User:Mr.Knighttyme

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Elemental Sage[edit]

Elemental sage's are a magical anomally. Not a lot is known how they come to be but they are born with magic in there blood that allows them to manipulate four major elements in the world, Fire, Cold, Electric, and Sonic. There magic works different from usual spell casters an often they don't realize there power till later in life. For this reason a lot of Energy sage's are already well versed in melee or ranged combat. Once there powers emerge they still rely heavily on there chosen weapons.

Making an Energy Sage[edit]

Abilities: Elemental sages are proficient in all simple and martial weapons because of having no magical power earlier in life they had to rely on physical weapons. Because of this they benefit from high strength and constitution. Even though they have no spells they do have certain powers that act like spells and all modifiers and saves are pulled from the Intelligence stat.

Races: There seems to be no race discrimination but humans and elves are more likely because magic flows more freely in those bloodlines.

Alignment: The Sage's powers come directly from there own pool of magic and do not need to be blessed by any gods in particular. That doesn't mean they aren't religious but they can be any alignment without having to worry about losing abilities.

Starting Gold: 5d4×10 gp (On average 125 gp.)

Starting Age: As Fighter.

Table: Elemental Sage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Magic Power
Fort Ref Will MP
1st +1 +2 +2 +2 Lightning Web 4
2nd +2 +3 +3 +3 Stinging Wind 6
3rd +3 +3 +3 +3 Winter's Armor 8
4th +3 +4 +4 +4 Flame Slash 10
5th +4 +4 +4 +4 Fire Cloak, Ice Cloak, Lightning Cloak, Sonic Cloak 12
6th +5 +5 +5 +5 Sonic Push 14
7th +6/+1 +5 +5 +5 Ice Form 16
8th +6/+1 +6 +6 +6 Burning Mine 18
9th +7/+2 +6 +6 +6 Thunder Lance 20
10th +8/+3 +7 +7 +7 Weapons of the Elements 22
11th +9/+4 +7 +7 +7 Cryo Chamber 24
12th +9/+4 +8 +8 +8 Twister 26
13th +10/+5 +8 +8 +8 Lightning Storm 28
14th +11/+6/+1 +9 +9 +9 Meteor 30
15th +11/+6/+1 +9 +9 +9 Fire Guard, Cold Guard, Electric Guard, Sonic Guard 32
16th +12/+7/+2 +10 +10 +10 Sonic Nova 34
17th +12/+7/+2 +10 +10 +10 Electric Nova 36
18th +13/+8/+3 +11 +11 +11 Ice Nova 38
19th +14/+9/+4 +11 +11 +11 Fire Nova 40
20th +15/+10/+5 +12 +12 +12 Ability 42

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).


Class Features[edit]

All of the following are class features of the Elemental Sage.

Weapon and Armor Proficiency: Elemental Sages are proficient in one handed simple and martial weapons. If an elemental sage does not have a free hand he/she cannot properly cast their spells. This also means that typically do not use shields because of the spell failure. They are free however to use light or medium armor without worrying about spell failure.


Spells: Elemental Sages have spell like abilities that use magic power. You get a certain amount of MP per day depending on your level and you cannot recover them other than waiting a day to reset much like spell slots in the wizard or sorcerer classes. Because of this there spells do not require somatic ingredients or even verbal incantations. They need only a free hand to cast. Also they have a specific set of powers they are limited to and can not learn spells drawn from the arcane or divine spell lists. Only one power can be used per turn. Powers that are maintained during more than one turn count as using a power every turn as points are spent. Dc saves for powers are 10 + intelligence modifier + 1/2 caster level.


Lightning Web (Sp): The caster throws an interwoven web made of electric energy at an enemy which costs 1MP. The target must make a Reflex save or be trapped in the web and be paralyzed for 1d4 rounds. Every 3 levels (2nd web at lvl 4, 3rd at lvl 7 etc. you have the option to throw an additional web (up to a maximum of 5) however for every additional web beyond the first it costs another 1MP.

Stinging Wind (Sp): A gust of wind riddled with hidden blades blasts 1 target. Costs 2MP and deals 1d4 sonic damage per 3 caster levels.(maximum 5). This ability also expands into a cone at caster level 3 and increasing by 5ft increments with every additional 3 levels afterwards.

Winter's Armor (Sp): The caster pulls the natural moisture of the air around him freezing it into armor plating made of Ice. This Ability costs 1MP per round to maintain and provides the user with +4 bonus to AC. This ability counts as natural armor which allows the bonus to be applied to touch attacks. The bonus increases to +8 at level 10 and at level 15 adds 1 point of damage reduction per caster level.

Flame Slash (Sp): A great sword made of flames materializes above the Casters head and swings down horizontally striking in a 15ft line directly in front of the caster. This ability costs 6MP and deals 1d10 fire damage every 4 levels(maximum of 5d10) Targets also have a 30% chance to be burned for 1d4 rounds. Burning damage caused by this weapon deals 2d4 per round.


Element Cloaks (Sp): All cloaks cost 5MP to cast and 3MP per round after first to maintain. Only one may be active at a time.


Flame Cloak— The user cloaks themselves in Flames adding +4 to their strength which increases by +2 at level 10, 15, and 20 to a maximum of +10. All regular attacks also gain 1d8 Fire damage.

Ice Cloak— The user cloaks themselves in an icy storm adding +4 to their constitution which increases by +2 at level 10, 15, and 20 to a maximum of +10. All regular attacks also gain 1d8 Cold damage.

Lightning Cloak— The user cloaks themselves in bolts of sparks of electricity which gives them a 40ft bonus to their movement speed which increases by +20 ft at level 10, 15, and 20 to a maximum of +100ft. All regular attacks also gain 1d8 electric damage.

Sonic Cloak— The user cloaks themselves in a whirlwind adding +4 to their Dexterity which increases by +2 at level 10, 15, and 20 to a maximum of +10. All regular attacks also gain 1d8 sonic damage.


Sonic Push (Sp):



Ice Form (Sp): The caster can create a five foot cube of ice per 1MP spent that he/she can form into anything he can imagine from a wall, to a bridge or even a cage. Weapons can be made with this ability but they do not gain any extra benefits and act as a normally weapon of their type. All creations have 50hp which increases too 100 at level 12. Fire does double damage against ice forms.

Burning Mine (Sp): Costs 8mp and takes 2 rounds to cast in combat. It can also be set outside of combat and used as a trap. The caster places a circle of runes on the ground in a 10ft radius. Once the spell is complete the runes become invisible but can be seen with detect magic. If anyone steps in the area in triggers an explosion of 1d8 fire damage for every 2 caster levels and has a 50% chance of burning the target for 1d6 rounds for 1d4 rounds.

Thunder Lance (Sp): Costs 12mp a lance mad of pure energy plummets from the sky striking a target with devastating force. Target must attempt a Reflex save to take half damage. If they dont save they take 1d6 of electric damage per caster level max 8. Also everything in a 5ft step of the target must also make a Reflex save. No damage is taken if successful otherwise they take 1d4 +1 per caster level maximum of 8.

Elemental Weapons (Sp):

Frozen Maul—


Katana of Storms —

Dual fire axe?—

Sonic Scythe?—


Cryo Chamber (Sp): Costs 15mp. A dome of ice with a 20ft radius encircles one or more enemies. The dome has 150hp and fire deals double damage. The dome lasts for 5 rounds. If the targets break free they are saved. If not at the end of the 5 turns all trapped targets must make a fortitude save or be immediately frozen. if they do save they take 2d6 damage for being in a harsh cold environment.

Twister (Sp):


Lightning Storm (Sp): Costs 15mp. Ominous clouds roll overhead on the battlefield. As thunder crackles lightning splits the sky and assaults targets below in a 50ft area. For 1d6 rounds bolts of lightning strike every turn lasting 1 round every 4 caster levels. Each bolt deals 1d8 electric damage per 4 caster levels.

Meteor (Sp): Costs 20mp. Reflex saves half. The caster summons a fiery meteor that plummets to the ground dealing 1d6 per caster level of damage to anyone in a 20 ft radius and instantly sets them on fire for 1d6 rounds for 1d8 damage +1 every 5 caster levels.