Homebrew
The Elven sages are like human wizards studying the arcane arts for all of their lives, unlike wizards though they possess natural magical talents through their noble elvish blood and so can bend the will of the winds of magic like human sorcerers would.
hit dice:
1d6
hit points at 1st level:
6+ your constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per Elven Sage level after 1st
armor proficiencies:
Light armors
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, shortbow
tools:
saving throws:
Intelligence, constitution.
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 spellbook
spellcasting:
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Elven Sage table shows how many spell slots you have to cast your Elven 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Elven Sage level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level Elven 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, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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 wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Elven Sage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Elven 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 an Elven Sage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Elven Sage spells.
Learning Spells of 1st Level and Higher
Each time you gain an Elven Sage level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see “Your Spellbook”).
YOUR SPELLBOOK
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
The Elven Sage Table
—Spell Slots per Spell Level—
Level | Proficiency
Bonus | Cantrips
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st |
+2 |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2nd |
+2 |
3 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3rd |
+2 |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4th |
+2 |
4 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5th |
+3 |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6th |
+3 |
4 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7th |
+3 |
4 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8th |
+3 |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9th |
+4 |
4 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10th |
+4 |
5 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11th |
+4 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12th |
+4 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13th |
+5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14th |
+5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15th |
+5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16th |
+5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
17th |
+6 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
class features:
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL | SORCERY POINT COST |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Converting a Spell Slot to Sorcery Points
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options: