your host must make an Intelligence saving throw versus your Spell Save DC. On a success, it feels that something is wrong.
A detect evil and good spell will sense a fiend within their body. A creature can attempt to cleanse you before your corruption is complete. This can be done with a wish spell, which kills you immediately, or a greater restoration spell, which forces you to make an Intelligence saving throw versus the caster's spell save DC. On a success, the caster believes you were cleansed and you retain your hold on your host. On a failure, you die.
After a number of days equal to your host's Constitution modifier (or 1, whichever is higher), you complete the corruption and fully manifest underneath its skin. The creature's stats and abilities are replaced with yours and you gain control over its body. You gain the creature's memories, but maintain your personality, and can pass as your host for 24 hours before you shed its skin, revealing your previous form.
Once you use this ability, you cannot use it again for 30 days.
Madness Chart
When you gain madness from this class, there are 2 effects. The first effect is called Instant Madness, and specifies something that happens to you. This can vary from wasting your action doing nothing, becoming blind, or attacking an ally. These are instantaneous madness effects, and end after they have been completed.
The second effect is called Long-term Madness, and specifies changes to your character for a period of time. These changes can vary from a change in your character's personality, temporarily removing your ability to speak common, or giving a detriment to an ability. These Long-term Madness effects last until you take a long rest unless stated otherwise, and cannot be removed by any other means.
| Roll (1d100) | Instant Madness | Long-term Madness |
|---|---|---|
| 1 | Roll on this chart 2 more times. You must perform both Instant Madness effects, and you gain both Long-term Madness effects. | No effect. |
| 2-5 | You see incomprehensible visions that shock you to your core. You become stunned until the beginning of your next turn. | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
| 6-9 | Your eyes burn with such pain that you feel the urge to scratch and prod at them. You become blind until the end of your next turn. | You can no longer speak common. When you try to, you instead speak goblin. You can still understand what other people say. |
| 10-13 | You gain an intense craving to eat dirt and mud. You must spend your next action to go prone on your knees, where you begin shoveling dirt and mud into your mouth. | You think that you become invisible while you're not moving and your eyes are closed. |
| 14-17 | Madness overloads your psyche, and you become unable to think. Your Dungeon Master chooses what you do on your next turn, including any spell you cast, as well as the target. | You feel the need to explain yourself whenever you cast a spell, letting people know why you're doing it in vivid detail. |
| 18-21 | You get an intense itch. If you have a bladed weapon on you, you immediately stab yourself, taking 1d6 + Dexterity piercing damage. If you do not have a bladed weapon, you scratch the unbearable itch taking 1 + your Strength modifier points of slashing damage instead. | You insist that you are a dragon in humanoid form. No matter what anyone tells you otherwise or uses as evidence to convince you that you are not, you do not believe them. You must change your mannerisms and speaking to that of a dragon looking down on inferior beings. |
| 22-25 | You become Frightened of something that you can see, which your DM chooses, until the end of your next turn. | You constantly forget how to walk. Your movement speed is reduced by 10 feet, and whenever you walk or run, you move awkwardly. |
| 26-29 | You believe you were polymorphed into a bunny until the beginning of your next turn. You immediately fall prone as you get down on all fours, and you must spend the rest your turn doing what you think a rabbit would do. | You gain a phobia of something. Your dungeon master decides what it is that you are afraid of (it can be anything), but when you can see it, you cannot get closer than 10 feet away from it, and if it touches you, you take 1d6 psychic damage and must run away. |
| 30-33 | You start babbling. You are incapable of normal speech and cannot cast any spells with a Verbal component until the end of your next turn. | You experience vivid hallucinations, giving you disadvantage on all ability checks that rely on sight. |
| 34-37 | You feel like gravity shifted 45 degrees. Because of this, your movement speed is halved until the end of your next turn. | You believe that you don't actually exist, and that people around you are just hallucinating your existence. |
| 38-41 | Your vision becomes hazy, and everything that moves looks dangerous. You must use your next action to Attack the nearest creature. You can use this action to cast a spell, however it must negatively affect the target. | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
| 42-45 | You begin to hear voices that speak nothing but nonsense. You become deaf until the beginning of your next turn. | You fall in love with the nearest non-hostile humanoid, and try to gain their affection. |
| 46-49 | You believe you have a prisoner trapped in your mouth, and if you were to release him, he will take your life. You cannot open your mouth and become mute, you cannot cast any spells that require a verbal component until the end of your next turn. | You gain the compulsion to write your name down every time someone says it. If you have parchment and a writing utensil on you, doing this takes bonus action that you must perform on your next turn when in combat. |
| Roll (1d100) | Instant Madness | Long-term Madness |
|---|---|---|
| 50-51 | You become incapacitated until the beginning of your next turn, as you begin screaming, laughing, or weeping. | After you finish screaming, laughing, or weeping, you gain 1 point of exhaustion. This exhaustion can be removed using your eldritch hallucinations class ability rather than taking a long rest. |
| 52-55 | You are now a warrior. You must spend your next turn fighting in melee with a melee weapon (or your fists), or running towards an enemy, if possible. | You lose your senses of taste, touch, and smell. You also do not feel pain, and might not know you've even taken damage if you did not see something hit you. |
| 56-59 | You are very sleepy. You fall asleep where you stand (you remain standing). You do not wake until you take damage, are shaken awake, or 10 minutes pass. This cannot be avoided by racial abilities like an elf's Fey Ancestry. | “Powerful enemies are hunting me, and their agents are everywhere. They're watching me, always.” |
| 60-63 | Your bones are made of glass, if you move wrong, your bones will shatter! On your next turn, your movement speed is halved, and if an enemy is in melee range of you, you must use your next action to disengage and move as far away as you can. | You believe that your bones are made from glass, and that if you get hit by too much force, all your bones will shatter. You have disadvantage on Dexterity saving throws until you take bludgeoning damage or you take a long rest, whichever comes first. |
| 64-67 | Until the end of your next turn, you cannot cast any spells unless your eyes are closed, giving you disadvantage on spell attack rolls. This does not stop you from casting spells that require you to see. | You believe that you were once a body builder of some sort, and due to years of inactivity, your muscles have atrophied, so you refuse to do menial labor. You have disadvantage on Athletics checks. |
| 68-71 | Kids are scary! If there are any small races within 60 feet of you, you have disadvantage on your next attack roll. If you are a small race, you spend your next turn screaming inconsolably. | Children frighten you. Whenever you see a child, you have the urge to either stand completely still as to not get their attention, or run away as quickly as possible. |
| 72-75 | On your next turn, you cannot attack an enemy that is the opposite gender. If all enemies are the opposite gender, then you spend your action doing anything else! If you are are race with no gender, your DM chooses the gender. | While you can see a creature of opposite gender within 30 feet of you, you have disadvantage on perception checks and any Charisma based ability check you make, as they either frighten or enthrall you. If you are a race with no discernible gender, your DM chooses the gender. |
| 76-79 | Why are you all fighting? Until the end of your next turn, you cannot do anything harmful. | You think everyone knows who you are, and that everyone likes you as though you are a close friend. You have disadvantage on persuasion checks when your dungeon master deems it to be appropriate. |
| 80-83 | Your arms are trying to kill you. Until the end of your next turn, your arms wrap around you and hold you in place. You are considered grappled and restrained, and cannot use your arms as part of your action. | Your arms randomly and periodically cease to function like arms, and instead function like wet noodles. You have disadvantage on checks involving your arms or hands, and tend to drop things that you are holding often. |
| 84-87 | you believe your allies are enemies until the end of your next turn. | “I don’t like the way people judge me all the time.” |
| 88-91 | The enemies got reinforcements! If there are any trees that you can see, you must use your next action attacking them instead of the enemy. | You cannot determine the difference between people and trees, and often try to talk to them only to get annoyed that they refuse to respond to you. |
| 92-95 | I am a noble, and this whole situation is too dangerous. Until the end of your next turn, you must use your action to command your guards (allies) to put their lives on the line for their king (you). | You think that you are of royal blood, and act like a noble. If you are around anyone else that is of nobility, you even talk down to them. You have disadvantage on charisma based ability checks versus people of power. |
| 96-99 | You lose control of your magic, casting a spell against your will. Your DM picks a spell. It can be any spell. The DM can also choose a target, or have you choose one without telling you what spell you are casting. On your next turn, you use your action casting this spell. This spell does not consume any resources. | After casting the spell as per this madness effect, you do not remember casting it. |
| 100 | You gain a number of Insanity Points equal to your Intelligence modifier. | No effect. |
━━━ Witch Doctor ━━━━━━━━━━━
Flavor Text.
Black Magic
At 2nd level, you create a shrunken head, which acts as your ritual book. While you hold your shrunken head, you know all spells stored within it. When you add spells to your shrunken head, you must expend collected souls rather than gold pieces worth or parchment and ink. You do so by whispering into its ear for one minute per spell level, rather than an hour per spell level.
Collected Souls. When a creature within 120 feet of you dies, you collect its ethos, also known as its soul or its life essence. Its value is based on the creature's CR in life.
| Creature CR | Value (gp) |
|---|---|
| Less than 1/2 | no value |
| 1/2 to 2 | 25 |
| 3 to 9 | CR x 50 |
| 10 to 19 | CR x 100 |
| 20 or higher | 5,000 |
Legendary creature souls are worth double unless they are above CR 19. Particularly evil or virtuous souls, as well as player character souls, may have added value that is determined by your Dungeon Master even if their CR is less than 1/2.
Ethosomancy
At 2nd level, you can craft spell scrolls, or cast spells from your shrunken head at their normal cast times, by expending souls whose total value meets or exceeds the cost of crafting a spell scroll of its level, as shown in transcription. You can create multiple scrolls out of a single soul if the cost permits.
Ephesia Grammata
At 2nd level, when you collect a soul, you can read its magical knowledge. A creature's soul acts as a spell book for you, containing all spells it knew in life (if any). You can read these spells and add them to your shrunken head by expending time and souls as necessary. You can add spells of a higher level than you would normally be able to cast to your shrunken head, however you cannot cast them in any way until you meet the level requirements. These souls may be worth more to liches, devils, or gods.
Omphalos Arcanum
At 6th level, as an action, you can close your eyes and sit. Until you end this effect as an action, your physical body is blind, cannot move, and cannot take any actions. You create a temporary extra dimensional space, made for buying and selling souls, into which you project your astral body. Your astral body is unrecognizable to creatures that enter your space. Entrances to this space appear randomly throughout the planes in places where beings may want to buy or sell souls. Creatures that enter your space cannot do you any harm or steal from you. You have advantage on checks you make to barter in this space.
To buy a soul, you must pay using gold, silver, or platinum coins. Customers may attempt to barter with you. A customer that buys from you may pay you in gold, but they may try to pay with magic items, a soul of opposite alignment, information, or even a future favor (which may or may not be valid). Some creatures desire particular souls, and may pay more for them. Customers might not enter your shop, and are not obligated to buy or sell anything.
Poiesis Episteme
At 11th level, two heads are better than one. Using your Shrunken Head, you can concentrate on two spells simultaneously. When you make a concentration check, you only make one check, and lose concentration on both spells on a failure.
Dark Bargain
At 17th level, you can offer your soul as collateral for higher magic. You can cast one spell of any level as a bonus action. If you are reduced to 0 hp before you pay your debt, your soul is devoured by your creditor, you die, and you cannot be resurrected by any means. Once you use this ability, you cannot use it again until you pay your debt by performing a 1 minute ritual, in which you expend souls with a total value equal to the cost of the spell you cast, as shown in Transcription. You can also pay your debt through alternative means outlined by your Dungeon Master, however you cannot be prevented from paying your debt with souls.
━━━ Night Walker ━━━━━━━━━━━
Flavor Text.
Sanguine Malediction
At 2nd level, you learn how to drain the life of your foes. You learn the blood curse cantrip, which does not count against the maximum number of cantrips you know.
Bloodcasting
At 2nd level, you can cast spells from your ritual book at their normal cast times by expending 1 hit die per spell level, up to 6th. If you have no hit dice remaining, you can expend hit points. Roll 1d8 per spell level (up to 6th), and take Necrotic damage equal to the number rolled. If this damage reduces you to 0 hitpoints, you are reduced to 1 hitpoint instead once per long rest. This damage cannot be reduced by any other means.
You can expend 13 hit dice or take 13d8 necrotic damage to cast a 7th level spell, 15 for an 8th level spell, and 17 for a 9th level spell. You can only cast one 9th level spell this way per long rest.
Vampiric Physiology
At 2nd level, you have darkvision with a range of 150 feet, in which you can see in darkness as if it were bright light. Your hitpoint maximum increases by twice your Intelligence modifier, and increases by your Intelligence modifier for every Sage level after this one. When you finish a long rest, you regain all expended hit dice.
Coagulation
At 6th level, when you complete a short rest, you regain a number of hit dice equal to your Constitution modifier. The range for blood curse becomes 30 feet, and you gain a bonus to your spell save DC equal to your Constitution modifier for this spell.
Life Drain
At 11th level, you learn how to drain life. You learn the rafflesia arnoldii cantrip, which does not count against the maximum number of cantrips you know. When you cast blood curse on a creature that is missing health, it has disadvantage on its saving throw.
Consume Vitality
At 17th level, Your rafflesia arnoldii cantrip now affects any creature, rather than just plants, and grants an additional hit die when it affects a creature. Its range becomes 30 feet, and the range for blood curse becomes 60 feet.
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Night Walker Cantrips
━━━━━━━━━━━━━━━━━━━━━━━━━━━
These cantrips can only be obtained by the Sage, Night Walker subclass, and only through the skills sanguine malediction and life drain respectively, and not through any other means.
Blood Curse
Enchantment cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
You inflict a creature with a blood curse, sapping them of vitality. Choose one creature within range. An unwilling creature must make a Constitution saving throw. Roll 1d8. On a failure, the creature takes damage equal to the number rolled, and you either regain hitpoints equal to the number you rolled + your Constitution modifier, or you regain a number of hit dice equal to the number of d8s you rolled. You can choose to deal no damage to a willing creature if it expends a number of hit dice equal to the number of d8s you rolled.
The number of dice rolled increases by 1 when you reach 5th level as a Sage (2d8), 11th level as a Sage (3d8), and 17th level as a Sage (4d8).
Rafflesia Arnoldii
Enchantment cantrip
- Casting Time: 1 bonus action
- Range: 5 feet
- Components: S
- Duration: Instantaneous
You drain the life force of plants in a cube 5 feet on each side, centered on a point you choose within range. Any plants within this cube take 1d8 + your Constitution modifier necrotic damage, giving off the smell of rotting flesh. If anything living takes damage, you regain 1 hit die.
━━━ Light Bringer ━━━━━━━━━━━
Flavor Text.
Star Light, Star Bright
At 2nd level, whenever you start a turn in direct sunlight, you catch a bead light known as a Star. Stars you catch rotate around you until expended, shedding bright light in a 10 foot radius. You can have a maximum number of stars equal to your Sage level. You can cast spells in your ritual book by expending 1 star per spell level, up to 6th. 7th level spells cost 10 stars, and 8th level spells cost 15 stars. When you cast a spell that deals damage with this ability, its damage type (if any) becomes radiant.
If you end your turn while not in direct sunlight, these Stars begin to fade. You can maintain them by expending a reaction each turn, otherwise they disappear. You cannot benefit from a rest or ritual cast any spells while you are maintaining stars.
Power of the Light
At 2nd level, you gain the following abilities which consume stars.
Stellar Collision. As a bonus action, you can expend one star to make a ranged spell attack against a creature within 60 feet of you, dealing 2d12 radiant damage on a hit, or 4d12 if they are in direct sunlight. A creature that takes this damage glows sunlight in a 10 foot radius until the end of your next turn.
Solar Radiance. As a bonus action, you can expend a number of stars up to your proficiency bonus and touch a creature, healing them for 10 hitpoints per star expended. This cures any poison or disease the creature may be suffering from. Once you heal a creature with this ability, you cannot heal them again in this way until you take a long rest.
Sunset
At 2nd level, you can create light even in complete darkness. As an action, you can catch one Star even if you are not standing in sunlight. If you are standing in the sunlight created by sunrise when you use this ability, you catch two Stars instead.
Sunrise
At 6th level, light created by the as an action, you create a pillar of sunlight that shines down wherever you are standing. This pillar is a cylinder that is 5 feet wide and 60 feet tall, and lasts for 1 minute. It sheds bright light in a 15 foot radius and dim light 15 feet beyond that, however only the cylinder is considered sunlight. If you create a second pillar of sunlight, the first disappears. Whenever you start a turn in this cylinder, you gain temporary hitpoints equal to your Sage level + your Intelligence modifier, which last until either ability ends or you create another pillar of sunlight. You can use this ability twice per short or long rest.
Moonlight
At 11th level, you can collect stars even at night. You treat the light of the moon as sunlight, which is bright light for you. You can see normally as though it is daytime wherever there is moonlight. Whenever you gain a star from your star light, star bright skill, you gain an additional star.
Solar Collapse
At 17th level, once per long rest, you can use your action to catch a Neutron Star. A Neutron Star lasts 1 minute, and can be used to cast any spell of 9th level or lower that is in your ritual book. You can expend this star to use stellar collision. When you do, it automatically hits and deals 100 radiant damage, causing them to glow sunlight in a 60 foot radius until the end of your next turn. Alternatively, you can use it for solar radiance, which grants you 50 temporary hitpoints and heals a creature of your choice within 30 feet of you for all of its missing hitpoints.
━━━ Star Seeker ━━━━━━━━━━━
Flavor Text.
Betelgeuse's Curse
Star Light, Star Bright
At 2nd level, you hear the wishes of those around you and can grant them. You cannot cast spells as rituals, nor can you create spell scrolls. You can only cast Cantrips, spells using magic items, or spells with your Chromatic Spell Scrolls or Weave Manifestation Scroll. If you attempt to cast a spell that is not considered a wish in any other way, nothing happens and you waste your action. You gain proficiency in Heavy armor, and ignore strength requirements when wearing it.
A creature can make a wish out loud, and you can use your reaction to attempt to interpret it with a spell. The creature can specify what spell they want you to cast, however if they do not specify a spell or the spell they select is of a higher level than you are able to cast, you can select a similar spell. The spell does not need to be in your ritual book, but must be of a level you can cast. You can target the creature that made the wish with the spell even if the creature is outside the spell's range or if the spell has a range of self.
If a creature attempts to make a wish selfishly or abuse your wish granting powers, your dungeon master can choose to make the wish fail, or cause something unintended to happen.
Creative Interpretation
At 2nd level, you can see the wishes of those around you, and can interpret them at will. As an action, you can select a creature that you can see. If the creature was harmful towards you or one of your allies since your last turn, you can cast a harmful spell that targets it. If the creature is an ally, you can cast a helpful spell that targets it. The spell does not need to be in your ritual book, but must be of a level you can cast. You can use this ability a number of times equal to your proficiency bonus per long rest.
Power of the Light
At 2nd level,
At 6th level, you can now grant more wishes. You gain an additional reaction each round, which you can use to cast spells with star light, star bright.
Moonlight
At 11th level, you can collect stars even at night. You treat the light of the moon as sunlight, which is bright light for you. You can see normally as though it is daytime wherever there is moonlight. Whenever you gain a star from your star light, star bright skill, you gain an additional star.
Wish Upon a Star
At 17th level, once per long rest, when you attempt to grant a creature their wish with star light, star bright, you can instead cast the wish spell, and when you do, you do not suffer its detrimental effects. If the wish is selfish in nature or made by a creature that is not an ally, the wish tends to twist the words of the creature that made it. Effects of the Wish spell cast in this way are determined by your Dungeon Master.
Limited Wish
1st-level Conjuration (Sage)
- Casting Time: 1 reaction
- Range: Self
- Components: V
- Duration: Up to 1 minute
A magic that can fundamentally create anything, however never for the caster.
If a creature says "I wish" before speaking their desire, this spell can only be used to cast another spell. The creature who made the wish can specify what spell they want you to cast, however if they do not specify a spell or the spell they select is of a higher level than you are able to cast, you can select a similar spell. The spell does not need to be in your ritual book, but must be of a level you can cast. You can target the creature that made the wish with the spell even if the creature is outside the spell's range or if the spell has a range of self. A spell cast this way that has a duration of 1 minute or more lasts for 1 minute, no concentration required.
By speaking the phrase "star light, star bright, first star I see tonight; wish I may, wish I might, have the wish I wish tonight", and speaking their wish, you can grant a creature what it most desires. This spell can grant any of the effects outlined in the wish spell, however things created in this way only last until the beginning of the wishing creature's next turn, and the wishing creature cannot make a wish using this phrase again until it takes a long rest.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
- Ability Score Minimum: Intelligence and Wisdom of 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- Weapons: Staves
- Tools: Calligrapher's Supplies
Sage Feats
Extra feats that can only be taken by a sage.
Magic Savant
Prerequisites: Sage Class
Choose three spells of a level you are able to cast. You learn those spells, which appear in your Ritual Book. When you gain a level in the Sage class, you can change any number of spells granted by this feat into different spells of any level you are able to cast. When you do, any spell scrolls you made that are of a spell you unlearned turn to dust.
You can select this feat multiple times.
Mental Gymnastics
Prerequisites: Sage Class
You train a skill that requires mental fortitude. Select Intelligence, Wisdom, or Charisma. Increase that score by 1, and then select one of its skills. You gain proficiency in that skill and can add double your proficiency bonus to checks you make with it.
You can select this feat multiple times.
Lucky Break
Prerequisite: Fate Weaver Sage
When the chips are down, on occasion Lady Luck lends you a hand. You gain the following benefits:
- Increase your Charisma by 1, to a maximum of 20.
- When a creature rolls a critical hit against you, you can use your reaction to turn that hit into a normal hit.
- If you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead.
Once you use either of these abilities, you cannot use either again until you finish a short or long rest.
Bad Luck
Prerequisite: Fate Weaver Sage
People and creatures alike tend to suffer misfortune while within your line of sight. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- When a creature you can see rolls a 13 on a d20 roll (before adding anything to that number), you can turn the 13 into a natural 1. You can use this feature twice. You regain all expended uses of it when you finish a long rest.
Sage Spells
Extra spells that can only be taken by a sage.
Bound Armor
2nd-level Abjuration (Sage)
- Casting Time: 1 action
- Range: Self
- Components: VS.
- Duration: 8 hours
You create a potent magical barrier. Your base AC becomes 10 + your Intelligence modifier + your Wisdom modifier. You cannot be wearing any armor when you cast this spell, however you can wield a shield. The spell ends if you don armor or if you dismiss the spell as an action.
Lucky Background
Skill Proficiencies Persuasion, One gambling set of your choice
Tool Proficiencies Disguise Kit, Forgery Kit
Equipment A lucky coin or small object worth less than 1 platinum, a gambling set of your choice, a disguise kit or a forgery kit, a set of weighted dice or a deck of marked cards, 2 gold teeth (you can choose to have them in your mouth or on your person), 30 gp of gambling winnings
Feature: Thank your Lucky Star
Maybe you were born under a lucky star, perhaps you found a lucky object of unknown origin, or possibly you were blessed by some creature of great power. Regardless, you have immense luck that radiates out from you. When doing something with a goal in mind but no direction or means to find out how to get there, or when you wander aimlessly with no goal at all, you have a high likelihood to end up where you need to be, or arrive in a place that will spark your interest if you have no goal. This could be as simple as finding information on where you need to go, or as abstract as falling into a tear in the planes and being magically teleported to where it is that you need to be (or nearby), or even nothing at all. The lucky occurances and when they happen are up to your dungeon master, and affect the people that are traveling with you when appropriate.