**Spell save DC** = 8 + your proficiency bonus +
your WIS modifier
**Spell attack modifier** = your proficiency bonus +
your WIS modifier
Spell save DC = 8 + your proficiency bonus + your INT, WIS, or CHR modifier
Spell attack modifier = your proficiency bonus + your INT, WIS, or CHR modifier
#### Ritual Casting (optional) You can cast a ***CLASS*** spell as a ritual if that spell has a ritual tag ***and you have learned that spell***. #### Spellcasting Focus You use ***a holy symbol*** as a spellcasting focus for your ***Sage*** spells. You use a ***Resonant Stave*** as a spellcasting focus for your ***Radiant Resonance*** abilities. The Form your ***holy symbol*** takes is dependant on your deity of choice, and can be found in the Pantheon section. \pagebreakNum ### Paths of the Sage At first level, the class makes a choice between one of the following Paths, which dictates their role in the party and what Ability Scores to focus on. These Paths are: Physician, Voice, and Exorcist. ### Radiant Resonance At second level, the Sage can channel divine magic through the three bells on their staff. These effects are seperate from those of any spells cast by the Sage. The three bells are Copper, Silver, and Gold, representing the purity of the Sage's soul. The more devoutly they follow their deity (I.E., how high their level), the higher rank of bell that they can use. The Silver Bell becomes available at level 9, and the Golden Bell becomes available at level 15. Bell Effects can be found in the Signature Spell section at the bottom of this document. ### Deliverance The Sage can touch an ally that has been reduced to zero HP within the last minute, allowing them to auto-pass a single Death Save, or reducing their Failed Death Saves by one. This effect can only be used on an individual ally once per day, resetting at dawn. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). \columnbreak ### Gift of Domains At Fifth level, your character gains a single passive ability related to their deity and their deity's primary Divine Domain. Consult the table below to see which ability applies to your character. ##### Domains | Domain | Effect | |:----:|:-------------| | Memory | Flawless Memory | | Healing | You gain Double Proficiency in Herbalist's Kit, Poisoner's Kit, and Alchemist's Kit | |Thieves | You gain Double Proficiency in Thieves' Tools, Poisoner's Kit, Disguise Kit, and Forger's Tools. | | Fortune/Wealth/Luck | You gain Double Proficiency in all Gaming Sets | | Hearth/Family | You gain Double Proficiency in Cooking Skills, and can create a campfire without a Tinderbox | | Forge | Double Proficiency with Smithing Tools and Jeweler's Tools | | Writing | You gain Double Proficiency in Cartographer's Tools and Forger's Tools | | Music | You gain Double Proficiency in all Musical Instruments | ### Forbearance Starting at 10th level, the Sage becomes Proficient with Constitution Saves. ### Celestial Harmony Starting at 13th level, you can utilize your Copper and Silver bells simultaneously. ### Divine Deliverance Starting at 17th level, the Sage's Deliverance is empowered. It can now be used on the same ally twice per day, resetting at dawn. ### Choir of the Bells At 20th Level, the Sage is now able to use all three of their bells simultaneously, filling the battlefield with their divine chimes. \pagebreakNum ### Sage Paths While the Sage as a whole is a support class, the manner in which is supports varies quiet significantly between it's Paths. The Physician, using INT as it's primary stat, focus on healing. The Exorcist, using Wisdom, specializes in identifying supernatural enemies, protecting the party from them with buffs or by weakning the target. Finally the Voice, using Charisma, directly channels their deity's power to buff the party. ## Physician *A wounded man, groaning and writhing in pain, is carefully examined by a young woman in white robes, her hands stained with blood as she investigates the large gash across his chest. She consults a tome, a pricless collection of medical knowledge, filled with diagrams and extensive breakdowns on the human body. Finding the solution, she turns to her work table, mixing several herbs, fluids, and other reagents into a thick paste that she spreads across the injury, sealing the wound and stopping the blood flow while numbing the pain. This is the skill of the Physician: to heal not just with holy magic, but the power of science.* ### Diagnose At first level, your can attempt to identify what, precisely, is ailing an ally. You are able to make Medicine checks in regards to the health of your allies (what sort of weapon caused the wound, what the injury is, if they have been poisoned) at Advantage. Healing effects you perform on that ally have a bonus of 1d4 to their value, as you have identified the problem and are treating it directly. The DC for the Medicine Check is your ally's Constitution Modifier + their Proficiency Modifier. ### Proffesional Training At first level, you gain proficiency in the Medicine Skill. If you already have proficiency, your proficiency bonus is doubled. Your Medicine Skill scales off of your Intelligence Score, rather than your Wisdom Score. ### Balance The Humours Starting at 6th level, the Sage is able to utilize their extensive training and experience to improve their healing abilities towards their allies. The bonus healing from Diagnose is increased to 1d6, and Diagnose checks can now be performed as Bonus Actions. ### Celestial Guidance Starting at 14th level, you are able to invoke the divine assistance of your god in healing that which your mundane solutions alone cannot cure. The bonus healing from Diagnose is increased to 1d8, and Diagnose checks can now be performed as free actions, once per turn. ### Panacea Starting at 18th level, you have discovered the mythical universal cure of ailments: the panacea. The Bonus Healing from your Diagnose is now 1d12, and cures one detrimental status effect on the target. \pagebreakNum ## Exorcist *A young woman writhes in her bed, wreathed in a seething mass of shadows and malice. An old man stands over her, one hand gently waving a censor of incsence over her while the other radiates light down onto her prone form, his aged voice birthing a steady stream of prayers and incantations. Sweat beads on his forehead, his voice growing hoarse as he continues for what seems like hours, before a final shouted phrase finally forces the darkness from the girl's body. It settles in the corner of the room, coalescing into a humanoid form that shrieks and howls, eyes gleaming with rage as clawed hands grasp at its opponent, but the old man is unphased. A pillar of light consumes the creature, eradicating it forever more, and the exorcist leaves his patient to her family's care. His work here, done.* ### Abjure the Impure At first level, the Exorcist deals an extra 2d4 damage to enemies that are of the FIEND, FEY, UNDEAD, or ABBERATION types with any damage dealing ability. ### Discern The Unnatural At Level One, The Exorcist is able to look into the aura, the soul, of any living creature and discern its state. If it is mind-controlled, possessed, charmed, or otherwise acting in anyway that is fundamentally against its natural state. Passive scans of this ability can be decieved by a high enough Deception Roll (Beating the Sage's Passive Perception). The Deception Roll is made at Advantage if the enemy is a higher level than the Sage, Normal if equal in level, and Disadvantage if at a lower level. An active scan is possible, resulting in pitting a Deception Roll agains a Perception Roll, with the same Advantage/Normal/Disadvantage rules as passive scans. ### Weaken The Abhorrant Starting at 6th level, the Exorcist is able to more directly attack the dark energies that give demons and evil spirits their powers. When you deal damage to an enemy that is a FIEND, FEY, UNDEAD, or ABBERATION, you can contest your Wisdom against the target's Constitution. Should they fail, they are weakened, attacking at disadvantage for one minute. This ability can be used once per target, per long rest. ### Soul Sanctification Starting at 14th level, you are able to 'reset' the soul of a non-enemy creature. If they are mind-controlled, possessed, charmed, or otherwise acting unnaturally (as discovered by the Discern the Unnatural ability), you can remove that effect on them. This can only be used once per creature, per long rest. It can be used a number of times per day equal to your proficiency modifier. ### Condemnation Starting at 18th level, the bonus damage from Abjure the Impure increases from 1d4 to 2d10. You have Advantage when dealing damage to enemies that are of the FIEND, FEY, UNDEAD, or ABBERATION types. \pagebreakNum ## Voice *A regal matriarch stands before an altar, facing the quiet, worshipful masses of her congregation, hands uplifted to the icon of her deity as she praises their name and preaches their will. The longer, the more fervent, that the sermon lasts, a change begins to overcome the woman. She radiates an inner light, her voice gaining a dual-toned majesty, a feeling of ancient power filling the temple. Telltale signs that her deity is now indwelt, interacting directly in the mortal realms through the mortal form of a devout worshipper.* ### Intonation of Canticles At first level, the Voice can use an action to sing hymns of praise to their deity, buffing the party in a number of ways. This is done through the roll of a D7. All Canticle buffs last for one minute, and the number of Canticles that can be sung per day is equal to your proficiency modifier. **Canticle of Swiftness**: You sing about your deity's divine speed of body, their swift traversing of the world amidst their sacred duties. Inspired, your party members gain 10 feet of movement speed. **Canticle of Creation** : You sing about how your deity helped shape the world and all the creatures within it, the story inspiring your party to focus more on the beauty, and danger, of nature. They gain a boost to their Wisdom Modifier of 1 point. **Canticle of Grace** : You sing about the unmatched form of your deity, their inhuman agility, inspiring your party members with a boost to their Dexterity Modifier of 1 point. **Canticle of Strength** : You sing about the strength of your deity, their divine might, and inspire your party to greater feats. Your party gains a boost to their Strength Modifier of 1 point. **Canticle of Cunning**: You sing a hymn of your deity's cleverness, of their manipulations and trickery against gods and mortals alike, inspiring your party to emulate their quick-mindedness. They a boost to their Intelligence Modifier of 1 point. **Canticle of Tolerance**: You sing the hymn of the martyrs who died in service to your deity, the story of their stoic loyalty inspiring the members of your party. They are gifted with a boost to their Constitution Modifier of 1 point. **Canticle of Elegance**: You sing of the beauty of your deity's temples and teachings, the sheer beauty of which you speak inspiring the members of your party. They are gifted with a boost to their Charisma Modifier of 1 point. ### Sacred Animal At first level, your character is able to perform a Rite to Summon the Sacred Animal of their Deity. They are able to cast the Find Familiar spell as a Ritual, summoning a Medium CR 1 version of that animal. This does not count against your total spells known. You may choose to forgo one of your Attacks to instead attack with your familiar. ### Speaker for the Gods Starting at 6th level, you are able channel a portion of your deity's presence through yourself. Temporarily increase your CHARISMA stat by two points and gain proficiency in any CHARISMA related Skills (Deception, Persuasion, Intimidation, and Performance). If you are already proficient, double the benefit recieved. This effect lasts for one minute and can be used a number of times per day equal to your proficiency modifier. ### Divine Beast Starting at 14th level, your Sacred Animal is now capable of taking Actions without using your characters actions, and their size and strength is enhanced to make them a Large CR 4 creature. ### Immanence Starting at 18th level, your deity now channels a portion of their own pure divnity through your mortal shell. Your Canticles are twice as effective, and you may have two Cancticles active at a time. If both Canticle Rolls have the same result, reroll. Your Sacred Animal is now a Huge CR 8 Creature. \pagebreakNum # Sacred Animals ___ > ## Sacred Tortoise > Domains of Longevity, Memory, and Endurance > >*Medium beast (Sacred)* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 30 (4d8 + 12) > - **Speed** 20 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|16 (+3)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Saving Throws** Str +5, Con +5 > - **Damage Vulnerabilities** cold, lightning, thunder > - **Damage Resistances** piercing > - **Senses** darkvision 20 ft., passive Perception 10 > - **Languages** understands All > - **Challenge** 1 (200 XP) >___ > ### Actions > ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage > ### Reactions > ***Withdraw.*** As a reaction, the Sacred Tortoise can retreat within its mighty shell and become Immune to Bludgeoning, Force, and Piercing Damage. However, coming back out of its shell on it's next turn requires it's action. \columnbreak ___ > ## Sacred Tortoise > Upon Reaching Level 14, Make the Following Changes/Additions to your Tortoise > >*Large beast (Sacred)* >___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 63 (6d10 + 30) > - **Speed** 20 ft., burrow 15 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|20 (+5)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Saving Throws** Str +6, Con +7 > - **Damage Vulnerabilities** cold, lightning > - **Damage Resistances** force, piercing > - **Condition Immunities** grappled > - **Senses** darkvision 60 ft., tremorsense 30 ft., passive Perception 10 > - **Languages** understands All > - **Challenge** 4 (1,100 XP) >___ > ***Juggernaut.*** If the tortoise uses the Dash Action during it's turn and would impact an enemy creature with at least five feet of movement remaining, it can choose to ram into the enemy.
**Spell save DC** = 8 + your proficiency bonus +
your CHA modifier
**Spell attack modifier** = your proficiency bonus +
your CHA modifier