Sage (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 13 (16 with mage armour)
Hit Points 71 (13d8 + 13)
Speed 30 ft.

11 (+0) 16 (+3) 13 (+1) 19 (+4) 14 (+2) 13 (+1)

Saving Throws Int +8, Wis +6
Skills Arcana +8, History +8, Medicine +6, Perception +6, Religion +8
Senses passive Perception 16
Languages any five languages
Challenge 10 (5,900 XP)

Brave. The sage has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the sage hits with it (included in the attack).

Keen Sight. The sage has advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. The sage is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The sage has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, mage armour, magic missile, shield
2nd level (3 slots): mirror image, misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): globe of invulnerability


Multiattack. The sage makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the sage can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sage. A creature can benefit from only one Leadership die at a time. This effect ends if the sage is incapacitated.


Parry. The sage adds 4 to its AC against one melee attack that would hit it. To do so, the sage must see the attacker and be wielding a melee weapon.

A mage with the Master template applied to it. Sages are formidable spellcasters that live to study magic. Good sages usually counsel nobles, while evil sages entertain ideas of ruling as tyrants or pursuing lichdom. Those that are neither good nor evil tend to study magic in seclusion within lonely towers. A sage's abode is usually warded with powerful magic, and a sage will usually have an apprentice or two.

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