The Sage

A 5th Edition Homebrew Class. Made in The Homebrewery
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Tellah, Sage of Mysidia

Sage Class Details

Dressed in clerical robes, the Tortle hurriedly writes down on his parchment the secrets he had found. The candle on the pedastel slowly burning away as a painful reminder that the longer he took, the higher the chances of him being caught by the temple's caretakers were.
The battlefield was awash with the sound of warfare, fighters bleeding out for a cause they knew little about. Running towards them was a graceful elf with silver hair tied in a way to prevent it from touching the ground. With a word the figthers felt their life force coming back to them and their vigor renewed for the next fight.
A mournful sound shakes the earth as a spirit of the world lay close to the end of their life. Wounded by a foolish mortal mistaking it for a stag. A firbolg with a gentle face sobs silently as the spirit fades from existence. The eyes lose their sadness as arcane anger takes over, a bolt of energy shoots out from the Firbolg's fingertips and strikes the hunter, freezing him in ice.
Sages are the happy medium between Wizards and Druids. Going through life whilst recording the arcane secrets of the world, it might be a Dragon's Breath learned directly from a Dragon or it might be Mass Cure Wounds from a manuscript found in an ancient monestary ruin. What they lack in magical prowess they make up for in their relationship with the natural world around them.

Seekers of Truth

Eccentric and enigmatic, Sages travel the world seeking out the world's knowledge. Either directly from one the many primordial sources of magic, ancient spell scrolls hidden away by Diviners, or even by the very beings that shaped spells into being at the dawn of time.

Sages typically are world travellers, they are nomadic in nature with their research being their guide. However, there are Sages that are seen as valuable sources of knowledge and are often times sought after not only for their services and knowledge but also for their secrets.

There is, however, one thing that rings true for all Sages. The hunt for knowledge from all walks of life is paramount. For what could be more interesting than learning directly from the sources of magic?

No Stone Left Unturned

For a Sage, spells are pure knowledge manifested from their education and close proximity with the beings of myth and legend. When casting these spells a Sage is relying on their knowledge taught to them from these beings to connect themselves to the weave.

Like Wizards, Sages believe that the secrets of magic lost to time lay in ancient knowledge. Unlike the Wizards in their libraries hopeful for knowledge within ancient civilizations, Sages believe the answers lie with those who are demi-immortal. Why search for lost civilizations when talking to an ancient being still alive is possible?

Creating a Sage

Creating a Sage character thrives with a back story that is borderline fantastical. What happened to make your character forget their magic? How does your character know a greater being of myth and legend? Perhaps your character is just starting out as a mage and befriended the least likely of beings? Having a good story is what makes the adventure great.

Perhaps even your character was betrayed and had to flee for their life? Or a great sadness has befallen you and that was what sparked your cause for adventure. Were your raised by these great beings of lore? Are they sending you out into the world to not only learn from them but also to see that the world is more than just where you're from? Think about these things when creating your Sage.

Quick Build

You can make a Sage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose either the Sage or Far Traveler background. Third, choose the dancing lights, and fire bolt cantrips, along with the following 1st-level spells for your spellbook: chromatic orb, feather fall, mage armor, and magic missile.

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SAGE | Class Details

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SAGE | Sage Table

The Sage
Level Proficiency Bonus Recollection Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Fragmented Tome, Mythic Benefactor, Spellcasting 2 4 2
2nd +2 2 Wellspring of Knowledge 2 5 3
3rd +2 3 Sage Lore 4 6 4 2
4th +2 4 Abiliy Score Improvement 4 6 4 3
5th +3 5 4 7 4 3 2
6th +3 6 Lore Feature 5 7 4 3 3
7th +3 7 Libra 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 8 4 3 3 2
9th +4 9 Lore Feature 5 9 4 3 3 3 1
10th +4 10 Prudent Counsel 6 9 4 3 3 3 2
11th +4 11 Lore Feature 6 10 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 10 4 3 3 3 2 1
13th +5 13 6 11 4 3 3 3 2 1 1
14th +5 14 Lore Feature 6 11 4 3 3 3 2 1 1
15th +5 15 Improved Libra 6 12 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 12 4 3 3 3 2 1 1 1
17th +6 17 The Mantle of Sagehood 6 13 4 3 3 3 2 1 1 1 1
18th +6 18 A Gentle Constant 6 13 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 14 4 3 3 3 3 2 1 1 1
20th +6 20 Mythic Summon 7 15 4 3 3 3 3 2 2 1 1

Class Features

As a Sage, you gain the following class Features:

Hit Points


  • Hit Dice: 1d6 per Sage level
  • Hit Points at 1st Level: 1d6 + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, short swords
  • Tools: Artisans tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose 3 from: Arcana, History, Insight, Nature, Perception, Religion, or Survival







Equipment

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

  • (a) a dagger or (b) a short sword
  • (a) a Diplomat’s pack or (b) a Priest's pack or (c) a Scholar's pack
  • (a) a wand or (b) a staff or (c) a rod
  • Calligrapher's Supplies
  • A Spellbook

Spellcasting

Cantrips

At first level, you know two cantrips of your choice from the Sage spell list. You learn additional Sage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sage table.

Spell Slots

The Sage table shows how many spell slots you have to cast your Sage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Sage spell list.

The Spells Known column of the Sage table shows when you learn more Sage spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Intelligence is your spellcasting ability for your Sage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Sage spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Ritual Casting

You can cast a Sage spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You may use your Spellbook as a spell casting focus. Alternatively a Staff, a Rod, or a Wand is also acceptable.

Fragmented Tome

Your Spellbook is unique. Your spellbook has all of your spells, you just can’t remember them. The further back in the book you look the blanker the pages are except for the last page which is decadently designed but it has a massive tear in the scroll work rending the spell completely useless.










Mythic Benefactor

Sages are taught their magic through great and powerful beings of Myth and Legend. There are 4 options: Celestial (Solar), Dragon (Ancient Dragons), Fey (Nicnevin Queen of the Witches. Trostani of Selesnya and Iggwelv the Witch Queen are also acceptable), and Fiend (Amnizu or Sibriex). Your choice grants you features at 3rd level and again at 6th, 9th, 11th, and 14th level. Your DM will use their respective Stat Blocks in game.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a sage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap..

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SAGE | Class Features

Wellspring of Knowledge

Starting at 2nd level you tap into a deep fount of magical knowledge within yourself. This fount is represented by recollection points, which allow you to access a multitude of information.

Recollection Points

You have 2 recollection points, and you gain more as you reach higher levels, as shown in the Recollection Points column of the Sage table. You can never have more recollection points than shown on the table for your level. You regain all spent recollection points when you finish a long rest.

Arcane Recollection

As a bonus action you can use your recollection points to remember spells not in your spellbook from the Wizard, Cleric, Druid, and Sage spell lists and cast the recalled spell as an action. The spell level is the cost of the recollection points, if you wish to cast a 2nd level spell that spell costs 2 recollection points. If you wish to cast a 2nd level spell at a 4th level it then costs 4 recollection points.

You cannot Recall any Cantrips.

Physical Recollection

In the event that your Sage has used all spells slots but has remaining Recollection Points your sage may spend Recollection Points to regain spell slots.

You can transform unexpended recollection points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Spell Slot Level Recollection Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Sage Lore

Starting at 3rd level your Sage has begun to specialize in their studies with their Mythic Benefactor. Different sages claim different Lore for their magic. Choose between Angelic, Demonic, Draconic, and Fey Lore.

Libra

Starting at 7th Level your recollection points can be used with your Lore Guide. As a bonus action spend 2 recollection points and your Lore Guide will analyze a single beast, celestial, dragon, fey, fiend, humanoid, or plant. On your Lore Guide's next action it will inform you of said creature's damage vulnerabilities and resistances




Prudent Counsel

Starting at 10th level your sage has begun to blossom into the mantle of sagehood. Take the guidance Cantrip and gain proficiency in the Diplomacy Skill.


Diplomacy

Diplomacy is a Charisma based Skill that is not on the character sheet, fill in one of the 3 blank skills on your character sheet.


Improved Libra

Starting at 15th level your Lore Guide needs less recollection points to provide information during combat. As a bonus action spend one recollection point and your Lore Guide will analyze a single aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. On your Lore Guide's next action it will inform you of said creature's damage vulnerabilities, resistances, immunities and condition immunities.

The Mantle of Sagehood

Starting at 17th level when your hit points reach 0 but before you die, while you are unconscious you can spend one bonus action to shift your spirit into the Ethereal Plane. You may then use your remaining action to cast one free spell from your spellbook on the physical plane with no VSM cost as your body is your spell component. You then spend the rest of eternity, short of a wish or true resurrection spell, in the Ethereal Plane as a guide for future souls.

A Gentle Constant

Starting at 18th level, the magic that seeps from your Mythic Benefactor surrounds your body and soul which causes you to age more slowly. For every 5 years that pass, your body ages only 1 year.

Mythic Summon

Starting at 20th level your sage can summon their Mythic Benefactor through Space and Time. As an action, once per day you can roll 1d100; if rolled under 20 your Mythic Benefactor is summoned directly to you. This is no small feat and should not be done lightly. This can be done successfully once per year.

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SAGE | Class Features













Sage Lores

Unlike Warlocks who serve a Patron, Sages are taught directly by their Mythic Benefactors. Benefactors are powerful demi-immortal beings that wish to share their culture as a species to the world. Not all creatures wish to invite strangers into their world are kind or do so for benevolent reasons.

Some Sages are taught by Benefactors purely for the right to pass on their knowledge to those who are curious enough, others are taught as a bragging right for the Benefactor who can prove that they can teach and improve mortals to be just like them. Sages who work with the same Benefactor might not always be taught the same things or it might be completely identical.

It is said, however, that sages who develop life long report with their Benefactors are rich both in knowledge as well as friendship and respect for each other mutually.

Angelic Lore

Sages who are taught by the Celestials oftentimes come from highly religious regions or from Mount Celestia itself. Angelic Sages usually find themselves looking at what will happen to the world once they themselves have passed into the unknown.

Beginning when you select this Lore at 3rd level: the gold and time you must spend to copy Conjuration and Divination spells into your spellbook is halved.

Expended Spell List

Angelic Lore lets you choose from an expanded list of spells when you learn a sage spell. The following spells are added to the sage spell list for you. You gain the following Cantrips:

Angelic Lore Expanded Spells
Spell Level Spells
Cantrip Light, Sword Burst
1st Guiding Bolt, Hex
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Light
5th Dawn, Greater Restoration

Angelic Knowledge

You now know how to read, write, and speak Celestial.


Angelic Tome

Starting at 3rd level your Benefactor will reveal your spell book's last page is the 9th level spell True Resurrection. You cannot cast this spell as the spell page is still torn. If you replace your spellbook this page will magically transfer on it's own to your new spellbook taking it's place as the last page. This page can't be mended byany means necessary.

Angelic Guide

Starting at 6th level your sage has been sent a Guide Familiar to help with your studies. Guide Stat Block located on page: 10. The Angelic Guide works the same as the Find Familiar spell, however if it needs to be resummoned it costs 50 gp of charcoal.




















Angelic Guidance

Starting at 9th level your sage can commune to their Benefactor through your Guide Familiar. Once per week for an hour your Benefactor may choose to speak through your Guide.

Angelic Manifestation

Starting at 11th level your sage has gained traits matching their Celestial Benefactor. You now recieve wings that grant a 30 ft. flying speed. Gain resistance to Radiant and Necrotic damage. If you are already resistant to either or both, gain immunity. Finally, gain proficiency in Light Armor.

Grand Angelic Arcana

Starting at 14th level the final page in your spell tome has been repaired, almost as if there wasn't a single flaw to begin with. Your sage can now cast True Resurrection. If your sage has access to 9th level spells you have no worries. If your sage tries to cast this spell at 16th level and below, after casting this spell you then take on the negative side effects as if you had just cast Wish.

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SAGE | Subclasses























Fey Lore

Sages who are tuaght by the Fey oftentimes come from the Feywild or live near Feywild lay lines. Fey Sages are oftentimes mecurial and like the Fey have a dark sense of humor. Fey sages are alos very in tune with the natural world and know from death life is born a new.

Beginning when you select this Lore at 3rd level: the gold and time you must spend to copy Illusion and Enchantment spells into your spellbook is halved.

Expanded Spell List

Fey Lore lets you choose from an expanded list of spells when you learn a sage spell. The following spells are added to the sage spell list for you. You gain the following Cantrips:

Fey Lore Expanded Spells
Spell Level Spells
Cantrip Minor Illusion, Primal Savagery
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Greater Invisibility, Polymorph
5th Dominate Person, Seeming

Fey Knowledge

You now know how to read, write, and speak Sylvan.

Fey Tome

Starting at 3rd level your Benefactor will reveal your spell book's last page is the 9th level spell Time Ravage. You cannot cast this spell as the spell page is still torn. If you replace your spellbook this page will magically transfer on it's own to your new spellbook taking it's place as the last page. This page can't be mended byany means necessary.

Fey Guide

Starting at 6th level your sage has been sent a Guide Familiar to help with your studies. Guide Stat Block located on page: 10. The Fey Guide works the same as the Find Familiar spell, however if it needs to be resummoned it costs 50 gp of charcoal.

Fey Guidance

Starting at 9th level your sage can commune to their Benefactor through your Guide Familiar. Once per week for an hour your Benefactor may choose to speak through your Guide.

Fey Manifestation

Starting at 11th level your sage has gained traits matching their Fey Benefactor. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Gain resistance to Acid and Poison damage. If you are already resistant to either or both, gain immunity. Finally, gain proficiency in Light Armor.

Grand Fey Arcana

Starting at 14th level the final page in your spell tome has been repaired, almost as if there wasn't a single flaw to begin with. Your sage can now cast Time Ravage. If your sage has access to 9th level spells you have no worries. If your sage tries to cast this spell at 16th level and below, after casting this spell you then take on the negative side effects as if you had just cast Wish.

Demonic Lore

Sages who are taught by Fiends, Devils, and Demons don't usually find The Nine Hells, The Nine Hells usually finds them. Your sage probably picked up their tome and was cursed to forever learn about the underbelly of the physical plane. Demonic Sages usually are untrustworthy of people, and typically one of the seven deadly sins is their biggest flaw.

Beginning when you select this Lore at 3rd level: the gold and time you must spend to copy Abjuration and Necromancy spells into your spellbook is halved.

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SAGE | Subclasses

Expanded Spell List

Demonic Lore lets you choose from an expanded list of spells when you learn a sage spell. The following spells are added to the sage spell list for you. You gain the following Cantrips:

Demonic Lore Expanded Spells
Spell Level Spells
Cantrip Frostbite, Thaumaturgy
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

Demonic Knowledge

You now know how to read, write, and speak Infernal.

Demonic Tome

Starting at 3rd level your Benefactor will reveal your spell book's last page is the 9th level spell Psychic Scream. You cannot cast this spell as the spell page is still torn. If you replace your spellbook this page will magically transfer on it's own to your new spellbook taking it's place as the last page. This page can't be mended byany means necessary.

Demonic Guide

Starting at 6th level your sage has been sent a Guide Familiar to help with your studies. Guide Stat Block located on page: 10. The Demonic Guide works the same as the Find Familiar spell, however if it needs to be resummoned it costs 50 gp of charcoal.

Demonic Guidance

Starting at 9th level your sage can commune to their Benefactor through your Guide Familiar. Once per week for an hour your Benefactor may choose to speak through your Guide.

Demonic Manifestation

Starting at 11th level your sage has gained traits matching their Demonic Benefactor. You now have heavy wings that grant a 30 ft hover speed. Gain resistance to Fire and Cold damage. If you are already resistant to either or both, gain immunity. Finally, gain proficiency in Medium Armor.

Grand Demonic Arcana

Starting at 14th level the final page in your spell tome has been repaired, almost as if there wasn't a single flaw to begin with. Your sage can now cast Psychic Scream. If your sage has access to 9th level spells you have no worries. If your sage tries to cast this spell at 16th level and below, after casting this spell you then take on the negative side effects as if you had just cast Wish.



Draconic Lore

Sages who are taught by Dragons come from remote areas across the world. Great Wyrms are hard to come by and their locations are usually kept secret except for the spare adventurers that intrude on their homes, invited or otherwise. Draconic Sages are usually travelers with a deep respect for most if not all beings great or small.

Beginning when you select this Lore at 3rd level: the gold and time you must spend to copy Evocation and Transmutation spells into your spellbook is halved.

Expanded Spell List

Draconic Lore lets you choose from an expanded list of spells when you learn a sage spell. The list differs depending on what color dragon your Draconic Benefactor is. You gain the following Cantrips: Resistance and Thunderclap

Draconic Knowledge

You now know how to read, write, and speak Draconic.

Draconic Tome

Starting at 3rd level your Benefactor will reveal your spell book's last page is the 9th level spell Meteor Swarm. You cannot cast this spell as the spell page is still torn. If you replace your spellbook this page will magically transfer on it's own to your new spellbook taking it's place as the last page. This page can't be mended byany means necessary.

Draconic Guide

Starting at 6th level your sage has been sent a Guide Familiar to help with your studies. Guide Stat Block located on page: 10. The Draconic Guide works the same as the Find Familiar spell, however if it needs to be resummoned it costs 50 gp of charcoal.

Draconic Guidance

Starting at 9th level your sage can commune to their Benefactor through your Guide Familiar. Once per week for an hour your Benefactor may choose to speak through your Guide.

Draconic Manifestation

Starting at 11th level your sage has gained traits matching their Draconic Benefactor. You now have he matching Dragon's Breath as your benefactor. Gain resistance matching the color of your benefactor. If you are already resistant, gain immunity. Finally, gain proficiency in Medium Armor.

Grand Draconic Arcana

Starting at 14th level the final page in your spell tome has been repaired, almost as if there wasn't a single flaw to begin with. Your sage can now cast Meteor Swarm. If your sage has access to 9th level spells you have no worries. If your sage tries to cast this spell at 16th level and below, after casting this spell you then take on the negative side effects as if you had just cast Wish.

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SAGE | Subclasses

Chromatic Expanded Spell List
Level Black Blue Green Red White
1st Tausha's Castic Brew Radic's Sudden Spark Ray of Sickness Burning Hands Fog Cloud
2nd Melf's Acid Arrow Dust Devil Protection from Poison Flaming Sphere Rime's Binding Ice
3rd Acid Cloud Lightning Bolt Toxic Breath Fireball Cold Snap
4th Glistening Acid Slick Storm Sphere Envenomed Weapon Fire Shield Ice Storm
5th Maelstrom Fingers of Lightning Cloudkill Immolation Cone of Cold

Metallic Expanded Spell List
Level Brass Bronze Copper Gold Silver
1st Burning Hands Thunderwave Tasha's Caustic Brew Burning Hands Fog Cloud
2nd Scorching Ray Drown Melf's Acid Arrow Heat Metal Gust of Wind
3rd Fireball Lightning Bolt Acid Cloud Fireball Cold Snap
4th Fire Shield Storm Sphere Glistening Acid Slick Fire Shield Ice Storm
5th Immolation Fingers of Lightning Sinking Maw Immolation Cone of Cold

Gem Expanded Spell List
Level Amethyst Crystal Emerald Sapphire Topaz
1st Magic Missile Guiding Bolt Dissonant Whispers Thunderwave Arms of Hadar
2nd Spiritual Weapon Moonbeam Tasha's Mind Whip Shatter Agony
3rd Pulse Wave Crusader's Mantle Crush Mind Thunder Step Spirit Shroud
4th Gravity Sinkhole Sickening Radiance Raulothim's Psychic Lance Elemental Bane Blight
5th Banishing Smite Wall of Light Synaptic Static Destructive Wave Enervation
Dragon
Black
Blue
Green
Red
White
Brass
Bronze
Damage Type
Acid
Lightning
Poison
Fire
Cold
Fire
Lightning
Acid
Dragon
Gold
Silver
Amethyst
Crystal
Emerald
Sapphire
Topaz
Copper
Damage Type
Fire
Cold
Force
Radiant
Psychic
Thunder
Necrotic

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SAGE | Draconic Lore Spell Lists


Lore Guide

Tiny, Celestial/Dragon/Fey/Fiend


  • Armor Class 14 (Natural Armor)
  • Hit Points 7(2d4 + 2)
  • Speed 15ft., 40ft. Flying

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

  • Condition Resistances Celestial: Radiant/Necrotic/Thunder.
    Dragon: See Chart Above for Resistance.
    Fey: Acid/Poison/Lightning.
    Fiend: Fire/Cold/Psychic
  • Senses Darkvision 60ft., Blindsight 10ft., Passive Perception 13
  • Languages Common, Celestial/Draconic/Sylvan/Infernal
  • Challenge 1

Shapechanger. The Guide can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The Guide has advantage on saving throws against spells and other magical effects.

Invisibility. The Guide magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Actions

Sting. +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Agony

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self 150ft. (30ft radius)
  • Components: VS
  • Duration: Instantaneous

You burn an unknown symbol into the forehead of up to five creatures in a 30-foot-radius sphere centered on you. All creatures affected must make an Intelligence saving throw. A target takes 2d6 necrotic damage and 2d6 fire damage on a failed save, or half as much damage on a successful one.


Acid Cloud

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a cloud of acidic vapor over the head of one creature you can see within range. The cloud follows the target as it moves and sprays acid upon it periodically. At the start of each of the target's turns while the cloud remains, the target and each other creature in its space must succeed on a Dexterity saving throw or take 5d4 acid damage. The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If the target ends any of its turns at least 50 feet away from where it began that turn, the spell immediately ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ld4 for each slot level above 3rd

Cold Snap

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round or 10 minutes

With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.

If you target a creature, it must make a Constitution saving throw. On a failure, the target takes 5dl0 cold damage and until the end of your next turn, its speed is reduced to 0 feet and it has disadvantage on weapon attack rolls. It also gains one level of exhaustion unless it has resistance or immunity to the spell's damage. On a success, it only takes half damage and it doesn't suffer any other effects.

If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30 foot cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.

Any levels of exhaustion caused by this spell are removed from a creature when it finishes a short or long rest in a warm environment.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldl0 for each slot level above 3rd

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SAGE | Stat Blocks and Spells

Drown

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S, M (teeth, seaweed, and seawater)
  • Duration: Concentration, up to 1 hour

You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, it takes 2d8 bludgeoning damage at the start of each of its turns.

At the end of each of its turns, the creature can repeat the saving throw. On a success, the creature breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.


Rules Tip: Suffocation

A creature can hold its breath for a number of minutes equal to l + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of l round). At the start of its next turn, it drops to O Hit Points and is dying, and it can't regain Hit Points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to O Hit Points.



Envenomed Weapon

4th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a vial of poison)
  • Duration: Concentration, up to 1 minute

You touch a weapon and wreathe it in magical venom. Until the spell ends, the weapon is magical if it wasn't already, and each time an attack using the weapon hits a creature, it must succeed on a Constitution saving throw or take 3d6 extra poison damage from the attack.




Fingers of Lightning

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (100 ft. line)
  • Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins)
  • Duration: Instantaneous

Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you.

Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 lightning damage plus ld6 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage.

The lightning ignites flammable objects in the area that aren't being worn or carried

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.

Glistening Acid Slick

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When the area appears, each creature in the area takes 2d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed on a Dexterity saving throw or fall prone.

In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that cannot be prone as if they are always prone instead.

This spell only affects creatures that are on the ground

11

SAGE | Stat Blocks and Spells

Radic's Sudden Spark

1st-level evocation


  • Casting Time: 1 reaction, which you take when you hit with a melee weapon attack or are hit by a melee weapon attack
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by ld6.

The spell's target is determined by who made the triggering attack:

• Defensive. If you were hit by the triggering attack, the attacker rolls the saving throw, with disadvantage if it used a metal weapon to make the attack. On a failed saving throw, it also drops the weapon used in the attack.

• Offensive. If you made the triggering attack, the target of your attack rolls the saving throw, with disadvantage if it is wearing armor made of metal On a failed saving throw, it also can't take reactions until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st.


Sinking Maw

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (an antlion shell filled with sand)
  • Duration: Concentration, up to 1 minute

Choose a point on the ground that you can see within range. Ground within 30 feet of that point becomes swirling sand until the spell ends. The sand is difficult terrain. Each creature standing on the sand when the spell is cast must make a Dexterity saving throw. Any creature that enters the area for the first time on a turn or starts its turn within the area must also make the saving throw. On a failure, a creature sinks halfway into the sand and becomes restrained by the ground

Until the spell ends, if a creature ends its turn while restrained by the ground in this way, it is pulled up to 10 feet toward the center of the area. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and clambers onto the surface.

When the spell ends, either because your concentration is broken or because you decide to end it, theground returns to the solid form it had before the spell was cast. Each creature restrained by the spell must make a Constitution saving throw. A creature takes 9d6 nonmagical bludgeoning damage on a failed save, or half as much damage on a success. Creatures are still restrained by the solid ground (not by any creature or spell) until they escape, and they have disadvantage on ability checks made to escape solid ground

Creatures with a burrowing speed can't be restrained by the ground using this spell


Toxic Breath

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S, M (a lead ring or green dragon's scale)
  • Duration: 1 round

You exhale a cloud of misty vapor in a 30 foot cone in front of you. Each creature in the cone must make a Constitution saving throw. On a failure, a creature takes 8d6 poison damage, and it is poisoned until the start of your next turn. While poisoned in this way, its speed is reduced by half. On a success, a creature takes half damage and is not poisoned

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ld6 for each slot level above 3rd

Crush Mind

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You assault the mind of a creature you can see within range. The target must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. The target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d4 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above third.

12

SAGE | Stat Blocks and Spells

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Control Flames
  • Druidcraft
  • Firebolt
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Ray of Frost
  • Sapping Sting
  • Shillelagh
  • Toll the Dead
  • True Strike
1st Level
  • Armor of Agathys
  • Bless
  • Catapult
  • Chaos Bolt
  • Chromatic Orb
  • Cure Wounds
  • Detect Magic
  • Feather Fall
  • Find Familiar
  • Healing Word
  • Inflict Wounds
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Shield



2nd Level
  • Aganazzer's Scorcher
  • Aid
  • Arcane Lock
  • Arcanist's magic Aura
  • Blur
  • Continual Flame
  • Darkvision
  • Dragon's Breath
  • Enlarge/Reduce
  • Fortune's Favor
  • Healing Spirit
  • Levitate
  • Prayer of Healing
  • Ray of Enfeeblement
  • Suggestion
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Bestow Curse
  • Call Lightning
  • Counterspell
  • Dispel Magic
  • Erupting Earth
  • Feign Death
  • Mass Healing Word
  • Melf's Minute Meteors
  • Remove Curse
  • Slow
  • Speek with Dead
  • Leomund's Tiny Hut
  • Water Breathing
4th Level
  • Arcane Eye
  • Aura of Purity
  • Confusion
  • Deah Ward
  • Dimension Door
  • Guardian of Nature
  • Leomund's Secret Chest
  • Otiluke's Resilient Sphere
  • Stoneskin
  • Vitriolic Sphere
  • Water Sphere
5th Level
  • Animate Objects
  • Arcane Hand
  • Circle of Power
  • Commune
  • Contact Other Plane
  • Destructive Wave
  • Geas
  • Legend Lore
  • Mass Cure Wounds
  • Modify Memory
6th Level
  • Arcane Gate
  • Chain Lightning
  • Eyebite
  • Flesh to Stone
  • Freezing Sphere
  • Harm
  • Heal
  • Magic Jar
  • Planar Ally
  • Word of Recall
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Etherealness
  • Prismatic Spray
  • Regenerate
  • Whirlwind
8th Level
  • Antimagic Field
  • Dark Star
  • Feeble Mind
  • Holy Aura
  • Maze
  • Mind Blank
  • Power Word Stun
  • Reality Break
9th Level
  • Imprisonment
  • Invulnerability
  • Mass Heal
  • Mass Polymorph
  • Power Word Heal
  • Power Word Kill
  • Ravenous Void
  • Time Stop

13

SAGE | Spell List

Author's Note

I just wanted to thank all of my friends who have shown interest, given me advice, critiques, and support while making this class. This was honestly at first a joke that got joked about too many times till I said screw it I'll do it myself. So if you enjoy this class thank the people around me who have been so awesome!

As many of you have probably noticed there are a few homebrewed spells in this class. These spells were taken from the wonderful works provided by D&D Unleashed's "Elements and Beyond" homebrew book. I honestly recommend everyone check their stunning work out because they make this class look like mince meat!

You are more than welcome to play this homebrew class in any of your campaigns.

Fair winds and safe crossroads!

- D. L. S. R.

14

SAGE | Author's Note

Art Credits!

Drowning Sphere: Ooki Draws
Elven Scholar: Elvenscholar.org
Fizban: Wizards of the Coast copyrighted
Frozen Character: Paco Rico
Gilles de Rai-Caster: Kei Suwabe
Grey Wizard: Warhammer copyrighted
Legendary Sanin: Naruto: Shippuden copyrighted
Noble Human Wizard: Nomor Siapa
A Purposeful Mind: Dark Heresy
Scholar Angel-Moonga: Edli on DeviantArt
The Spellbook: GMBinder
Tellah Sage of Mysidia: John Carlin Shea
Tiefling Wizard: Korborau
Tolarian Scholar: Sara Winters
Uncle Iroh: Peakpx, DMCA

15

SAGE | Art Credits