Sage
Hit Points
Hit Dice: d6 per Sage level
Hit Points at first Level: 16 + Con Modifier
Hit Points at Higher Levels: 1d6 (or 3) + Con Modifier
Proficiences
Armor: All
Weapons: Choose 1 from: Spearthrusting, Lancing, Swordplay, Axewielding, Hammerskill, Whipcracking, Archery, Marksmanship, Unarmed
Tools: Choose 1 from : Alchemists Tools, Scriveners Tools, Navigators Tools, Cartographers Tools, Tinkers Tools
Saving Throws: Intelligence, Charisma
Skills: Choose 4 from: Slight-of-hand, Arcana, History, Investigation, Religion, Medicine, Perception, Persuasion
Overview & Creation
Scribes, clerks, and the bookish, or dabblers in the arts and crafts of alchemy and medicine, the sage is an expert into high lore and its crafts. A sage is less a practises of the forms, than somebody who has studied the natural philosophy and acquired insight into how to conjure these effects through alchemy or the eldritch arts. Many a sage learns that they are not the toughest warrior, best to stay in support of an adventuring party lending sage advice and reasoned argument when brute forces fail.
Class Features
Lv.1 Sages Study
At 1st level and every level thereafter the sage gains additional lore proficencies that they detail in their Sage Chronicle which acts as a repository of their knowledge and researches.
These lore proficencies may be in any lore discipline the sage desires:
- Artisan - New Tool proficencies and trades
- Crafts - Potions, Wyrmsmokes, Oils and Salves etc.
- Realm - detailed knowledge about regions of the game world
- Langugues - detailed knowledge of how to converse and the culture of a peoples
- Rituals - knowledge of how to conjure supernatural effects from a handful of reagents
Lv. 1 - Common 1, Uncommon 0, Rare 0, Legendary
Lv. 2 - 2, 0, 0, 0
Lv. 3 - 2, 1, 0, 0
Lv. 4 - 3, 1, 0, 0
Lv. 5 - 3, 2, 0, 0
Lv. 6 - 3, 2, 1, 0
Lv. 7 - 4, 2, 1, 0
Lv. 8 - 4, 3, 2, 0
Lv. 9 - 4, 3, 2, 1
Lv. 10 - 4, 3, 3, 1
Lv. 11 - 5, 4, 3, 2
Lv. 12 - 5, 4, 4, 3
Lv.1 Sages Chronicle
The sage takes their time to chronicle the events of their times, including research notes, diagrams and pictures. The sages chronicle functions as a repository of knowledge for the sage and all bonus lore they pick up is detailed within it. While a Sages Chronicle contains all bonus lore granted as part of their Sage Study, it is not limited to only bonus lore, and the Sage may add any other lore, potion receipes or ritual scrolls they come across in their adventure.
As part of a long rest, the Sage may spend time transferring any alchemy formula, ritual notes, cypher key, map, language translations, or another piece of information to their chronicle. This expends 50gp in inks and leafs of parchment to create a permanent reference.
Once a permanent reference has been created within the Sages Chronicle, a sage may as an action refer to their chronicle on a given topic to give them a bonus on any rolls related to that topic in the next 10mins. This bonus is that when refering to their chronicle the sage cannot roll less than their character level on any check they may make:
- Arcana checks to complete rituals
- Medicine checks to brew potions
- Artisan checks to create an object, perform a service, or appraise craftsmanship
- Saves against certain monsters / flora
- Translate texts or codes
- Avoid getting lost or to find in world locations they are aware of
- To otherwise recall or use lore in a given subject area
If the pages of the permanent reference are removed then they become a limited use item as a single use scroll without the reagents of the potion or ritual. A sage may make multiple copies of such information in a single tome if they desire.
A sages chronicle is vulnerable to flame and flood, any time the book would become submerged or set on fire. 1d4-1 random notes are irrecoverably damaged at the end of the players.
A sage may only maintain one such chronicle on their person at a time, any copies of which must be stored with a suitable library of a patron or other NPC. Each new chronicle tome costs 100gp to create the book bindings with pages added separately.
Lv.2 Scrivener
As part of a short or long rest create a scroll for a ritual or potion receipt that they have recorded in their chronicle, and package it with the reagents required for the cost of the potion or ritual plus 20gp for the cost of paper and ink.
This scroll may be then used by another character or creature to assemble the potion or ritual, even if they otherwise would not possess such lore or skill. A character following the sages notes gains advantage on any medicine or arcana roll to craft the potion or complete the ritual enclosed.
Lv.3 Sage Archetype
You select a Sage archetype gaining its features at the approiate levels.
Lv 4 Sorcerous Safety
In situations where the Sage would fail an arcana or medicine check as part of a ritual or craft and be required to roll for a magical mishap, the Sage may re-roll one mishap and choose either mishap effect. At 8th level they may re-roll up to two mishaps, and at 12th level up to three mishaps.
Lv 6 Sage Advice
The sage may add her intelligence bonus (if applicable) to persuasion or intimidations checks as well as their charisma bonus (if applicable), evoking reason and lore to give weight to their argument. The sage may only do this if the matter the sage is attempting to persuade or intimidate on can be argued from logical principals. GM discretion applies.
Lv 9 Secret Lore
The Sage may request from the GM to have complete knowledge (as could be possibly known by the character from reading all known public sources including chronicles or researching otherwise) about a specific place, person, object, event, magical effect or creature. The GM reveals what knowledge that their character could possibly know about this in secret to the player.
When revealing such knowledge the GM may mix both actual truth, and believed truth, giving an indication about what the 'intelligentsia of the world' consider to be knowledge about the subject. This does not include any private knowledge that would only be known by a handful of persons, or would have had no way to make it into public knowledge. This ability may also be used to identify an unknown artefact or object and its properties.
Each time this ability is used, the sage gains a point of eldritch madness. Whenever the sage accrues 5 points of eldritch madness there is a 00-49%% chance they permanently loose one point of Intelligence, Wisdom or Charisma determined at random.