FF XIV D&D Compendium
hit dice:
1d6
hit points at 1st level:
6 + Constituttion Modifier
hit points at higher levels:
1d6 (or 4) + Constitution Modifier
armor proficiencies:
No Armor
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
tools:
Tinkering tool and two of choice.
saving throws:
Intelligence, Wisdom
skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting 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 Component pouch or (b) an arcane focus
(a) a Scholar's Pack or (b) an Explorer's Pack
A Noulith
spellcasting:
As an aspiring mage, you can cast sage spells, See the spell list included at 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 spells of 1st level and higher. To cast one of these spells, you must expand 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 teh 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 save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a sage spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use your Nouliths as a spell casting focus for your sage spells.
class features:
Nouliths
Beginning at 1st level, you have achieved mastery over operating your first Noulith. These devices which combine magic and technology feed off the aether of your body to act and can be used to create a variety of different effects. At 5th level, you learn to operate a second Noulith simultaneously. At 10th level, you gain the ability to control a third Noulith, a fourth at the 15th level and a fifth at 20th level. When additional Nouliths become available to you, you are able to build them at no cost.
Nouliths have are tiny constructs with an AC of 15, Hit Points equal to 15 + 5 time your Sage level, and a flying speed of 30ft. Creatures may exist in the same space as your nouliths, and are not blocked by them. Your nouliths must remain within a 60ft. radius of you, losing their aetheric link with you if they travel any further away. If this occurs, they become inoperable and fall to the ground. As an action, you may reactivate them by touching them and re-establishing their aetheric link with your body.
If a Noulith is reduced to 0 hit points, it becomes inoperable and falls to the ground. It may be repaired during a long rest at the cost of 1 silver in materials. You are able to restore your Nouliths hit points at no cost during a long rest as long as it is still operable. If they are totally destroyed, you must spend 10 silver and a long rest to rebuild.
As a bonus action you may maneuver your Nouliths, moving them a distance up to their flying speed.
Aether Shot
Also beginning at 1st level, you have learned how to use the aether fueling your Nouliths offensively. As an action, you order your Noulith to make a ranged spell attack, using your ranged spell attack bonus, on a creature within 30ft. of them. On hit, the Aether Shot deals 1d8 force damage.
If you are operating more than one Noulith, each Noulith may make a ranged spell attack. Each Noulith may target a different creature. If a Noulith is equipped to someone they may still be used with Aether Shot.
Sagely Specialization
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
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.
Wings of Aether
Beginning at the 18th level, if a Noulith is not deployed, it is considered equipped to you, granting you a flying speed. For each Noulith equipped to you, you gain a flying speed of 10ft.
Noulithic God
Starting at 20th level, you have mastered combat with Nouliths. As a bonus action you refresh your Overcharge feature. You can do this once. You must complete a long rest before you can use Noulithic God again.
subclass options:
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | +2 | Nouliths, Aether Shot, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2 | +2 | Sagely Specialization | 3 | 3 | — | — | — | — | — | — | — | — |
3 | +2 | ─ | 3 | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | ─ | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | Specialization Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | Specialization Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | Specialization Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Wings of Aether | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Noulithic God | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |