The Sage (5e Class)

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The Sage[edit]

In a small village nestled in the rolling hills of a verdant kingdom, a scholar lived who dedicated their life to uncovering the secrets of the world. Their relentless pursuit of knowledge took them to far-off lands and into the depths of ancient ruins, where they discovered knowledge that had long been lost to time.

However, the scholar soon realized the dangerous power of the secrets they had uncovered and was cursed by a powerful entity as punishment. The curse caused them to be pursued by dark and ominous forces at every turn, making it nearly impossible for them to continue their work or share their newfound knowledge with the world.

Determined to break the curse and continue their quest for knowledge, the scholar sets out on a perilous journey through treacherous landscapes and treacherous towns. They must use their wit and cunning to evade their pursuers, all while seeking the help of wise sages and powerful magicians in order to break the curse and restore balance to the world. The journey will be long and treacherous, but the scholar is determined to overcome the odds and unlock the secrets of the world, no matter the cost.

Creating a Sage[edit]

Quick Build

First, Intelligence should be your highest ability score, followed by Wisdom and then Constitution. Second, choose the outlander background.


Class Features

As a The Sage you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Sage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Sage level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose any two tools or musical instruments
Saving Throws: Intelligence, Wisdom
Skills: Choose any four

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The The Sage

Level Proficiency
Bonus
Features Insight Die —Spell Slots per Spell Level—
1st +2 d6
2nd +2 d6
3rd +2 d6
4th +2 Ability Score Improvement d6
5th +3 d8
6th +3 d8
7th +3 d8
8th +3 Ability Score Improvement d8
9th +4 d10
10th +4 d10
11th +4 d10
12th +4 Ability Score Improvement d10
13th +5 d12
14th +5 d12
15th +5 d12
16th +5 Ability Score Improvement d12
17th +6 d12
18th +6 d12
19th +6 Ability Score Improvement d12
20th +6 d12

Academic Jargon[edit]

During your years of study in the academy, you learned academic jargon, a complex and hermetical dialect that is basically incomprehensible by any layman, allowing you to have deeper intellectual conversations with peers, and sometimes convey secret messages to them. Only another creature that knows Academic Jargon understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Expertise[edit]

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Insight[edit]

At 1st level, your moments of brilliance and genius come constantly and often, through the use of Insight.

Insight Dice

Whenever you finish a long rest, you fill your Insight Dice pool to its maximum, an amount equal to twice your proficiency bonus.

Your Insight Die is a d6 when you first gain this feature, but increases as you gain levels, as shown on the Insight Dice column on The Sage table. Whenever you roll a 1 on the Insight roll you regain one Insight Die.

Fields of Knowledge

When you gain this feature, you can choose a field of knowledge to be versed in. You can choose from the list on the end of this class description, the Fields of Knowledge List down below.

You start with the Academics field, plus two additional others of your choice, but learn more as you gain levels in this class.

Quick Thinking[edit]

Starting at 2nd level, you can quickly come to life saving conclusions under pressure. You can take the Search and Help actions as a Bonus Action.

In addition, you add your Intelligence modifier to your Initiative checks.

Sage Advice[edit]

At 2nd level, under your wise guidance, your allies can find comprehension and success on any field. Whenever a friendly creature makes a check with a skill you are proficient with, you can spend an Insight Die as a Reaction to allow them to add the number rolled on the die to the result of the check.

Bachelor Specialization[edit]

At 3rd level, you gain the status of Bachelor in an area of study. Your choice grants you features at 3rd level, and again at...

Ability Score Improvement[edit]

At 4th level, ...

Spot Weakness=[edit]

At 5th level, your analytical eyes are quickly to discern weak spots on your targets. You can make a Search action against your target's AC. On a success, you discover its damage resistances, vulnerabilities, immunities and condition immunities.

You can roll an Insight Die as a reaction whenever the analysed target makes a saving throw to reduce the result of the save; and whenever an ally within 30 feet you can see makes an attack against them, increasing the result of the attack.

When aiding an attack, if the sum of the number rolled on the d20 and the Insight Die is a 20 or more, that attack is a critical. Rolls of 1 aided by your Insight Die are never considered critical failures.

In addition, whenever you use Spot Weakness on a target, the next time a creature causes damage to it within 1 minute, you can use a reaction to make the target vulnerable to that damage.

Once you successfully use this feature on a creature, that same creature is immune to its effects for the next 24 hours.

Superior Intellect[edit]

Beginning at 18th level, if your total for a Intelligence check is less than your Intelligence score, you can use that score in place of the total.

Lore[edit]

Also at 18th level, once a day when you finish a short or long rest, you can recall the most hidden and secretive details about any topic. Name or describe a person, place, or object. You bring to your memory a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

If you have already used this feature, you can use it again by spending an Insight Die at the end of a short rest.

Fields of Knowledge[edit]

Academics

You've studied in a traditional and well regarded institute of higher education, and went through the general circle of studies. Whenever you make an Intelligence check, you can roll for Insight and add the number rolled to the result of the check.

Art

You heighten your taste and sensibilities for high art and can even produce high art yourself. You add your Insight Die to your Performance checks and any check made with a Musical Instrument, or with a tool when creating a piece of art.

In addition, you can roll any amount of Insight Dice when you make a performance, taking 10 minutes per die rolled. At the end of the performance, the crowd will throw you a number of gp equal to the total rolled in the dice.

Economics

You have a deep grasp of the mechanisms that control the market. You add your Insight Die in any checks you make to predict fluctuations of the market and to barter and you can use your Intelligence, rather than Charisma for negotiations.

In addition, when buying something, you can spend an Insight Die to force a target to make a Wisdom saving throw. On a success, you can buy for a discount of your Insight Die halved (rounded down)%. A creature who succeeds this save is forever immune to this feature.

Occultism

Often scoffed and dismissed as pseudoscience, this area of study cover the deeper nature of the supernatural. You can roll an additional Insight Die whenever you use Academics for any Intelligence checks you make with Academics related to magic and the supernatural.

In addition, you can spend an Insight Die to either cast detect magic or identify.

Physical Education

Not all academics are feeble and weak. You decided to study the body and how to strengthen and improve it. You can roll an additional Insight Die whenever you use Academics for Strength, Dexterity or Constitution checks you make.

In addition, whenever you throw, jump, swim or climb, you can roll an Insight Die and add a number of feet equal two times the number rolled.

Bachelor Specialization[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the abyss knight class, you must meet these pre-requisites: Dexterity or Strength 13, Charisma 13. Proficiencies. When you multiclass into the abyss knight class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor.


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