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# Sage ## Class Features As a Sage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Sage level - **Hit Points at 1st Level:** 6 plus Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) plus Constitution modifier per level #### Proficiencies ___ - **Armor:** none - **Weapons:** daggers, darts, slings, quarterstaffs, light crossbows ___ - **Saving Throws:** Wisdom, Intelligence - **Skills:** Choose two from Arcana, History, Insight, Nature, Medicine and Religion
#### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a quarterstaff or (b) a dagger - (a) a scholar's pack or (b) a priest's pack - a Noulith Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. ### Multiclassing as a Sage Prerequisite | Proficiencies gained | :--- | :----- | | Intelligence 13 | none |
##### Sage | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Eukrasia, Noulith, Spellcasting | 2 | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Kardia, Learned | 2 | 4 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Sage Discipline | 2 | 5 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 6 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | ─ | 3 | 7 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Discipline Feature | 3 | 8 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 3 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 2| — | — | — | — | — | | 9th | +4 | ─ | 3 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Discipline Feature | 4 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Discipline Feature | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Logical Mastery | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Enlightened | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
\pagebreak #### Eukrasia Sages are experts at modifying spells to suit a long term purpose rather than an initial gain. You can use a bonus action to gain Eukrasia until the end of your turn. While under the effects of Eukrasia: - Spells you cast that deal damage and have a duration of Instantaneous deal no damage the turn you cast them. Instead, the spell gains a duration in rounds equal to the number of damage dice you would roll. A creature affected by a spell this way takes damage at the beginning of it's turn equal to a roll on that spells damage die plus your proficiency bonus for the duration. This damage is one of the types the spell would normally deal. - Spells you cast that restore hit points and have a duration of Instantaneous restore no hit points. Instead, any creatures that would have restored hit points gain that many temporary hit points, plus your proficiency bonus. - You can cast a spell with the casting time of a bonus action as an action. #### Noulith You gain access to a special type of spell focus called a Noulith. A Noulith is actually a collection of four foci that work in concert, drawing runes and pulling the weave into shape, allowing you to extend your magical influence and modify spells on the fly. These foci float around you when not in active use but require a free hand to direct and operate. Any spells with a range of touch cast through a Noulith gain a range of 30 feet. #### Spellcasting Your magic is in tune with the fundemental forces of creation, tailored to your need through mental fortitude and complex mathemagical understanding. See chapter 10 of the PHB for the general rules of spellcasting. ##### Cantrips You know two cantrips of your choice from the Sage spell list. You learn additional sage cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level. ##### Spell Slots The Sage table shows how many spell slots you have to cast your Sage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. ##### Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the Sage spell list. You learn an additional Sage spell of your choice at each level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Sage spells you know and replace it with another spell from the Sage spell list, which also must be of a level for which you have spell slots. ##### Spellcasting Ability Intelligence is your spellcasting ability for your Sage spells. Your magic comes from manipulating the magical weave through a combination of complex mathematics, strength of will and noulithic modification. 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 a Sage 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
##### Ritual Casting You can cast any Sage spell you know as a ritual if that spell has the ritual tag. ##### Spellcasting Focus You must us a Noulith as a spellcasting focus for your Sage spells. #### Kardia Starting at 2nd level, you are able to form a magical bond with a creature using your Noulith and use the excess magic from casting spells to assist them. You gain a pool of healing energy that can restore a total number of hit points equal to your Sage level x 5. Once on your turn, you can declare a creature you can see within 30 feet to be your Kardia. When you cast a spell using a spell slot of 1st-level or higher, you can tap into your healing pool as a part of that action to restore a number of hit points to your Kardia up to the level of the spell cast plus your proficiency bonus. A creature remains your Kardia while it is within 60 feet of you or until you use this feature on another creature. #### Learned Starting at 2nd level, your studies have braodened and given you a greater understanding of the world. Choose two of Arcana, Medicine, Nature or Religion. You gain proficiency in your choice. If you already have proficiency, your proficiency bonus is doubled for any ability checks you make with your chosen skill. #### Ability Score Improvement 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. \pagebreak #### Logical Mastery Starting at 18th level, your understanding of magical manipulation of forces is unparalleled. When you cast a spell with a 3rd-level or lower spell slot, that spell takes effect as if you had cast it with a spell slot of one level higher. #### Enlightened Starting at 20th level, your understanding of your magics allows you to bend the rules of reality just a little. Spells cast through your Noulith with a range of less than 60 feet gain a range of 60 feet. A creature that would take damage at the start of it's next turn due to the effect of your Eukrasia ability takes additional damage from all sources equal to your proficiency bonus. A creature with temporary hit points granted by your Eukrasia ability gains resistance to the first instance of damage it suffers on a turn. ## Sage Discipline A Sages discipline covers the means by which they enact their magic, as well as the primary focus of their studies. All Sages require a complex understanding of the world and it's forces to cast their spells, a Discipline is the specialization in their knowledge and their field. ### Arcanologist An Arcanologist is a Sage who has specialized in the complex mathematics and sigil work involved in the creation of magical effects. This feeds into their knowledge of spell casting as well as granting them a sound basis from which to make iterative deductions about magical creatures and effects. At each indicated level you add the listed spell to your spells known. ##### Arcanologist spells | Level | Spell | | :--- | :---- | | 3rd | Magic Missile, Levitate | 5th | Lightning Bolt | 7th | Otiluke's Resilient Sphere | 9th | Bigby's Hand #### Arcane Scientist Your study into the fundamental principles of magic and magical phenomena allows you to read the magical energies of a creature and make logical inductions with uncanny accuracy. You can cast the *Detect Magic* spell at will without spending a spell slot. While under the effect of the *Detect Magic* spell you can use an action to study the innate magical energies of a creature you can see within that spells range. You learn one of the following details about that creature: - Any creature types - Current emotional state - If it is capable of casting spells and the highest level spell it is capable of casting. - A damage resistance or immunity it has, if any. - A damage vulnerability it has, if any. Additionally, while under the effect of the *Detect Magic* spell you can cast the *Identify* spell as an action without spending a spell slot or requiring any components. #### Arcane Insights Starting at 6th level, your studies have given you a deep and powerful understanding of spellcasting. While under the effect of Eukrasia you gain the following benefit: - You can choose for any spell you cast to deal it's damage as force damage. Additionally, when a creature takes damage at the beginning of their turn due to the effect of your Eukrasia feature you can roll up to two additional damage die, reducing the duration of that effect by 1 round for each additional damage die rolled. #### Reinforced Barriers Starting at 10th level, you can weave together protective barriers with incredible proficiency. When you cast a spell that restores hit points while under the effect of Eukrasia you can treat that spell as though it had restored the maximum number of hit points. Once you use this feature you cannot do so again until you have finished a short or long rest. #### Waste Not Starting at 14th level, your knowledge of arcane weaves allows you an economy of energy that few can match. When you cast a spell using a 2nd-level or higher spell slot, you can regain a spent spell slot of a level up to one half the level of the spell slot spent. You can use this feature to regain a total number of spell levels up to your proficiency bonus. You regain full use of this feature after finishing a long rest. ### Deiologist A Deiologist is dedicated to the study of the forces of the divine and planar, and their means of influence on the prime material. This basis of understanding allows them manipulate forces both hallowed and unholy, and allows them to protect their allies from such influence. At each indicated level you add the listed spell to your spells known. ##### Deiologist spells | Level | Spell | | :--- | :---- | | 3rd | Protection from Evil and Good, Flaming Sphere | 5th | Spirit Guardians | 7th | Banishment | 9th | Dispel Evil and Good #### Planar Counsel Your studies into the inner workings of the divine and planar grants you special protections. You can't be charmed, frightened or possessed by an aberration, celestial, fey, fiend or undead. \pagebreak When you restore hit points to a creature with your Kardia feature, you can extend this protection to them so long as that creature remains your Kardia, up to a maximum of 1 minute. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Once a creature gains the benefit of this feature they must finish a short or long rest before they can gain that benefit again. #### Branding Sigils Starting at 6th level, your spellcasting incorporates protective and warding sigils to defend your friends and assail your foes. When you cast a spell on a creature, or grant them temporary hit points with your Eukrasia feature, you can grant that creature +1 AC for the duration of that spell or while they have those temporary hit points. Only one creature can have this benefit at a time. When you deal damage to an abberation, celestial, fey, fiend or undead with a spell of 1st-level or higher, increase that damage by 1d10 force damage. #### Lashing Sigils Starting at 10th levels, your protective wards and magic can lash out at aggressors. When a creature deals damage to a creature under the effect of a spell you cast, or who has temporary hit points granted by your Eukrasia feature, you can use your reaction to cause your magic to lash out. The triggering creature makes a Dexterity saving throw against your Sage spell DC. A creature takes 2d6 force damage on a failure. If the triggering creature is an aberration, celestial, fey, fiend or undead they instead take 2d8 damage plus your Intelligence modifier, half as much on a success. #### Grand Mandala Starting at 14th level, you can weave a great sigil of incredible complexity. You can use an action to create this sigil, which appears centered on a point you choose within 60 feet. This sigil affects a 30 foot cube. When you use this ability, choose one of the following options. You can choose an additional option by spending a spell slot of 5th-level or higher as a part of the action to use this feature. - Creatures of your choice in the area regain 5d8 + 5 hit points. - Creatures of your choice in the area must pass a Dexterity saving throw or suffer 5d10+10 force damage. An aberration, celestial, fey, fiend or undead has disadvantage on this saving throw and takes half damage on a success. - Cretures of your choice in the area that make an ability check or saving throw before the end of your next turn can treat a roll of 9 or lower as a 10. - Creatures of your choice in the area gain resistance to your choice of three of acid, cold, fire, lightning, necrotic, poison, radiant or thunder damage for one minute. You can use this feature once and regain that use by finishing a long rest, or by using an action to spend a spell slot of 5th-level or higher. \columnbreak ### Naturologist A Naturologist is a Sage who has specialized in the study of natural forces and their expression in elemental forms. A Naturologist is typically more at home in the field rather than the library. They have a reputation for being more robust and lively than their Sage peers, a reputation that is well deserved. At each indicated level you add the listed spell to your spells known. ##### Naturologist spells | Level | Spell | | :--- | :---- | | 3rd | Entangle, Barkskin | 5th | Wind Wall | 7th | Grasping Vine | 9th | Maelstrom #### Robust Researcher All that time out in the fresh air, researching creatures and forces in their natural habitat, has been good for you. Your maximum hit points are increased by 2 for each level you have in this class. Additionally, when you make an Intelligence (Nature) check to identify a creature or plant, you treat a roll of less than a 15 as a 15. #### Primal Might Starting at 6th level, you have learned not just to restore life energy, but empower it. While a creature is your Kardia, that creature increases attack and damage rolls with Strength or Dexterity based attacks by one half your proficiency bonus. You can use this feature a number of times up to your proficiency bonus and cannot use it again until you finish a long rest. #### Tenacity Starting at 10th level, your deep wells and intimate understanding of natural forces allow you to preserve life far long than might seem possible. When you would be reduced to 0 hit points, you can instead be reduced to 1. If your Kardia would be reduced to 0 hit points, you can use your reaction to extend the benefits of this feature to them. You can use this feature once and regain that use on finishing a short rest. #### Savagery Starting at 14th level, you can stir the primal power within your allies. You can use an action to rouse any number of creatures, including yourself, within 30 feet. Each roused creature can immediately take the Attack action or cast a spell of 3rd-level or lower. You can use this feature once and regain that use upon finishing a long rest, or by using an action to spend a spell slot of 5th-level or higher. \pagebreak ### Viviologist A Viviologist is a Sage who specializes in using their magic to heal and assist, studying the complicated interplay of life energies with organic creatures. They are expert healers, even more so than the typical Sage, and often work as mundane doctors in addition to their magical studies. At each indicated level you add the listed spell to your spells known. ##### Viviologist spells | Level | Spell | | :--- | :---- | | 3rd | Healing Word, Healing Spirit | 5th | Mass Healing Word | 7th | Aura of Life | 9th | Mass Cure Wounds #### Physician Your study of the body and natural sciences allows you to aid people in mundane as well as magical ways. When you stabilize a creature with 0 hit points with a successful Medicine check, that creature regains 1 hit point. You can spend 1 hour in careful examination of a creature to restore a number of hit points equal to 1d6 + your Intelligence modifier + that creatures total number of hit dice. Alternatively, you can remove one poison or disease affecting that creature. You can use this feature as an action a number of times equal to your proficiency bonus and must finish a long rest before you can use this feature in that way again. #### Economy of Energy Starting at 6th level, you are versed and practiced enough to maximize restored energy with clever application. Your pool of healing granted by the Kardia feature is increased by 2 times your Sage level. When you are restoring hit points to your Kardia, you can restore any number from that pool so long as that healing does not bring your target above one half their maximum hit points. #### Surging Life Starting at 10th level, you reflexively twist life energy from your injured foes. When you deal damage to a hostile creature, if you do not restore hit points to your Kardia from your healing pool they regain a number of hit points equal to one half your proficiency bonus. #### Grand Conversis Starting at 14th level, you have mastered the act of transumting and multiplying life energies, granting aid to those most in need. You can use an action to choose any number of willing creatures you can see, including yourself, within 30 feet. These creatures subtract their current hit points from their maximum hit points. An affected creature's current hit points are set to the result of this calculation. You can use this feature once and regain that use by finishing a long rest, or by spending a spell slot of 7th-level or higher. \pagebreak ### Sage Spell list ___ **Cantrip (0-level)** Blade Ward Dancing Lights Eldritch Blast Guidance Light Mage Hand Mending Message Resistance Spare the Dying Word of Radiance ___ **1-st Level** Bless Colour Spray Comprehend Languages Cure Wounds Detect Magic Faerie Fire Guiding Bolt Healing Word Identify Mage Armor Sanctuary Shield of Faith ___ **2-nd Level** Aid Augury Borrowed Knowledge Cloud of Daggers Enhance Ability Gentle Repose Heat Metal Hold Person Invisibility Lesser Restoration Mirror Image Misty Step Prayer of Healing See Invisibility Shatter Warding Wind Wither and Bloom ___ **3-rd Level** Aura of Vitality Beacon of Hope Conjure Barrage Daylight Dispel Magic Glyph of Warding Hypnotic Pattern Leomunds Tiny Hut Mass Healing Word Remove Curse Revivify Water Breathing ___ **4-th Level** Aura of Purity Banishment Blight Death Ward Dimension Door Elemental Bane Greater Invisibility Stoneskin ___ **5th-Level** Conjure Volley Dawn Far Step Flame Strike Greater Restoration Legend Lore Mass Cure Wounds Passwall Rary's Telepathic Bond Skill Empowerment Scrying Teleportation Circle ___ **6th-Level** Arcane Gate Contingency Darwmij's Instant Summon Forbiddance Heal Scatter Sunbeam True Seeing ___ **7th-Level** Dream of the Blue Veil Fire Storm Force Cage Mordenkainen's Magnificent Mansion Plane Shift Regenerate Symbol Teleport ___ **8th-Level** Antimagic Field Control Weather Feeblemind Mind Blank Sunburst Telepathy ___ **9-th Level** Astral Projection Invulnerability Mass Heal Power Word Heal Psychic Scream