The Sage
The sages of Hyrule are usually protectors of sacred power, ancient wisdom, and the communities they reside in. Many sages of the past pass these powers and responsibilities down to their future kin, charging them with the task of protecting the world. Sages are often paragons of community that lead and inspire others with the knowledge they gather.
Class Features
As a Sage, you gain the following class features.
Hit Points
Hit Dice: 1d8 per sage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sage level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: One musical instrument of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Nature, Medicine, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Hit Points
Hit Dice: 1d8 per sage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sage level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: One musical instrument of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Nature, Medicine, Performance, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple weapon
- (a) an ocarina or (b) any instrument of your choice
- (a) a scholar’s pack or (b) a dungeoneer’s pack
Level |
Proficiency Bonus |
Features |
Prayers |
Cantrips |
Spells Prepared |
Spell Slots |
Slot Level |
1 |
+2 |
Ceremonial Magic, Sage’s Seal, Prayers |
1 |
2 |
2 |
1 |
1st |
2 |
+2 |
Sage Advice |
1 |
2 |
3 |
2 |
1st |
3 |
+2 |
Sage's Path |
2 |
2 |
4 |
2 |
2nd |
4 |
+2 |
Ability Score Improvement |
2 |
3 |
5 |
2 |
2nd |
5 |
+3 |
Translation |
3 |
3 |
6 |
2 |
3rd |
6 |
+3 |
Path Feature |
3 |
3 |
7 |
2 |
3rd |
7 |
+3 |
4 |
3 |
8 |
2 |
4th |
|
8 |
+3 |
Ability Score Improvement |
4 |
3 |
9 |
2 |
4th |
9 |
+4 |
5 |
3 |
10 |
2 |
5th |
|
10 |
+4 |
Path Feature |
5 |
4 |
10 |
2 |
5th |
11 |
+4 |
Ascendant (6th Level) |
6 |
4 |
11 |
3 |
5th |
12 |
+4 |
Ability Score Improvement |
6 |
4 |
11 |
3 |
5th |
13 |
+5 |
Ascendant (7th Level |
7 |
4 |
12 |
3 |
5th |
14 |
+5 |
Path Feature |
7 |
4 |
12 |
3 |
5th |
15 |
+5 |
Ascendant (8th Level |
8 |
4 |
13 |
3 |
5th |
16 |
+5 |
Ability Score Improvement |
8 |
4 |
13 |
3 |
5th |
17 |
+6 |
Ascendant (9th Level |
9 |
4 |
14 |
4 |
5th |
18 |
+6 |
9 |
4 |
14 |
4 |
5th |
|
19 |
+6 |
Ability Score Improvement |
10 |
4 |
15 |
4 |
5th |
20 |
+6 |
Archsage |
10 |
4 |
15 |
4 |
5th |
1st Level: Ceremonial Magic
Your connection to the sacred energies of the world has granted you the ability to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Sage.
Cantrips. You know two cantrips of your choice from the Sage spell list. Rather than choosing, you may start with Guidance and Sacred Flame. Whenever you gain a Sage level, you can replace one of your cantrips from this feature with another Sage cantrip of your choice.
When you reach levels 4 and 10 in this class, you learn another Sage cantrip of your choice, as shown in the Cantrips column of the Sage table.
Spell Slots. The Sage table shows how many spell slots you have to cast your Sage spells of levels 1-5. The table also shows the level of those slots, all of which are the same level. To cast one of those spells, you must expend a spell slot. You regain all expended Sage spell slots when you finish a Short Rest or Long Rest.
Prepared Spells of Level 1+. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose two level 1 spells from the Sage spell list. Rather than choosing, you may start with Bless and Cure Wounds. The number of spells on your list increases as you gain Sage levels, as shown on the Prepared Spells column of the Sage table. Whenever that number increases, choose additional spells from the Sage spell list until the number of spells on your list matches the number on the table.The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. If another Sage feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise follow the rules in this feature.
Ceremonies. Your magic is made to assist others and ward the land against evil. Any Sage spells with the ritual tag are always considered prepared and learned by you, however you may only cast ritual spells of a Slot Level you can normally cast spells from. These spells do not count towards the total numbers of spells you have prepared.
Changing your Prepared Spells. Whenever you gain a Sage level, you can replace one spell on your list with another Sage spell of an eligible level.
Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with your Sage features.
Spellcasting Focus. You can use an instrument or weapon you are proficient with for the spells you cast with your Sage features.
1st Level: Prayers
You can recite quick prayers to tap into the sacred energies of the world a number of times equal to half your Sage level (rounded up), as shown by the Prayer column of the Sage table. You regain all spent Prayers whenever you finish a Long Rest. You can expend a Prayer to do one of the following:
1st Level: Sage’s Seal
Whenever you deal damage to a creature or a creature fails a saving throw against a spell you cast they are struck by a burst of sealing magic, doing one of the following effects:
2nd Level: Sage Advice
An ally that is not proficient in a skill or tool you are proficient in may add half your proficiency bonus to skill checks they make with those skills or tools, provided they can hear and see you.
3rd Level: Sage’s Path
You gain a Sage subclass of your choice. Subclasses are detailed after this class’ description. A subclass is a specialization that grants you special features at certain Sage levels. For the rest of your career, you gain each of your subclasses’ features that are of your Sage level and lower.
4th Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Sage table, you gain this feature again at levels 8, 12, 16, and 19.
5th Level: Translation
When you cast a spell using your Ceremonial Magic feature and that spell requires concentration you may have an ally within 30 feet of you concentrate on that spell instead of yourself.
11th Level: Ascendant
High level sages ascend with their ability to tap into the sacred powers of the world. Choose one level 6 spell from the Sage spell list. You can cast this spell once without expending a spell slot, and you must complete a Long Rest before you do so again. As shown on the Sage table, you gain another Sage spell of your choice that can be cast in this way when you reach levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all use of Ascendant after finishing a Long Rest. Whenever you gain a Sage level, you may replace one of your Ascendant spells with a spell of the same level. Sage spells with the ritual tag of level 6 or higher are usable by you when you gain the ability to cast a spell of that level with your Ascendant feature, as described in your Ceremonial Magic feature.
20th Level: Archsage
Creatures add your full proficiency bonus to checks they make with your Sage advice feature.
Your connection to the sacred energies of the world has granted you the ability to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Sage.
Cantrips. You know two cantrips of your choice from the Sage spell list. Rather than choosing, you may start with Guidance and Sacred Flame. Whenever you gain a Sage level, you can replace one of your cantrips from this feature with another Sage cantrip of your choice.
When you reach levels 4 and 10 in this class, you learn another Sage cantrip of your choice, as shown in the Cantrips column of the Sage table.
Spell Slots. The Sage table shows how many spell slots you have to cast your Sage spells of levels 1-5. The table also shows the level of those slots, all of which are the same level. To cast one of those spells, you must expend a spell slot. You regain all expended Sage spell slots when you finish a Short Rest or Long Rest.
Prepared Spells of Level 1+. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose two level 1 spells from the Sage spell list. Rather than choosing, you may start with Bless and Cure Wounds. The number of spells on your list increases as you gain Sage levels, as shown on the Prepared Spells column of the Sage table. Whenever that number increases, choose additional spells from the Sage spell list until the number of spells on your list matches the number on the table.The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. If another Sage feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise follow the rules in this feature.
Ceremonies. Your magic is made to assist others and ward the land against evil. Any Sage spells with the ritual tag are always considered prepared and learned by you, however you may only cast ritual spells of a Slot Level you can normally cast spells from. These spells do not count towards the total numbers of spells you have prepared.
Changing your Prepared Spells. Whenever you gain a Sage level, you can replace one spell on your list with another Sage spell of an eligible level.
Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with your Sage features.
Spellcasting Focus. You can use an instrument or weapon you are proficient with for the spells you cast with your Sage features.
1st Level: Prayers
You can recite quick prayers to tap into the sacred energies of the world a number of times equal to half your Sage level (rounded up), as shown by the Prayer column of the Sage table. You regain all spent Prayers whenever you finish a Long Rest. You can expend a Prayer to do one of the following:
- Prayer of Courage: As a bonus action you may expend a Prayer to have a single creature that you can see gain a number of temporary hit points equal to 1d4 plus your Sage level.
- Prayer of Wisdom: As a bonus action you may expend a Prayer to grant yourself proficiency in a skill or tool you aren’t currently proficient in. This lasts for 1 minute or until you use this prayer again.
- Prayer of Power: When you or an ally fail a concentration saving throw you may expend a Prayer as a reaction to have them reroll the saving throw.
1st Level: Sage’s Seal
Whenever you deal damage to a creature or a creature fails a saving throw against a spell you cast they are struck by a burst of sealing magic, doing one of the following effects:
- Seal Wisdom: The creature cannot regain hit points until the end of your next turn.
- Seal Courage: The creature has their speed reduced by 10 feet until the end of your next turn.
- Seal Power: The creature deals less damage with their attacks and spells equal to your Intelligence modifier until the end of your next turn.
2nd Level: Sage Advice
An ally that is not proficient in a skill or tool you are proficient in may add half your proficiency bonus to skill checks they make with those skills or tools, provided they can hear and see you.
3rd Level: Sage’s Path
You gain a Sage subclass of your choice. Subclasses are detailed after this class’ description. A subclass is a specialization that grants you special features at certain Sage levels. For the rest of your career, you gain each of your subclasses’ features that are of your Sage level and lower.
4th Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Sage table, you gain this feature again at levels 8, 12, 16, and 19.
5th Level: Translation
When you cast a spell using your Ceremonial Magic feature and that spell requires concentration you may have an ally within 30 feet of you concentrate on that spell instead of yourself.
11th Level: Ascendant
High level sages ascend with their ability to tap into the sacred powers of the world. Choose one level 6 spell from the Sage spell list. You can cast this spell once without expending a spell slot, and you must complete a Long Rest before you do so again. As shown on the Sage table, you gain another Sage spell of your choice that can be cast in this way when you reach levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all use of Ascendant after finishing a Long Rest. Whenever you gain a Sage level, you may replace one of your Ascendant spells with a spell of the same level. Sage spells with the ritual tag of level 6 or higher are usable by you when you gain the ability to cast a spell of that level with your Ascendant feature, as described in your Ceremonial Magic feature.
20th Level: Archsage
Creatures add your full proficiency bonus to checks they make with your Sage advice feature.
Sage Spells
Note: All ritual spells are denoted by a * after their name.
- Cantrips: Blade Ward, Dancing Lights, Friends, Guidance, Light, Message, Resistance, Sacred Flame, Shillelagh, Spare the Dying, Thaumaturgy, True Strike, Word of Radiance
- 1st Level: Absorb Elements, Animal Friendship, Bless, Ceremony*, Chime, Command, Conjure Puppet, Conjure Weapon, Cure Wounds, Detect Magic*, Detect Poison and Disease, Din’s Fire, Divine Favor, Farore’s Wind, Gift of Alacrity, Healing Word, Heroism, Invert Time, Nayru’s Love, Owl Flight*, Protection from Evil and Good, Purify Food or Drink*, Recall, Sanctuary, Shield of Faith, Sleep, Stasis, Sunrise/Sunset, Time Block*
- 2nd Level: Aid, Augury*, Blindness/Deafness, Calm Emotions, Detect Thoughts, Double Time, Enhance Ability, Enthrall, Fortune’s Favor, Gentle Repose*, Gift of Gab, Guiding Light, Healing Spirit, Invisibility, Iridescent Path, Lesser Restoration, Locate Animals or Plants*, Magic Weapon, Nystal’s Magic Aura, Pass Without Trace, Prayer of Healing, See Invisibility, Silence, Spiritual Weapon, Suggestion, Zone of Truth
- 3rd Level: Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Clairvoyance, Counterspell, Daylight, Dispel Magic, Elemental Weapon, Fast Friends, Feign Death*, Haste, Life Transference, Magic Circle, Mass Healing Word, Motivational Speech, Nondetection, Phantom Steed, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Speak with Dead, Spirit Guardians, Spirit Shroud, Spirit Tracks, Time Sync, Tongues
- 4th Level: Aura of Life, Aura of Purity, Banishment, Compulsion, Confusion, Death Ward, Divination*, Dominate Construct, Fabricate, Freedom of Movement, Greater Invisibility, Guardian of Faith, Leomund’s Secret Chest, Locate Creature, Summon Construct
- 5th Level: Animate Objects, Awaken, Commune*, Contact Other Plane r, Courageous Continue, Dawn, Dispel Evil and Good, Dream, Duel of Power, Geas, Greater Restoration, Hallow, Holy Weapon, Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Raise Dead, Rary’s Telepathic Bond*, Reincarnate, Return Beast Spirit, Scrying, Seeming, Skill Empowerment, Summon Celestial, Telekinesis, Teleportation Circle, Wall of Light, Wisdom’s Will
- 6th Level: Contingency, Create Homunculus, Drawmij’s Instant Summons, Forbiddance*, Guards and Wards, Harm, Heal, Heroes’ Feast, Mass Suggestion, Mental Prison, Mineru’s Possession, Mipha’s Grace, Planar Ally, Spirit Vessel, Sunbeam, True Seeing, Word of Recall
- 7th Level: Conjure Celestial, Divine Word, Etherealness, Plane Shift, Regenerate, Resurrection, Sequester, Symbol, Teleport, Temple of the Gods, Tether Essence, Time Portal
- 8th Level: Antimagic Field, Antipathy/Sympathy, Clone, Demiplane, Feeblemind, Glibness, Holy Aura, Maze, Mighty Fortress, Mind Blank, Sunburst, Telepathy
- 9th Level: Astral Projection, Foresight, Imprisonment, Invulnerability, Mass Heal, Prismatic Wall, Rauru’s Light, Time Jump, Time Ravage, Time Stop, True Resurrection
Sage's Path: Sage of Connections
3rd Level: Devoted Training
You gain proficiency and mastery in a single martial weapon of your choice and learn a single 1st or 2nd level spell of your choice from any spell list. You may cast this spell once without expending a spell slot each time you complete a short or long rest.
3rd Level: Prodigy Strike
When you make an attack roll using the weapon you chose with your Devoted Training feature you may use your Intelligence modifier for attack and damage rolls with that weapon.
6th Level: Extra Attack
When you take the attack action using the weapon you chose with your Devoted Training feature you may attack twice instead of once.
10th Level: Connected Casting
After taking the attack action on your turn you may use your bonus action to cast the spell you chose with your Devoted Training feature, provided it normally has a casting time of one action.
14th Level: Devoted Magic
Casting the spell chosen with your Devoted Training feature no longer requires expending a spell slot.
You gain proficiency and mastery in a single martial weapon of your choice and learn a single 1st or 2nd level spell of your choice from any spell list. You may cast this spell once without expending a spell slot each time you complete a short or long rest.
3rd Level: Prodigy Strike
When you make an attack roll using the weapon you chose with your Devoted Training feature you may use your Intelligence modifier for attack and damage rolls with that weapon.
6th Level: Extra Attack
When you take the attack action using the weapon you chose with your Devoted Training feature you may attack twice instead of once.
10th Level: Connected Casting
After taking the attack action on your turn you may use your bonus action to cast the spell you chose with your Devoted Training feature, provided it normally has a casting time of one action.
14th Level: Devoted Magic
Casting the spell chosen with your Devoted Training feature no longer requires expending a spell slot.
Sage's Path: Sage of Medallions
3rd Level: Sage’s Medallion
You gain a specific Medallion that focuses and empowers your elemental prowess. Pick one of the following options. You gain the features associated with that medallion:
3rd Level: Medallion Spells
You always have certain spells prepared based on your Medallion choice after you reach particular levels in this class, as shown in the Medallion Spells table. These spells count as sage spells for you, but they don’t count against the number of sage spells you prepare.
You gain a specific Medallion that focuses and empowers your elemental prowess. Pick one of the following options. You gain the features associated with that medallion:
- Earth: Ignore difficult terrain caused by rubble, sand, and other forms of earth.
- Fire: Ignore exhaustion caused by extreme temperatures.
- Forest: Ignore difficult terrain caused by vines, undergrowth, and other plants.
- Light: Creatures cannot prevent you from regaining hit points with spells and abilities.
- Lightning: You are immune to the blinded and deafened conditions.
- Shadow: You gain darkvision out to 60 feet.
- Spirit: You have advantage on saving throws against effects that would possess you or control your actions.
- Time: You age more slowly; every 5 years of time counts as 1 year for you for the purposes of aging.
- Water: You can breathe water as well as air.
- Wind: Increase your movement speed by 5 feet.
3rd Level: Medallion Spells
You always have certain spells prepared based on your Medallion choice after you reach particular levels in this class, as shown in the Medallion Spells table. These spells count as sage spells for you, but they don’t count against the number of sage spells you prepare.
Medallion |
3rd Level |
5th Level |
7th Level |
9th Level |
Earth |
Mold Earth, Earth Tremor, Earthbind |
Erupting Earth |
Stone Shape |
Wall of Stone |
Fire |
Produce Flame, Burning Hands, Scorching Ray |
Fireball |
Fire Shield |
Immolation |
Forest |
Thorn Whip, Entangle, Barkskin |
Plant Growth |
Grasping Vine |
Wrath of Nature |
Light |
Light, Guiding Bolt, Continual Flame |
Daylight |
Sickening Radiance |
Dawn |
Lightning |
Shocking Grasp, Witch Bolt, Levitate |
Lightning Bolt |
Storm Sphere |
Animate Object |
Shadow |
Toll the Dead, Ray of Sickness, Darkness |
Summon Undead |
Blight |
Negative Energy Flood |
Spirit |
Mind Sliver, Dissonant Whispers, Mind Spike |
Hypnotic Pattern |
Raulothim’s Psychic Lance |
Telekinesis |
Time |
Mending, Stasis, Double Time |
Haste |
Dimension Door |
Temporal Shunt |
Water |
Shape Water, Create or Destroy Water, Blur |
Tidal Wave |
Control Water |
Maelstrom |
Wind |
Gust, Tulin’s Gust, Cyclone |
Wind Wall |
Freedom of Movement |
Control Winds |
6th Level: Manifest Element
When you cast one of your Medallion spells that deals damage you can add your Intelligence modifier to the damage of that spell. If the spell doesn’t deal damage you instead double the spell’s range, or increase the range to 30 feet if the spell normally has a range of touch.
10th Level: Bestow Medallion
You create a medallion of your element that you can bestow to a single creature. While holding the medallion the creature can cast one of your medallion spells once without expending a spell slot, regaining this feature after a long rest. In addition they may use their own spell slots to cast the spells granted by your medallion choice.
14th Level: Ascendant Medallion
Your medallion choice grants you an additional feature as well as a spell you may cast once per long rest without expending a spell slot using your Ascendant class feature:
When you cast one of your Medallion spells that deals damage you can add your Intelligence modifier to the damage of that spell. If the spell doesn’t deal damage you instead double the spell’s range, or increase the range to 30 feet if the spell normally has a range of touch.
10th Level: Bestow Medallion
You create a medallion of your element that you can bestow to a single creature. While holding the medallion the creature can cast one of your medallion spells once without expending a spell slot, regaining this feature after a long rest. In addition they may use their own spell slots to cast the spells granted by your medallion choice.
14th Level: Ascendant Medallion
Your medallion choice grants you an additional feature as well as a spell you may cast once per long rest without expending a spell slot using your Ascendant class feature:
- Earth: Move Earth; you may choose to ignore any forced movement that would normally affect you.
- Fire: Investiture of Flame; gain immunity to fire damage.
- Forest: Wall of Thorns; gain immunity to poison damage and the poisoned condition.
- Light: Sunbeam; gain immunity to radiant damage.
- Lightning: Chain Lightning; gain immunity to lightning damage.
- Shadow: Circle of Death; gain immunity to necrotic damage.
- Spirit: Mental Prison; gain truesight out to 30 feet.
- Time: Contingency; increase your normal movement speed by 20 feet.
- Water: Mipha’s Grace; gain a swim speed equal to your movement speed and advantage on spell and attack rolls when swimming.
- Wind: Wind Walk; gain a fly speed equal to your movement speed.
Sage's Path: Sage of Sealing
3rd Level: Sealing Weaponry
You gain proficiency in all martial weapons and shields. When a creature is reduced to 0 hit points by a weapon attack made by you, that creature’s body is sealed away with their power absorbed into your weapon. The weapon deals bonus damage with attacks made from it for the next minute equal to the CR of the defeated monster (rounded up). If multiple creatures are providing you this bonus, the damage is equal to the highest CR of a defeated monster.
3rd Level: Seal Magic
You may spend a use of your Prayer as an action to dispel a magical zone or area within 30 feet of you, ending its effects entirely or suppressing its effects if the zone is usually permanent in nature. If a spell is associated with this zone it can only dispel spells of a level equal to a level of spell you can cast.
6th Level: Seal Release
When you hit with a spell that deals damage you may have that spell deal additional damage equal to the bonus damage gained from your Sealing Weaponry feature.
10th Level: Seal Empowerment
Your Sage’s seal feature is empowered, causing the following effects based on your seal choice:
14th Level: Triforce Seal
Creatures you would inflict a seal upon with your Sage’s Seal feature are inflicted with all three seals at once.
You gain proficiency in all martial weapons and shields. When a creature is reduced to 0 hit points by a weapon attack made by you, that creature’s body is sealed away with their power absorbed into your weapon. The weapon deals bonus damage with attacks made from it for the next minute equal to the CR of the defeated monster (rounded up). If multiple creatures are providing you this bonus, the damage is equal to the highest CR of a defeated monster.
3rd Level: Seal Magic
You may spend a use of your Prayer as an action to dispel a magical zone or area within 30 feet of you, ending its effects entirely or suppressing its effects if the zone is usually permanent in nature. If a spell is associated with this zone it can only dispel spells of a level equal to a level of spell you can cast.
6th Level: Seal Release
When you hit with a spell that deals damage you may have that spell deal additional damage equal to the bonus damage gained from your Sealing Weaponry feature.
10th Level: Seal Empowerment
Your Sage’s seal feature is empowered, causing the following effects based on your seal choice:
- Seal Wisdom: The creature cannot regain hit points and has disadvantage on skill checks until the end of your next turn.
- Seal Courage: The creature has their speed reduced by half (minimum 10 feet) until the end of your next turn.
- Seal Power: The creature deals half damage with their attacks and spells until the end of your next turn.
14th Level: Triforce Seal
Creatures you would inflict a seal upon with your Sage’s Seal feature are inflicted with all three seals at once.
Sage's Path: Sage of the Song
3rd Level: Musical Connection
As a bonus action you may play a quick tune using an instrument you are proficient in to link your spirit to a willing creature on your plane of existence, using their senses instead of your own and becoming able to speak to that creature telepathically. While linked you do not sense anything from your own body and you cannot perform any movement or actions other than taking an action to return to normal. If you take damage in any way this link ends.
3rd Level: Rallying Prayer
You may use a bonus action and expend a use of your Prayer to rally your allies against a status ailment. All allies that can hear you gain advantage on saving throws against that particular status effect for the next minute.
6th Level: Empowered Link
You no longer lose your senses, movement, or actions when using your Musical Connection feature, however you can only be linked to a single creature at a time. While linked you may cast spells and recite prayers as though you were the creature you are linked to and the linked creature’s attacks and spells benefit from your Sage’s Seal feature.
10th Level: Song of Ceremony
You may extend the duration of a ritual or a spell that requires your concentration past its normal duration as long as you use either your action or bonus action to continue playing a song on each of your turns. Once you stop playing or lose concentration the spell or ritual immediately ends.
14th Level: Harmonize
The link created by your Musical Connection feature no longer ends when you take damage.
As a bonus action you may play a quick tune using an instrument you are proficient in to link your spirit to a willing creature on your plane of existence, using their senses instead of your own and becoming able to speak to that creature telepathically. While linked you do not sense anything from your own body and you cannot perform any movement or actions other than taking an action to return to normal. If you take damage in any way this link ends.
3rd Level: Rallying Prayer
You may use a bonus action and expend a use of your Prayer to rally your allies against a status ailment. All allies that can hear you gain advantage on saving throws against that particular status effect for the next minute.
6th Level: Empowered Link
You no longer lose your senses, movement, or actions when using your Musical Connection feature, however you can only be linked to a single creature at a time. While linked you may cast spells and recite prayers as though you were the creature you are linked to and the linked creature’s attacks and spells benefit from your Sage’s Seal feature.
10th Level: Song of Ceremony
You may extend the duration of a ritual or a spell that requires your concentration past its normal duration as long as you use either your action or bonus action to continue playing a song on each of your turns. Once you stop playing or lose concentration the spell or ritual immediately ends.
14th Level: Harmonize
The link created by your Musical Connection feature no longer ends when you take damage.
Sage's Path: Sage of the Trial
3rd Level: Bastion of Trials
You gain a Bastion in a single location that is sacred to you, transforming the area into a temple under your control. This Bastion contains 2 basic facilities (one cramped and one roomy) and 1 special facility. These become additional facilities for your bastion at 5th level.
3rd Level: Temple Construction
The amount of rupees required to add and expand a facility for your bastion is halved. In addition you may construct traps and puzzles within your temple, each of which takes 7 days to build and costs 250 rupees. Each trap or puzzle reduces the amount of defenders you lose from a bastion event by 1.
6th Level: Boss Room
An additional special facility is constructed within your Bastion called a boss room, with features as follows:
10th Level: Diverse Facilities
Your Bastion gains an additional special facility and special facilities no longer have prerequisites for you (though the correct level is still required to build specific facilities).
14th Level: Great Temple
You may create additional special facilities within your Bastion by spending 500 BP. Building these facilities takes a number of days equal to twice the amount of days required to build a basic facility of the same size as the special facility.
You gain a Bastion in a single location that is sacred to you, transforming the area into a temple under your control. This Bastion contains 2 basic facilities (one cramped and one roomy) and 1 special facility. These become additional facilities for your bastion at 5th level.
3rd Level: Temple Construction
The amount of rupees required to add and expand a facility for your bastion is halved. In addition you may construct traps and puzzles within your temple, each of which takes 7 days to build and costs 250 rupees. Each trap or puzzle reduces the amount of defenders you lose from a bastion event by 1.
6th Level: Boss Room
An additional special facility is constructed within your Bastion called a boss room, with features as follows:
- Space: Roomy
- Hirelings: 1
- Order: Maintain (special)
10th Level: Diverse Facilities
Your Bastion gains an additional special facility and special facilities no longer have prerequisites for you (though the correct level is still required to build specific facilities).
14th Level: Great Temple
You may create additional special facilities within your Bastion by spending 500 BP. Building these facilities takes a number of days equal to twice the amount of days required to build a basic facility of the same size as the special facility.
Sage's Path: Sage of the Wise
3rd Level: Bonus Rituals
Add a 1st and 2nd level spell with the ritual tag that you do not know to your list of spells you have prepared. These spells do not need to be part of the Sage’s spell list. Whenever you gain the ability to cast a spell of a new level you add a spell of the ritual tag of that level to your list of spells you have prepared.
3rd Level: Expertise of the Wise
You may spend 1 Prayer as a bonus action to gain proficiency and expertise in a single skill or tool of your choice that you do not have expertise in for the next minute or until you use this feature again.
6th Level: Enriched Advice
You gain expertise in two skills you are originally proficient in. An ally that does not have expertise in a skill or tool you have expertise in may add half your proficiency bonus to skill checks they make with those skills or tools, provided they can hear and see you. When you reach 20th level they add your full proficiency bonus instead.
10th Level: Communal Spells
Choose a single spell or cantrip from each of the Bard, Druid, Cleric, Sorcerer, Warlock, and Wizard spell lists that are different levels and are 5th level or below (i.e. a cantrip, 1st level spell, 2nd level spell, 3rd level spell, 4th level spell, and 5th level spell). You gain those spells and they count as sage spells for you. You may replace these spells with a spell of the same level and from the same spell list whenever you gain a level.
14th Level: Imprisoning Ward
You gain the Imprisonment spell and may cast it as a ritual without needing material components. If you cast this spell while at least six friendly spellcasters with 8th level or higher spell slots are within 10 feet of you (excluding yourself) the spell is enhanced in one of the following ways:
Add a 1st and 2nd level spell with the ritual tag that you do not know to your list of spells you have prepared. These spells do not need to be part of the Sage’s spell list. Whenever you gain the ability to cast a spell of a new level you add a spell of the ritual tag of that level to your list of spells you have prepared.
3rd Level: Expertise of the Wise
You may spend 1 Prayer as a bonus action to gain proficiency and expertise in a single skill or tool of your choice that you do not have expertise in for the next minute or until you use this feature again.
6th Level: Enriched Advice
You gain expertise in two skills you are originally proficient in. An ally that does not have expertise in a skill or tool you have expertise in may add half your proficiency bonus to skill checks they make with those skills or tools, provided they can hear and see you. When you reach 20th level they add your full proficiency bonus instead.
10th Level: Communal Spells
Choose a single spell or cantrip from each of the Bard, Druid, Cleric, Sorcerer, Warlock, and Wizard spell lists that are different levels and are 5th level or below (i.e. a cantrip, 1st level spell, 2nd level spell, 3rd level spell, 4th level spell, and 5th level spell). You gain those spells and they count as sage spells for you. You may replace these spells with a spell of the same level and from the same spell list whenever you gain a level.
14th Level: Imprisoning Ward
You gain the Imprisonment spell and may cast it as a ritual without needing material components. If you cast this spell while at least six friendly spellcasters with 8th level or higher spell slots are within 10 feet of you (excluding yourself) the spell is enhanced in one of the following ways:
- The creature being targeted with this spell automatically fails their saving throw. This cannot be rerolled or avoided in any way.
- You target a location you can see, sealing that location away instead of a creature.
- A single plane of existence is sealed from interacting with the current plane you are on. This is only usable if there is a clear way to see or contact the plane you are attempting to seal nearby.