Sage of Shadow
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives. | ||
Player's Guide |
System Reference |
Compendium |
Contents
Sage of Shadow is one of several possible subclasses you can gain as a member of the sage class.
Your subclass affects which spells you can prepare as a sage, and what proficiencies you gain at 1st level. Your subclass grants more features at 2nd, 6th, 10th, and 14th levels.
Domain Proficiencies
Your supernatural affinity with shadow instills you with knowledge and skill of mysterious origin. Your sage capabilities emerge with several proficiencies.
You gain proficiency with hand crossbows and morningstars.
You gain proficiency with one skill of your choice from Deception, Intimidation, Sleight of Hand, and Stealth.
If this is your first class, you can read, write, and speak one language of your choice from Ancient, Blin, and Twilight.
Shadow Path
Each shadow sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.
You can later change your path or follow an additional one with your Improvement feature.
Aura of Truth
You and all friendly creatures within 30 feet of you have advantage on saving throws against being blinded or deafened.
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.
Hidden Whistle
You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.
When you cast life or heal, the target is absolved of the blinded, deafened, frightened, and jinxed conditions.
You gain the message cantrip, and it does not count against your cantrips known. If you already have this cantrip, you instead gain another cantrip of your choice from your sage spell list.
Impa's Blade
Once per turn when you hit with a dagger or dart, the you can add a d4 bonus die to the damage roll as necrotic damage. Either of these weapons is magical when you wield it. (If different features add bonus dice to your damage roll, they don't combine. Add only the highest.)
Manipulator's Expertise
You become proficient in one skill from Deception, Intimidation, Sleight of Hand, and Stealth. You also become an expert in any one of these skills.
Sage of Illusions
You learn the minor illusion cantrip. When you cast this spell, you create both a sound an image with a single casting of the spell.
You can cast image even if you don't have it prepared. This spell costs 1 fewer magic points for you to cast.
Legacy of Shadow
Starting from 6th level, the insight of past sages begins to inspire new truths within your mind. You decide how your newfound power takes shape with one of the following benefits:
- Truthseeker. You and any creature under your blessing adds the d4 bonus die to all Wisdom (Insight) checks. Any effect which increases the bonus die provided by your blessing also increases this bonus die.
- Aginah's Resolve. You have resistance to psychic damage, and advantage on saving throws against being frightened. Any creature under your blessing also gains these benefits.
- Irene's Escape. You Disengage, Dash, or Hide once as a bonus action. You can't use this feature again until you next roll initiative or otherwise start combat.
- Blade Trap. Whenever a creature under your bane moves within 60 feet of you, you can use your reaction to trigger a magical blade trap. The baned creature must succeed on a Dexterity saving throw against your sage spell DC or take 2d8 slashing damage.
Shadow Divinity
At 14th level, you learn to augment your bane, blessings, or senses with truly divine power from the gods. You gain one of the following benefits:
- Unmask. A creature under your bane has disadvantage on Charisma (Deception) checks made to avoid the truth, and on Dexterity (Stealth) checks made to hide or move quietly. You can use your reaction to end the bane, causing the creature to end any effect causing it to be invisible and force it into its true form if it has changed shape or masked its form with an illusion.
- Realm of Silence. When you or a creature under your blessing makes a Dexterity (Stealth) check to move quietly, they do so with advantage.
- Lens of Truth. You can use your action to gain truesight out to a range of 15 feet until the start of your next turn.
- Shadow Clones. Clones of yourself appear out of thin air to join into your attacks. When you make a melee attack with the Attack action or use your action cast the death spell, you can use your bonus action to make up to two melee spell attacks. Each of these attacks deals 1d12 slashing damage on a hit, but you can't add any ability modifier or bonus dice to the damage roll.
Shadow Sage Spell List
The following spells are available to all shadow sages.
Cantrips (0-point)
Aegis | A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn. |
Candle | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. |
Chill Touch | A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery. |
Druidcraft | Whispering to the spirits of nature, you create one of several minor effects. |
Light | You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet |
Malevolent Mockery | Debilitating doubts deal psychic damage and impose disadvantage on an attack roll. |
Marvelous Melody | Your melody damages adjacent creatures, and potentially charms them. |
Mending | This spell repairs a single break or tear in an object you touch. |
Message | You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly. |
Poison Spray | Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage. |
Sage Hand | Conjure a translucent, floating hand that can manipulate objects at range. |
Spook | A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round. |
Summon Instrument | You summon a musical instrument into your hands out of thin air. |
Thaumaturgy | You manifest a minor wonder, a sign of supernatural power, within range. |
1-point
Death | You inflict wounds upon a creature you touch. |
Flying Object | A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path. |
Illusory Script | You write a script that appears true to creatures you designate, but illusory to all other creatures. |
Jump | A creature's jump distance is tripled until the spell ends. |
Muffle | |
Purify Food and Drink | Remove poison and disease from food and drink within a 5-foot-radius sphere. |
Sage's Smite | Your next melee attack surges with elemental power. |
Silhouette |
2-point
Animal Friendship | Charm an animal for up to 24 hours. |
Barrier | Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes. |
Beguile | You attempt to charm a creature you can see within range. |
Detect Magic | Sense the presence of magic within 30 feet of you. |
Detect Poison and Disease | Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. |
Disguise Self | Cause yourself to appear different for the duration. |
Farore's Courage | For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened. |
Feather Fall | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
Fog Cloud | You create a sphere of fog within range. |
Healing Word | Your bonus action restores a few heart points to a creature within 60 feet of you. |
Image | Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. |
Life | You heal the wounds of a creature you touch. |
Longstrider | A creature you touch has its speed increases by 10 feet for 1 hour. |
Lullaby | Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute. |
Perceive Invisibility | For at least 1 minute, you see invisible creatures and objects as if they were visible. |
Sage Armor | You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC. |
Sanctuary | You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures. |
Speak with Animals | You gain the ability to comprehend and verbally communicate with beasts for the duration. |
3-point
Aid | Your spell bolsters your allies with toughness and resolve, boosting maximum heart points. |
Animal Messenger | Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so. |
Calm Emotions | You attempt to suppress strong emotions of a group of creatures. |
Ceremonial Rite | A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events. |
Conjure Marionette | You summon a skull puppet in an unoccupied space that you can see within range. |
Conjure Wolf Spirit | |
Darkness | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
Darkvision | A creature you touch gains darkvision for 8 hours. |
Dead Hands | Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. |
Illumination | Create daylight out to a wide radius for 10 minutes or longer. |
Knock | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
Lesser Restoration | You touch a creature and can end either one disease or one lesser condition afflicting it. |
Magic Lock | You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open. |
Magic Mouth | You implant a message within an object in range, a message that is uttered when a trigger condition is met. |
Paralyze | You attempt to paralyze a creature you can see within range. |
Protection from Poison | A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour. |
Reflecting Shield | You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks. |
Silence | For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet. |
Spider Climb | A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour. |
Spike Growth | A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it. |
Web | You conjure a mass of webbing that restrains creatures caught in it. |
4-point
Invisibility | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
Nightmare Visage | A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks. |
Sending | You send a short message to any creature with which you are familiar over any possible distance. |
Suppress Pain | A creature gains temporary heart points at the start of each of its turns, and is immediately revived the first time it drops to 0 heart points. |
5-point
Beast Shape | Transform into a beast of your choice for 1 hour. |
Clairvoyance | You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes. |
Counterspell | You attempt to interrupt a creature in the process of casting a spell. |
Dispel Magic | You attempt to end a spell effect in range. |
Fear | Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute. |
Fly | A willing creature you touch gains a flying speed of 60 feet for the duration. |
Magic Circle | You create a 10-foot radius cylinder that prevents certain creature types from entering. |
Nondetection | For 8 hours, you hide a target that you touch from divination magic. |
Protection from Energy | A creature you touch gains resistance to one damage type you specify for up to 1 hour. |
Remove Curse | At your touch, all curses affecting one creature or object end. |
Revivify | You touch a creature that has died within the last minute, restoring it to 1 heart point. |
Stinking Cloud | Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action. |
Tiny Hut |
6-point
Daruk's Shield | A creature you touch repels up to three attacks that would otherwise hit it. |
Death Ward | |
Delayed Flying Object | |
Ethereal Bridge | You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle. |
Greater Invisibility | A creature you touch becomes invisible for 1 minute. |
Locate Creature | Sense the direction of a familiar creature you specify if it is within 1,000 feet of you. |
Sentinel | You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles. |
7-point
Baneful Ray | You project a ray of divine power to bane a creature up to 60 feet away. |
Cloudkill | Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. |
Greater Restoration | You imbue a creature you touch with positive energy to undo one debilitating effect. |
Scrying | You can see and hear a particular creature you choose that is on the same plane of existence as you. |
Seeming | Give numerous creatures an illusory disguise that lasts up to 8 hours. |
Telepathic Bond | For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other. |
8-point
Heal | A creature within 60 feet of you regains 10d12 heart points. |
Programmed Illusion | You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled. |
9-point
Blade Barrier | Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it. |
Eldin Smog | Conjure a cloud of fiery smoke that deals damage and blinds creatures. |
True Seeing | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
10-point
Project Duplicate | For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away. |
Sequester | A willing creature or object you touch becomes hidden and enters suspended animation for any period of time. |
11-point
Animal Shapes | You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours. |
Antimagic Field | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
Holy Aura | Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage. |
12-point
Mind Blank | One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts. |
Nayru's Love | A creature you touch becomes immune to damage other than psychic for up to 1 minute. |
13-point
Foresight | A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc. |
Imprisonment | You create a magical restraint to hold a creature that you can see within range, permanently. |
Mass Heal | Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you. |
Shapechange | You change into almost any creature for up to 1 hour. |
Time Stop | Briefly stop time for everyone but yourself. |
True Resurrection | Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years. |
Weird | Each creature in a 30-foot sphere must make a Wis save or take psychic damage and become frightened of you. |
14-point