Eloquent Sage (5e Subclass)
Eloquent Sage[edit]
Sorcerer Subclass
The eloquent sage is someone whose soul is attuned to the art of winning combat through words and takes their charisma to another level, capable of materializing their arcane power into people and shaping their spells to excel in combat.
Eloquent Sage Spells[edit]
Your sorcerous origin allows you to cast spells that can enhance your weapons or offensive abilities. You learn additional spells when you reach certain levels in this class, as shown on the Eloquent Sage Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Sorcerer Level | Spells |
---|---|
1st | message, silvery barbs |
3rd | alter self, enlarge/reduce |
5th | counterspell, dispel magic |
7th | dimension door, spirit of death |
9th | arcane hand, commune with city |
- Martial Training
Starting at level 1, when you choose this subclass, you gain proficiency with light and medium armor, as well as all simple weapons and three martial weapons of your choice. Additionally, your hit point maximum increases by 1 and increases again by 1 each time you level up in this class.
- Leadership Power
Starting at 6th level, thanks to your experience leading armies, you can use an action and spend sorcery points to create duplicate copies of yourself from your body. For every 5 sorcery points you spend, you summon one clone of yourself, up to a maximum number equal to your Charisma modifier (minimum of one clone). Each clone has a hit point maximum equal to your hit point maximum divided by the number of clones. The clones share the same characteristics and abilities as you and you can communicate telepathically with a clone as long as you are on the same plane. A clone is equipped with illusory copies of your equipment, which can only be used by the clone and vanish if the clone is no longer holding them. If a clone uses a spell slot or another ability with a limited number of uses, it counts as one of your uses. When a clone dies, it disintegrates, along with its equipment. The clones remain until the end of your turn, after which you must make a DC 20 Charisma saving throw at the start of each turn to prevent the clones from disappearing.
Additionally, you gain all of the clones' memories when they disappear, allowing you to learn trained skills and functions at three times the normal rate (at the DM's discretion). The clones are indistinguishable from you and implicitly follow your commands.
- Soul Resonance
At level 10, you gain the ability to hone your soul into a weapon of calamitous power. Your weapon attacks score a critical hit on a roll of 19 or 20.
- Attack Planner
Starting at level 16, when you score a critical hit, you can make one additional weapon attack this turn, no action required. Additionally, you regain a number of sorcery points equal to your proficiency bonus. Once you regain sorcery points in this way, you can't do so again until you complete a long rest.
- Resonant Words
Starting at 20th level, when you score a critical hit you can add your Intelligence, Wisdom and Charisma modifiers to the next damage roll you make before the end of your next turn.
Font of Magic Options[edit]
Your sorcerous origin allows you use your magic to enhance your combat abilities, such as by increasing your weapon's impact or by giving you a surge in speed. When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.
- Arcane Surge
Once per turn you can spend 4 sorcery points to perform an additional action or bonus action.
- Destructive Blow
As a reaction you can spend 2 sorcery points to add an additional 1d6 force damage to a successful weapon attack. You can increase the amount by 1d6 per 2 sorcery points spent.
- Swift Step
You can spend 1 sorcery point to take the Dash, Disengage or Dodge action as a bonus action on your turn.
- Weapon Empowerment
As an action, you can touch one weapon and spend 2 sorcery points to empower it for 10 minutes. For the duration, the weapon gains a +1 bonus to attack and damage rolls. You can increase this bonus to +2 by spending 4 sorcery points and +3 by spending 6 sorcery points.
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