Base Class: Warlock
You have made a pact with the ancient sages, who have shared their wisdom with you. With their knowledge, you can build a foundation of magic more resolute and true than the schools of magic that Wizards flaunt, or even the four primordial elements themselves. Utilizing the Four Pillars of Magic, you aim to strike a balance between them all and gain a mastery over the building blocks of the universe.
Expanded Spell List
The Sages let you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you.
The Sages Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
The Four Pillars of Magic
At 1st level, your patron has granted you their wisdom of the very fundamentals of magic. You can use this feature twice, and regain all uses after finishing a long rest.
Blue Pillar: The pillar that governs the concept of Space.
- As an action, you summon the Blue Pillar to lighten your body. For the next minute, your high jump and long jump distances increase by a number of feet equal to your Charisma score, and you reduce any falling damage you take by an amount equal to your Warlock level.
- As an action, you summon the Blue Pillar to influence your foes. Target 1 creature within 30 feet of you. That creature must make a Strength saving throw against your spell save DC. On a failed save, the creature is either pushed 15 feet away from you or toward you and is knocked prone.
Red Pillar: The pillar that governs the concept of Destruction.
- As an action, you summon the Red Pillar and unleash a wave of destruction. You can fire the energy in a 10-foot line, a 15-foot cone, or a 10-foot sphere within 20 feet of yourself. Each creature in range must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to 1d8 + your Charisma modifier + your Warlock level.
The damage of this ability increases by 1d8 at 7th level (2d8), 13th level (3d8), and 18th level (4d8).
Green Pillar: The pillar that governs the concept of Creation.
- As an action, you summon the Green Pillar to create a small, non-magical object or CR0 creature. The object or creature you create is magical for the purpose of overcoming resistances and lasts for 1 hour before disappearing. A created creature is friendly toward you and will obey any commands given by you to the best of its ability.
Yellow Pillar: The pillar that governs the concept of Time.
- As a bonus action, you accelerate time around yourself and double your movement speed until the end of your turn.
- As a reaction, when a creature hits you with a weapon attack, you can slow down time in an area around you. You reduce the amount of damage the attack deals by your Warlock level.
Great Sage's Disciple
Also at 1st level, the studies of your patron have gifted you great insight into the workings of magic. You gain proficiency in Intelligence (Arcana) checks and gain 1 cantrip of your choice from the Wizard spell list. This counts as a Warlock spell for you and does not count against your known spells.
Kabbalah Adept
At 6th level, you have gained the knowledge of the Kabbalah; the link between magic, life, and nature. When you use your Four Pillars of Magic feature, you gain temporary hit points equal to your Charisma modifier + your Warlock level. Additionally, when you use the Red Pillar, you can apply your knowledge of the Kabbalah to change the damage type to either acid, cold, fire, lightning, poison, or thunder.
Dissect Arcanum
At 10th level, as a reaction, when a creature that you can see casts a spell within 30 feet of you, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, you rip the magical energies away from that creature, causing the spell to fail. When you successfully do this, you regain all uses of your Four Pillars of Magic feature.
You can do this once per long rest.
True Magical Singularity
At 14th level, after mastering the hidden foundations of all magic, you have been granted the title of Sage, and as such, you gain the following benefits:
- You no longer need to eat or breathe, but you may still choose to do so anyway.
- You have advantage on saving throws against spells and other magical effects.
Additionally, you can now use your Four Colors of Magic feature a number of times equal to your Charisma modifier per long rest instead of two times.
Previous Versions
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6/13/2024 5:36:53 AM
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