Sage/1st/Post
Contents
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new insights. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Magic Meter
As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.
Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.
Your Improvement and other game features can be used to further increase your magic points.
Spellcasting
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Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub. |
You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.
Magic Limit
To cast a spell, you must expend a number of magic points as determined by the spell.
You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.
If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.
Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.
Spellcasting Ability
Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.
Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.
When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.
Cantrips
You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.
Preparing Spells
You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.
You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.
You can change your list of prepared spells whenever you finish a long rest.
Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.
Overpowering a Spell
You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.
For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.
Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.
Sage Damage
Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:
- Earth Domain: necrotic damage
- Fire Domain: fire damage
- Forest Domain: acid damage
- Light Domain: radiant damage
- Spirit Domain: lightning damage
- Shadow Domain: psychic damage
- Water Domain: cold damage
- Wind Domain: thunder damage
If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.