Punti Ferita
Competenze
Sage
| Livello | Bonus di Competenza | Caratteristiche | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Spellcasting Dosis Eukrasia | 3 |
| 2 | + 2 | Spellcasting Dosis Eukrasia | 3 |
| 3 | + 2 | Spellcasting Dosis Eukrasia | 3 |
| 4 | + 2 | Spellcasting Dosis Eukrasia | 4 |
| 5 | + 3 | Spellcasting Dosis Eukrasia | 4 |
| 6 | + 3 | Spellcasting Dosis Eukrasia | 4 |
| 7 | + 3 | Spellcasting Dosis Eukrasia | 4 |
| 8 | + 3 | Spellcasting Dosis Eukrasia | 4 |
| 9 | + 4 | Spellcasting Dosis Eukrasia | 4 |
| 10 | + 4 | Spellcasting Dosis Eukrasia | 5 |
| 11 | + 4 | Spellcasting Dosis Eukrasia | 5 |
| 12 | + 4 | Spellcasting Dosis Eukrasia | 5 |
| 13 | + 5 | Spellcasting Dosis Eukrasia | 5 |
| 14 | + 5 | Spellcasting Dosis Eukrasia | 5 |
| 15 | + 5 | Spellcasting Dosis Eukrasia | 5 |
| 16 | + 5 | Spellcasting Dosis Eukrasia | 5 |
| 17 | + 6 | Spellcasting Dosis Eukrasia | 5 |
| 18 | + 6 | Spellcasting Dosis Eukrasia | 5 |
| 19 | + 6 | Spellcasting Dosis Eukrasia | 5 |
| 20 | + 6 | Spellcasting Dosis Eukrasia | 5 |
Spell Slots per Spell Level
| Livello | Bonus di Competenza | Caratteristiche | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Dosis Eukrasia | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Dosis Eukrasia | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Dosis Eukrasia | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Dosis Eukrasia | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Dosis Eukrasia | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Dosis Eukrasia | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 12
Livello 14
Livello 16
Livello 18
Livello 19
Livello 2
Livello 20
Livello 4
Livello 5
Livello 6
Livello 8
Progressione Incantatore
Progressione Trucchetti
| Livello | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trucchetti Conosciuti | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Equipaggiamento Iniziale
Caratteristiche di Classe
Spellcasting (Level 1)
As an aspiring mage, you can cast sage spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Sage spell list
Cantrips
At 1st level, you know three 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.
Preparing and Casting Spells
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.
You prepare the list of sage spells that are available for you to cast, choosing from the sage spell list. When you do so, choose a number of sage spells equal to your Intelligence modifier + your Sage level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level sage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sage spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your sage spells. The power of your spells comes from your thorough research and preparation into aetherology. You use your Intelligence whenever a sage 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
Spell
Ritual Casting
You can cast an Sage spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a set of nouliths and your anchor stone as a spell casting focus for your sage spells.
Dosis (Level 1)
Beginning at 1st level, you have learned how to channel your aether through your nouliths offensively. As an action, you order a noulith to make a ranged spell attack, using your ranged spell attack bonus, on a creature within 60ft. of you. On hit, each dosis beam deals 1d8 force damage.
As you become better at controlling your nouliths you may make additional dosis attacks. You shoot two beams at 5th level, three beams at 11th level and four beams at 17th level. You may choose a different target for each attack.
Eukrasia (Level 1)
Also beginning at 1st level, when you cast a spell which restores hit points, you can instead grant the target of the spell temporary hit points equal to the healing that would be recovered + your Intelligence ability modifier.
Kardia (Level 2)
Beginning at 2nd level, as a bonus action, you have learned to leave a lasting aetherial connection between yourself and a creature that you can see within 30ft. of you. When you cast a spell which requires you to spend a spell slot, the creature receives healing equal to #d4 hit points where # is equal to your proficiency bonus.
Sagely Specialization (Level 2)
At 2nd level, you choose your focus as a sage, pushing the limits of your Nouliths in new and exciting directions. As a Savant, you choose to continue to augment your Nouliths for combat. As an Erudite, you have chosen to develop the defensive capabilities of the Nouliths, and as a Philosopher, you've focused on integrating your own spell casting with your Nouliths.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Teichos (Level 5)
Beginning at 5th level, you learn to project your aether into a solid sheet of energy which could be used as a wall or foothold. These sheets are 10ft. x 10ft. and are 1 inch thick and easily support a creature standing on it. They have an AC equal to your Spell Save DC and 10 hit points. As an action you can create one sheet of aether centered on a location you can see within 30ft. of you which persists for 1 minute.
A creature that attempts to push through the wall must make a Strength (Athletics) check contested by your spell save DC. This wall is translucent allowing creatures to see through it without difficulty. The aether wall provides three-quarters cover when calculating ranged attacks and spells that pass through the wall.
You may create one additional sheet of aether at the 10th, 15th and 20th level. You may connect the sheets of aether together in a chain outside your 30ft. range as long as the center point of the next sheet is within 20ft. of the center point of the prior sheet. You may dismiss any number of sheets as a bonus action.
Sagely Specialization feature (Level 6)
At 6th level, you gain a feature granted by your Sagely Specialization.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sagely Specialization feature (Level 10)
At 10th level, you gain a feature granted by your Sagely Specialization.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sagely Specialization feature (Level 14)
At 6th level, you gain a feature granted by your Sagely Specialization.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Icarus (Level 18)
Beginning at 18th level, you gain a flight speed of 60ft.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Somanoutic Recovery (Level 20)
Beginning at 20th level, when you are reduced to 0 hit points and not killed outright, your nouliths automatically protect you. Your body is encased in an impenetrable barrier, preventing you from taking any damage until the end of your next turn and you recover 3d8 + your Intelligence Modifier hit points. This feature can activate once. Use of this feature is recovered when you complete a long rest.
Multiclasse
Requisiti Multiclasse
{"int":13}
Sottoclassi
Caratteristiche Sottoclasse
Erudite
Erudite (Level 2)
An erudite sage focuses on wielding their noulithes to weaken their foes and prevent the harm at its source. By destabilizing the aether of their foes, they seek to make combat easier on their allies creating openings and softening their enemies up rapidly.
Eukrasian Dosis
2nd-level Erudite feature
Beginning at 2nd level, you can attempt to ruin the balance of aether in a creature struck by your dosis action. When you land a dosis attack, you can choose to overcharge the strike dealing bonus damage equal to your Intelligence modifier. The creature must also make a Intelligence saving throw and on a failure become poisoned for 1 minute. The creature may use their action on their turn to re-attempt the saving throw.
You may attempt to do this a number of times equal to your proficiency modifier. Uses of this feature are recovered when you complete a short or long rest.
Aether Sickness (Level 6)
6th-level Erudite feature
Beginning at 6th level, when you use Eukrasian Dosis, the poison effect is not prevented by poison immunity and when a creature makes an attack roll against a creature poisoned by Eukrasian Dosis, they make the attack with advantage.
Aether Burn (Level 10)
10th-level Erudite feature
Beginning at 10th level, when a creature starts their turn poisoned by Eukraisian Dosis they take 2d4 + your Intelligence Modifier necrotic damage. Additionally if creatures are not inherently immune or resistant to poison, they have disadvantage on saving throws against the effect of eukraisian dosis.
Aether Plague (Level 14)
14th-level Erudite feature
Beginning of 14th level, you can use Eukrasian Dosis a number of times equal to twice your proficiency bonus.
Philosopher
Philosopher (Level 2)
The philosopher aims to incorporate a careful approach and defensive maneuvers to protect their allies and reduce the active time needed to mend wounds. Philosophers aim to prevent damage altogether to allow both themselves and their allies to focus on the tasks at hand.
Soteria
2nd-level Savant feature
Beginning at 2nd level, your spells which target yourself can also be used for a creature affected by your kardia feature.
Additionally, starting at 6th level, creatures who are under the Kardia effect gains a bonus to their saving throws equal to your proficiency bonus.
Barrier Parry (Level 6)
6th-level Philosopher feature
Beginning at 6th level, when a creature under the effect of your kardia feature is the target of an attack, you can use your reaction to reflexively protect your ally. They receive a +2 bonus to their AC until the start of your turn. You may do this a number of times equal to your proficiency bonus. Uses of this feature are refreshed when you complete a long rest.
Kardion Network (Level 10)
10th-level Philosopher feature
Beginning at 10th level, you can apply the effect of kardia to up to four creatures. All creatures receive healing from the kardia feature, but any self targeted spells may only affect a single creature.
Haima (Level 14)
14th-level Savant feature
Beginning of 14th level, you can use your action to weave a barrier that provides half cover for a creature under the effect of kardia for 1 minute. This persistent barrier gives the creature a +2 bonus to AC and Dexterity saving throws. More than one creature may be under the effect of haima. You can use haima a number of times equal to your proficiency bonus. Uses of Haima are recovered when you complete a long rest.
Savant
Savant (Level 2)
Savants are sages who aim to reach the absolute pinnacle of healing magic. Through careful study and precise application of theory, the savant heals more efficiently than most of their contemporaries.
Diagnosis
2nd-level Savant feature
Beginning at 2nd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. If the spell is being cast using Eukrasia, you can choose to apply this additional healing to the character's hit points instead of the temporary hit points.
Inverse Kardion (Level 6)
6th-level Savant feature
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Pepsis (Level 10)
10th-level Savant feature
Beginning at 10th level, as a bonus action you can convert all temporary hit points provided by you to creatures within 60ft. of you into healing, restoring hit points to creatures equal to the temporary hit points + your Intelligence modifier.
Perfected Eukrasia (Level 14)
14th-level Savant feature
Beginning of 14th level, while using your Eukrasia feature, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.