Hyrule: Sage (5e Class)
It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule (DMG, page 288) or equivalent.
Sage[edit]
In ancient times, the gods blessed a small handful of humanoids with sacred magical power. Although these chosen few had little else in common, they all had sound judgment and uncanny wisdom. Due to these similarities, the chosen few have historically become formally known as the Seven Sages. It is believed by many that these few were granted such immense magical power that they became immortal and now dwell eternally in the Sacred Realm.
In the countless generations that have passed, few if any beings have been granted the immense and distinct power of these legendary Seven Sages. Nonetheless, there have been a few who have manifested similar magical capabilities of a mysterious, seemingly divine origin. Usually but not always, these magical capabilities originate when the individual completes a great task of faith or willpower, such as a pilgrimage or an act of self-sacrifice. From the point this supernatural power manifests, that individual is known as a sage. It is believed by some that all sages can somehow trace their lineage back to the Seven Sages of legend.
Although a sage can become a powerful force of magic, their spells tend to be more subtle than those of a researcher. Their magic is more often focused more on the breadth of what can be accomplished over time, rather than the height of what can be accomplished in a single moment.
Although it is not always inherently obvious from looking at a sage, each one embodies a different essence or domain that shapes that particular sage’s supernatural gifts. The most renowned of these elements include Earth, Fire, Forest, Light, Lightning, Shadow, Water, and Wind, though others exist.
According to legend, there also exists a sage reliant not on a element, but on the very fabric of existance. These sages, known as Sages of Time, have gifts that are much tougher to harness, even compared to other Sages. As a result, Sages of Time typically spend large parts of their life unaware or unable to control their power, though many have also learned to harness their powers in times of great need.
A sage is usually, but not always, of a good alignment.
Creating a Sage[edit]
Princess Zelda, of the Hyrulean Royal Family, is a renowned sage of light. Source |
- Quick Build
You can make a sage quickly by following these suggestions.
- Wisdom should be your highest ability score. Constitution should be your second or third highest ability score.
- For your background, choose hermit.
- For your Sage Domain, choose Sage of Light.
- For your cantrips, choose guidance and minor ward.
- For your equipment, choose scale mail, a longsword, and a wooden shield.
Class Features
As a Sage you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sage level after 1st
- Proficiencies
Armor: Light armor, shields (except heavy shields)
Weapons: All simple weapons
Tools: One musical instrument
Saving Throws: Wisdom, Charisma
Skills: You are proficient in your choice of one skill in the following list: Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion.
- If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.
- If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.
- If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.
In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) studded leather armor or (b) scale mail (if proficient)
- (a) any simple melee weapon or (b) a slingshot with 50 bullets
- (a) any simple melee weapon or (b) a wooden shield
- a musical instrument in which you are proficient, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hemp rope
—
Alternatively, your DM may allow you to choose your own starting equipment using 1,250 (5d4 x 100) rupees. If you choose this option, you forgo the equipment granted by your background.
Level | Proficiency Bonus |
Features | Cantrips Known |
Max Spell Level |
Magic Points |
---|---|---|---|---|---|
1st | +2 | Sage Domain, Spellcasting | 2 | 1st | Wis modifier |
2nd | +2 | Sage Domain feature | 2 | 1st | +5 |
3rd | +2 | Sacrifice | 2 | 2nd | +10 |
4th | +2 | Ability Score Improvement | 2 | 2nd | +15 |
5th | +3 | Bless or Bane | 2 | 3rd | +20 |
6th | +3 | Sage Domain feature | 3 | 3rd | +25 |
7th | +3 | Divine Body | 3 | 4th | +30 |
8th | +3 | Ability Score Improvement | 3 | 4th | +35 |
9th | +4 | Sacred Sage (2 uses) | 3 | 5th | +40 |
10th | +4 | Sage Domain feature | 4 | 5th | +45 |
11th | +4 | — | 4 | 6th | +50 |
12th | +4 | Ability Score Improvement | 4 | 6th | +55 |
13th | +5 | — | 4 | 7th | +60 |
14th | +5 | Sage Domain feature | 4 | 7th | +65 |
15th | +5 | Sacred Sage (3 uses) | 4 | 8th | +70 |
16th | +5 | Ability Score Improvement | 4 | 8th | +75 |
17th | +6 | — | 4 | 9th | +80 |
18th | +6 | Sage Domain feature | 4 | 9th | +85 |
19th | +6 | Ability Score Improvement, Immortal Body | 4 | 9th | +90 |
20th | +6 | Miracle | 4 | 9th | +95 |
Sage Domain[edit]
At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or race. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or experience a personal trauma.
Your sage domain affects what sage spells you can cast, and may grant you bonus proficiencies at 1st level. Your choice also grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th levels.
See below for details on each of the eight most plentiful domains: Earth, Forest, Fire, Light, Lightning, Shadow, Water, Wind, and Time.
Spellcasting[edit]
You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.
- Cantrips
You initially know two cantrips of your choice from the sage spell list appropriate to your sage domain, though Sages of Time learn cantrips and prepare spells somewhat differently. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sage table.
Spell Level | MP Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 12 |
- Magic Meter
At 1st level, you gain a number of magic points equal to your Wisdom modifier. At 2nd level and every sage level thereafter, you gain 5 more magic points. To cast a spell, you must expend a number of magic points dependent on the level of the spell. See the adjacent table.
You can cast a spell at a higher level than normal by expending additional magic points. For example, casting fly, a 3rd-level spell, normally costs 5 magic points. It can be cast as a 5th level spell, allowing it to affect more creatures, by expending the magic points needed to cast a 5th level spell—which is 7 magic points.
Your magic points are fully restored after a long rest. Some class features and magic items can otherwise restore magic points.
- Spellcasting Focus
You can use a musical instrument in which you are proficient as a spellcasting focus for your sage spells. You can instead use either a divine focus or a druidic focus.
- Preparing Spells
You prepare the list of sage spells that are available for you to cast, choosing from the sage spell list appropriate to your sage domain. When you do so, choose a number of sage spells equal to your Wisdom modifier + your sage level (minimum of one spell). The spells cannot exceed your Max Spell Level, as listed on the Sage table.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of sage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.
Sacrifice[edit]
Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.
As an action, you can expend two of your Sage Hit Dice to cast inflict wounds or cure wounds at its lowest level without expending magic points.
Hit Dice you expend with this feature cannot be used to regain hit points or otherwise until they are restored (such as by completing a long rest).
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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 campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.
Bless or Bane[edit]
Beginning at 5th level, you can channel your supernatural gifts into a powerful boon or a debilitating curse. This power coalesces into either a Blessing or a Bane, which the Sage chooses when they invoke this feature. A creature with a Blessing or a Bane gives off a faint magical aura that can instantly be detected by Sages or by creatures that can sense magic (such as one under the effects of detect magic).
Once you create a Blessing or a Bane, it lasts for one minute or until you fall unconscious. After you successfully bestow a creature with a Blessing or a Bane twice, you cannot do so again until after you complete a long rest.
- Bless
As an action, you can Bless one other creature within 5 feet of you, filling them with resolve and warding them from harm. Once per turn while Blessed, the creature can choose to add +2 to one attack roll or saving throw that it makes (no action required).
When a creature you have Blessed rolls a saving throw, you can use your reaction to add +10 to the Blessed creature's roll. If this saving throw was a death saving throw, the blessing ends when the creature becomes stable, regains 1 or more hit point(s), or dies. Otherwise, the Blessing ends immediately after the saving throw is succeeded or failed.
A creature can only benefit from one Blessing from a Sage at a time.
- Bane
As an action, you can target a creature within 5 feet of you with a curse of lethargy. The target must succeed a Charisma saving throw against your Spell Save DC or become cursed with a Bane. Once per turn when the affected creature makes an attack roll or saving throw, you can cause them to suffer a -2 penalty to that attack roll or saving throw (no action required).
When a creature you have afflicted with a Bane rolls an ability check or an attack roll, you can use your reaction to subtract -10 from that roll. If the creature you have given a Bane fails their roll as a result, the Bane that creature suffers immediately ends.
A creature can only be afflicted with one Bane from a Sage at a time, and can end its effect early with remove curse, greater restoration, or similar magic.
Divine Body[edit]
At 7th level, the divine magic that flows from you has begun to augment your body.
You have advantage on any Constitution saving throw you make to go without food or water, or to prevent disease.
Sacred Sage[edit]
Beginning at 9th level, your capacity to Bless or Bane begins to grow. You can now use your Bless or Bane feature one additional time (for a total of three times) before you need to complete a long rest.
At 15th level, your powers again grow, allowing you to Bless or Bane up to four creatures before needing to complete a long rest.
Immortal Body[edit]
At 19th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.
Miracle[edit]
When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can cast the wish spell without expending magic points.
Once you use this feature, you must complete a long rest before you can do so again.
Sage of Earth[edit]
You draw power from subterranean caverns most of all, but can draw some strength from any area of dry earth. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
Bonus Proficiencies[edit]
You gain proficiency with medium armor and shields (but not heavy shields), as well as battleaxes, crushers, flails, and warhammers.
You can read, write, and speak your choice of either the Goro or Stal language.
Grit[edit]
At 2nd level, your Sage Hit Dice increase in size to d10s, and your maximum hit points increases by 2.
Whenever you gain a Sage level after gaining this feature, you use your enhanced Hit Dice (d10s) for the purposes of determining your maximum hit point increase.
Courage[edit]
Starting from 6th level, you have advantage on saving throws against being frightened or charmed.
Earthen Safeguard[edit]
Also at 6th level, you gain resistance to acid damage and poison damage, and you gain advantage on saving throws against being poisoned.
Any creature currently under the effect of your Blessing also gains the benefits of this feature.
Down to Earth[edit]
Beginning from 10th level, you can augment your curses with earthen pull. Any creature you have afflicted with a Bane that attempts to move away from you treats that movement as difficult terrain. Movement towards you is not affected.
When a creature you have afflicted with a Bane begins its movement, you can use your reaction to reduce its speed to 0 until the end of the current turn. After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Tremorsense[edit]
Beginning at 14th level, you can detect the presence of other creatures via vibrations through the earth. You can use this sense to detect and pinpoint the origin of vibrations within 15 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.
Stalwart Stance[edit]
Starting at 18th level, you automatically succeed on any saving throw to avoid being knocked prone or to be moved against your will.
Sage of Fire[edit]
You draw power primarily from active volcanoes but can also draw some from mountains in general. As a sage of fire, you likely have a vigorous spirit. The magic you wield often deals with flame and heat.
Bonus Proficiencies[edit]
You gain proficiency with all martial melee weapons (but not martial ranged weapons), with bombs, and with fire rods.
You can read, write, and speak the Subrosian language. If you already know this language, you can learn another language of your choice.
Extra Cantrip[edit]
At 2nd level, you gain the produce flame cantrip, and it does not count against your Cantrips Known. If you already have this cantrip, you can gain another cantrip from your sage spell list. You may add your Wisdom modifier to the damage rolls of this cantrip.
Wise Defense[edit]
Starting at 2nd level, you can rely more on predicting and reading opponents' attacks to evade them, rather than relying on your reaction time or nimbleness of movement. Whenever you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You cannot do this if you are already adding your Wisdom modifier to your AC, such as with a monk's Unarmored Defense.
Climbing[edit]
At 6th level, you gain a climb speed equal to your base walking speed.
Fire Resistance[edit]
Also at 6th level, you gain resistance to fire damage.
If you otherwise have fire resistance, you instead gain advantage on saving throws to mitigate or avoid fire damage.
Any creature currently under the effect of your Blessing also gains the benefits of this feature.
Furious Flame[edit]
At 10th level, you learn to augment your cursing capability.
A creature you have afflicted with a Bane loses any resistance or immunity it has to fire damage.
When a creature you have afflicted with a Bane is targeted by an attack, you can use your reaction to add +10 to the roll of the attack made against it. After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Heat Sense[edit]
Beginning at 14th level, you can focus to detect and pinpoint objects and creatures around you based on how hot or cold they are.
At the start of your turn, you can expend 1 Magic Point in order to gain blindsight out to a range of 30 feet (no action required). This blindsight lasts until the start of your next turn.
Fire Immunity[edit]
Starting at 18th level, you become immune to fire damage, and you cannot catch flame or become Ignited.
Sage of Forest[edit]
You draw power from woodland terrain, including marshes and jungles. As a sage of forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these domains.
Bonus Proficiencies[edit]
You gain proficiency with hide armor and wooden shields, as well as hand crossbows, nets, seed shooters, shortswords, and whips.
You gain proficiency in one of the following skills: Animal Handling, Nature, or Survival. Alternatively, you can gain proficiency in woodworker's tools.
You can read, write, and speak the Deku language. If you already know this language, you can instead learn any one language of your choice.
Forest Discipline[edit]
At 2nd level, you gain one of the following disciplines of your choice.
- Climber
You gain a climb speed equal to your base walking speed. If you take damage from falling, you can use your reaction to halve the damage you take from the fall.
- Druid
You gain the druidcraft cantrip, which does not count against your number of Cantrips Known. If you already know this cantrip, you can gain another cantrip from your sage spell list.
You gain proficiency in the Animal Handling skill. If you would otherwise be proficient with Animal Handling, you can instead add twice your proficiency bonus to checks involving this skill.
- Nimble Defense
While you are wearing light armor, hide armor, or no armor, you gain a +1 bonus to your AC and to Dexterity saving throws.
- Ranger
You gain proficiency with longbows.
You gain proficiency in the Survival skill. If you would otherwise be proficient with Survival, you can instead add twice your proficiency bonus to checks involving this skill.
- Woodland Navigation
While in forests, swamps, or jungles, you have advantage on initiative rolls, Wisdom (Perception) checks, Intelligence (Investigation) checks, and Wisdom (Survival) checks.
Land's Stride[edit]
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Any creature currently under the effect of your Blessing also gains the benefits of this feature.
Restrictive Ground[edit]
At 10th level, you learn to augment your curses.
If a creature you have afflicted with a Bane moves towards you, its moves as though impeded by difficult terrain. Creatures that are flying or incorporeal are unaffected.
When a creature you have afflicted with a Bane begins its movement, you can use your reaction to force that creature to make a Dexterity saving throw against your Spell Save DC. On a failure, the creature you have targeted becomes restrained until the start of its next turn, at which time the Bane on it ends. On a success, the Bane that creature suffers ends immediately.
Nature's Sanctuary[edit]
Starting at 14th level, your connection to the natural world allows you to instinctively ward off those who would do you harm.
When creature targets you with an attack, that creature must first succeed a Wisdom saving throw against your sage Spell Save DC or be forced to either choose a new target for their attack or automatically miss. On a successful save, that creature becomes immune to this effect for 24 hours.
Wild Aura[edit]
Starting at 18th level, you and other creatures of your choice within 30 feet of you can't be charmed or frightened while you are not incapacitated.
Sage of Light[edit]
You draw power from areas of perpetual light, and during the brightest times of day. As a sage of light, you likely have a strong sense of courage and justice. The spells you can cast often both smite your enemies and protect your allies, making you quite versatile and reliable in this regard.
Bonus Proficiencies[edit]
You gain proficiency with medium armor and shields (but not heavy shields), as well as longbows, longswords, and rapiers.
Radiant Flare[edit]
Beginning at 2nd level, you learn to summon light between yourself and an attacking enemy.
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll by causing light to flare between you and the attacker. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Burst of Dawn[edit]
Also at 2nd level, you learn to illuminate yourself with brilliant light that can dispel magical and non-magical darkness alike.
As a bonus action, you can expend 1 Magic Point to cause your entire body to gleam with light. For the next minute, you emit bright light out to 30 feet and dim light for an additional 30 feet beyond that. The bright light created by this feature is powerful enough to dispel darkness created by spells of 2nd level or lower.
Radiant Resistance[edit]
At 6th level, the radiant energy flowing through you protects you from certain kinds of harm. You gain resistance to radiant damage.
If you otherwise have radiant resistance, you instead gain advantage on saving throws to mitigate or avoid radiant damage.
Any creature currently under the effect of your Blessing also gains the benefits of this feature.
Blessed Smite[edit]
At 10th level, you learn to further augment your blessings.
Whenever a creature you have Blessed hits a creature with a weapon attack or an unarmed strike, it inflicts an extra 1d8 radiant damage to that attack's target.
After a creature you have Blessed hits a target a weapon attack or an unarmed strike, you can use your reaction to turn that hit into a critical hit. The Blessing you have bestowed to that creature ends immediately after that attack's damage.
Sealing Curse[edit]
Starting at 14th level, you learn to augment your curses to seal away a creature's magic.
Any creature you have afflicted with a Bane has a -2 penalty on saving throws made to maintain concentration on a spell.
When a creature you have afflicted with a Bane uses its action to cast a spell, and can use your reaction to force the creature to make a Charisma saving throw against your Spell Save DC. On a failure, you nullify the target's attempt and their spell has no effect.
After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Inspiring Light[edit]
Starting from 18th level, you and friendly creatures within 30 feet of you have advantage on saving throws against being blinded, charmed, frightened, and petrified while you are not incapacitated.
Sage of Lightning[edit]
You draw power from desert terrain and dry climates in general. As a Sage of Lightning, you wield unusual tenacity, ferocity, and cunning. Your spells often encourage physical vigor and occasionally invoke the power of lightning.
Bonus Proficiencies[edit]
You gain proficiency with duplex bows, hand crossbows, heavy crossbows, longbows, scimitars, shortswords, and lightning rods.
Unarmored Defense[edit]
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Climate Endurance[edit]
Beginning at 2nd level, you can endure both extremely hot and extremely cold environments without difficulty. See page 110 of the 2014 DMG
Fast Movement[edit]
Also at 2nd level, your base walking speed increases by 10 feet while you are wearing light armor or no armor.
Dervish[edit]
Starting at 6h level, you can Dash or Disengage as a bonus action while you are wearing light armor or no armor.
Grounding Magic[edit]
Also at 6th level, you gain resistance to lightning damage.
If you otherwise have lightning resistance, you instead gain advantage on saving throws to mitigate or avoid lightning damage.
Any creature currently under the effect of your Blessing also gains the benefits of this feature.
Starting at 14th level, you gain resistance thunder damage, as does any creature you have Blessed.
Stupefy[edit]
Beginning at 10th level, you learn to augment your curses.
Any creature you have afflicted with a Bane has disadvantage on opportunity attacks and has its speed reduced by 10 feet.
When a creature you have afflicted with a Bane makes a Constitution saving throw, you can use your reaction to impose disadvantage on that saving throw. After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Storm Strikes[edit]
Also at 14th level, you learn to take advantage of your opponent's weak points.
When making a weapon attack or casting a spell of 2nd level or lower that has an attack roll, you can expend magic points as if they were Stamina points to turn the attack into a called shot.
Vigorous Aura[edit]
Starting at 18th level, you and other creatures of your choice within 30 feet of you can't be paralyzed or stunned while you are not incapacitated.
Sage of Shadow[edit]
You draw power from graveyards or other areas of the dead, as well as areas of perpetual darkness. As a sage of shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
Bonus Proficiencies[edit]
You gain proficiency with hand crossbows, morningstars, rapiers, scimitars, and shortswords.
You gain proficiency with one of the following skills: Deception, Intimidation, Sleight of Hand, and Stealth.
You can read, write, and speak the Stal language. If you already know this language, you can learn any one language of your choice.
Unarmored Defense[edit]
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Shadow Discipline[edit]
At 2nd level, you gain one of the following disciplines of your choice.
- Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Knife from the Dark
You have a +2 bonus on damage rolls with daggers.
- Shadow Expertise
Choose one skill from the following list that you are proficient with: Deception, Intimidation, Sleight of Hand, and Stealth.
You can add twice your proficiency bonus to checks using that skill.
Enveloping Darkness[edit]
At 6th level, you learn to augment your blessings.
Any creature currently under the effect of your Blessing gains darkvision out to a range of 60 feet and gains advantage on Dexterity (Stealth) checks.
When a creature you have blessed rolls initiative, you can use your reaction to add +10 to the Blessed creature's initiative roll. Once you use this effect, the Blessing on that creature ends.
Unveil[edit]
At 10th level, you learn to augment your curses.
A creature you have afflicted with a Bane that attempts to tell a lie or move stealthily must first succeed on a Charisma saving throw against your Spell Save DC. On a failure, the creature that you have afflicted with a Bane finds itself unable to lie or move without revealing itself.
If a creature you have afflicted with a Bane starts its turn while invisibile or in a form other than its true form, you can use your reaction to force the creature into its true form and to lose the invisible condition. After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Swift Shadows[edit]
Beginning at 14th level, your prowess with cunning magic accents your natural agility, and vice versa. You can add both your Dexterity modifier and your Wisdom modifier to your initiative.
Aura of Truth[edit]
Starting at 18th level, you and other creatures of your choice within 30 feet of you have within 30 feet of you can't be blinded or deafened while you are not incapacitated.
Sage of Time[edit]
You have been bestowed with the potential to surpass entropy and weave time anew in your hand. As a Sage of Time, you have access to a much wider array of spells than any other sage, but also have unique difficulties when it comes to harnessing your power.
Troubled Spellcaster[edit]
As a Sage of Time, your magic is powerful, but does not flow freely as it does for every other Sage. You are able to choose your spells and cantrips from any sage domain's spell list. However, when you complete a long rest, you lose access to some of the spells you have prepared.
Before preparing spells as a result of completing a long rest, you must randomly choose a number of your prepared spells equal to your proficiency bonus. When you choose a spell in this way, you must replace it with another spell you are able to learn. Additionally, once you are forced to replace a spell in this manor, you cannot learn it again until you complete your next long rest.
Whenever you gain a level in this class, choose one of your cantrips. You must replace the chosen cantrip with another cantrip from a sage domain's spell list.
Extra Cantrip[edit]
At 2nd level, you gain a cantrip unique to the Sages of Time: sylvanism. This cantrip does not count against your spells known, and it cannot be changed as a result of your Troubled Spellcaster feature.
Equalize Fate[edit]
Also at 2nd level, you gain the ability to stabilize uncertain points in time. When a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you use your reaction to prevent the roll from being affected by both advantage and disadvantage.
You can use take this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Time Tamper[edit]
Starting at 6th level, your control over of time has progressed to you being able to prioritize beneficial outcomes.
When another creature you can see makes an attack roll, ability check, or saving throw, you can expend 3 magic points to roll a d4 (no action required). The result is either applied as a bonus or penalty (your choice) to the d20 roll.
Once per turn, you can use this feature on a creature you have given a Blessing or Bane by only expending 1 magic point.
Predictable Outcomes[edit]
Beginning at 10th level, you've learned how to greatly reduce the chance of failure when it comes to familiar tasks. Whenever you make an ability check that lets you add your full proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Temporal Interrupt[edit]
Beginning at 14th level, you learn to curse creatures by complicating their passage of time.
When a creature you have afflicted with a Bane begins their turn, they must choose to either lose their bonus action, reaction, or have their speed set to 0.
When a creature you have afflicted with a Bane ends their turn, you can use your reaction to attempt to bend the flow of time around your target. They must succeed a Charisma saving throw against your Spell Save DC or be temporarily frozen in time, which renders them unconcious, immune to all damage, and unable to be affected by other creatures, objects, or effects until the end of their next turn.
A creature that is rendered unconcious in this way does not become prone.
After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Secrets of Chronurgy[edit]
At 18th level, you learn the following spells: Foresight, Time Stop, and Time Ravage.
The first time you cast one of these spells, you can do so without expending magic points. You regain the ability to use this feature after completing a long rest.
Sage of Water[edit]
As a sage of water, you are attuned to moisture, bodies of water, and frigid temperatures. Your spells often invoke cold, water, and moisture in one of various forms.
Bonus Proficiencies[edit]
You gain proficiency with cutlasses, ice rods, and pikes.
If you do not already have a swim speed, you gain a swim speed equal to your base walking speed. If you already have a swim speed or otherwise gain one, you never provoke opportunity attacks when you use that swim speed to move.
Water Discipline[edit]
At 2nd level, you gain one of the following disciplines of your choice.
- Amphibian
You can breathe both air and water. Your swim speed increases by 10 feet.
- Biologist
You are proficient in the Nature skill, with fishing tackle, and with the taxidermist's kit. If you were already proficient in Nature, you can instead gain proficiency in another skill available to a sage at 1st level.
- Mariner
You are proficient in the Survival skill, with navigator's tools, and with water vehicles. If you were already proficient in Survival, you can instead gain proficiency in another skill available to a sage at 1st level.
- Sage of Ice
You have resistance to cold damage, and can endure even the harshest of cold climates with ease.
Blue Veil[edit]
At 6th level, you learn to augment your blessings.
Any creature currently under the effect of your Blessing gains a swimming speed equal to their walking speed, the ability to breath both air and water, and resistance to cold damage.
Purge[edit]
At 10th level, you learn to augment your curses.
Any creature you have afflicted with a Bane loses any resistance or immunity it has to cold damage.
When a creature you have afflicted with a Bane attempts a saving throw that would halve the damage it takes from a spell or effect, you can use your reaction to impose disadvantage on that saving throw. After you take this reaction, the Bane you have afflicted that creature with immediately ends.
Swift Current[edit]
Beginning at 14th level, your cunning accents your agility, and vice versa. You can add both your Dexterity modifier and Wisdom modifier to your initiative.
Adaptive Aura[edit]
Starting at 18th level, you and other creatures of your choice within 30 feet of you can't be petrified nor have their forms magically altered while you are not incapacitated.
Sage of Wind[edit]
You draw power in coasts and open fields, or other terrain where the wind blows vigorously. As a sage of wind, you are attuned to air and air flow. Your spells often invoke gas, wind, and the elements of weather.
Bonus Proficiencies[edit]
You gain proficiency with hand crossbows, heavy crossbows, longbows, rapiers, scimitars, and shortswords.
Air Sense[edit]
At 2nd level, you become more inherently more attuned to wind and air than most. You gain the following benefits:
- You are always accurately aware of the direction and speed of wind if you are able to feel it on your body.
- You can instantly discern if the wind is derived from natural, mechanical, or magical sources; and whether or not the air you are breathing is created by magic.
- You have advantage on any Wisdom (Perception) check based on sound or smell.
- You have advantage on any Intelligence (Nature) check made to predict the weather.
Extra Cantrip[edit]
Also at 2nd level, you gain the gust cantrip, which does not count against your number of Cantrips Known. If you already have this cantrip, you can gain another cantrip from your sage spell list.
Ride the Wind[edit]
Starting from 6th level, you learn to use the power of the wind to carry you through the air.
As a bonus action, you can expend 2 magic points to magically give yourself a flying speed equal to your walking speed for 1 minute. For this duration, creatures have disadvantage on opportunity attacks against you while you are flying.
Pure Breath[edit]
Starting at 10th level, you can hold your breath indefinitely. You automatically succeed on saving throws against gaseous spells and abilities (such as Stinking Cloud).
Any creature you have Blessed also gains the benefit of your Pure Breath.
Blessed Flight[edit]
At 14th level, you learn to augment your blessings.
Any creature you have Blessed without a flying speed gains a flying speed equal to their walking speed for the duration. If a creature you Bless already has a flying speed, that flying speed is instead increased by 30 feet for the duration.
Free as a Bird[edit]
Starting at 18th level, you and other creatures of your choice within 30 feet of you gain the benefits of the spell Freedom of Movement while you are not incapacitated.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the sage class, you must have a Wisdom score of 13 or higher.
Proficiencies. When you multiclass into the sage class, you gain proficiency with light armor and all simple weapons.
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