Table of Contents
An escaping mercenary taking cover behind a toppled wagon holds his crossbow steady waiting for his pursuer to come around the corner. To their surprise a crystalline device appears and lets loose a blast of aether, subduing them. A young sage smiles as she knows this is another successful mission.
A young man in crisp white robes watches as his allies brawl on the front line. Whenever danger looms over his friends, with a snap of his fingers a barrier appears, protecting them from harm.
Carefully, an experienced mage begins to weave their spell, but the aether of their work suddenly travels to a nearby shard of crystal, a lightning bolt losing itself from an unexpected place.
Sages are highly skilled mages who fuse magic and technology to bring forth a unique form of spell casting. Through the use of their Nouliths, they push the boundaries of what is possible.
Aetherology Experts
Hailing from the scholarly lands of Sharlayan, Sages are scholars who have spent much of their lives in the world of academia, researching aether in all its forms. Through the combination of ancient spell focuses and special technology, they skillfully find new ways to magically maintain control on the battlefield.
Shards of Power
The Noulith is a handcrafted combination of crystal and machinery, fueled by the aether of the user's body. A Sage shares the magic that fills their body with these wing-like blades of crystal to allow them to fly around, launch bolts of aether, cast spells and a variety of other effects.
Creating a Sage
Most sages find their beginning in academia, be it an official education, mentorship or independent research. When creating a sage one might consider how they gained entry into the world of education. Was your character incredibly bright and earned a scholarship via their raw talents? Perhaps they come from a well-off noble family and their path was laid out before them by their parents. No matter their reasons for entering the academic world, you'll need to decide what drives their ambition to further their education and push the limits of spell casting and aetherology. They may do this out of a sense of pride and self-interest, or for goals as lofty as bettering the world for everyone that lives in it.
Beyond how they entered the world of academics, you'll also need to decide why they would risk their lives and perhaps even expulsion from the world of education. Reasons range from the realization that not all lessons can come from books and testing, trialling their hard work, or going on an adventure to improve their own standing in life. Sages are likely to have pragmatic reasons for hitting the road, but each person will have their own true purpose for adventuring.
Class Features
As a Sage, you gain the following class features
Hit Points
Hit Dice: 1d6 per Sage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sage level after 1st
Proficiencies
Armour: no armour
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Quarterstaff or (b) a Dagger
(a) a light crossbow and 20 bolts or (a) a simple weapon
(a) a Component pouch or (b) an arcane focus
(a) a Scholar's Pack or (b) an Explorer's Pack
A Noulith
Full Description
https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv
Pg. 114