Wizard
Base Class: Wizard
While most wizards spend their entire lives locked away studying a single school of magic, the Sage pursues a higher, universal truth. They realize that arcane force and divine grace are merely two sides of the exact same coin. Inspired by the legendary, ultimate vocations of the Dragon Quest universe, a Sage is a scholar who has successfully completed the rigorous training of both the Mage and the Priest, fusing them into one unstoppable arcane powerhouse.
To a Sage, a spellbook is not just a collection of wizardry, but a grand ledger of existence. Through this intense academic enlightenment, they learn to decipher holy texts and divine scrolls, allowing them to cast powerful healing and restoration magic using their raw Intelligence. They are the ultimate backline versatile casters, capable of wiping out entire enemy waves with catastrophic explosions, channeling unique dark-elemental forces like Zam, or instantly reversing the tides of war by weaving advanced restoration arts like Multiheal.
As a Sage reaches the pinnacle of their studies, they master the absolute laws of life and death. A master Sage can look upon a fallen ally and execute a flawless Kazing, snatching their soul back from the afterlife and restoring them to maximum vitality in the blink of an eye. If you want to play a highly intellectual spell-hacker who holds the power to completely shatter your foes or perfectly preserve your friends, the path of the Sage awaits.

Level 3: Dual-Vocation Study

  • Your intense research has bridged the gap between arcane destruction and divine restoration, granting you the physical training of the holy orders.
    • Martial Training: You gain proficiency with medium armor, shortswords, longswords, and spears.
    • Sacred Lore: You learn two cantrips of your choice from the Cleric spell list. They count as wizard cantrips for you.
    • Universal Ledger: When you find a Cleric spell of 1st level or higher in written form, you can copy it into your spellbook just like a wizard spell, using Intelligence as your spellcasting modifier.
    .

Level 6: Secrets of Salvation

  • Multiheal
    When you cast a wizard spell that restores hit points to a creature, you can expend a second spell slot of the same level or lower as a bonus action. If you do, choose a number of additional creatures within 30 feet equal to your Intelligence modifier. They regain hit points equal to half the amount healed by the initial spell.

    Evocation Upgrade: Boom
    Your explosive magic intensifies. You always have the Shatter spell prepared, and it doesn't count against your number of prepared spells. For you, it deals Force damage instead of Thunder damage, representing your Boom spell.
     

Level 10: Arcane & Divine Echo

Channel Enlightenment
You can use a bonus action to enter a state of deep mental clarity for 1 minute. While in this state, you gain the following benefits:
  • Echoing Spell: When you cast a wizard spell of 1st level or higher that deals damage or restores hit points, you can roll a d6. On a 5 or 6, the spell echoes, casting a secondary burst immediately without expending another spell slot.
  • Moreheal: When you roll dice to restore hit points with a wizard spell, you can reroll any 1s or 2s.
  • Usage: Once per long rest, or by expending a 4th-level spell slot or higher.
Grand Evocation: Kaboom
Your explosions reach catastrophic scales. You always have the Fireball spell prepared, and it doesn't count against your number of prepared spells. For you, it deals half Force and half Radiant damage instead of Fire damage, representing your Kaboom spell.
Vocation Upgrade: Kazammle
Your Zam cantrip permanently upgrades into Kazammle. When you cast this cantrip, you now add your Intelligence modifier to the damage roll.

Level 14: Master of Life and Death

  • Kazing
    Your mastery over the laws of life is absolute. You always have the Revivify and Raise Dead spells prepared, and they do not count against your number of prepared spells. When you cast a spell that restores a dead creature to life, the target returns to life with all of their hit points restored. Additionally, you can ignore the material component cost for these spells once per long rest.

    Ultimate Art: Magic Burst
    You unleash the forbidden spell of the Sage, converting every ounce of your remaining magical essence into a localized supernova.
    • As an action, you can choose to expend all remaining wizard spell slots of 1st level or higher that you currently possess. You must have at least one spell slot available to use this feature.
    • Each creature within a 20-foot radius of you must make a Dexterity saving throw against your Wizard spell save DC.
    • A creature takes 2d10 Force damage for every combined spell slot level expended on a failed save, or half as much damage on a successful one. (For example, expending one 5th-level slot and two 4th-level slots equals 13 total slot levels, dealing 26d10 damage).
    • Aftermath: Once you use this feature, your body is entirely drained. You gain 2 levels of exhaustion, cannot move for the rest of your turn and you cannot use this feature again until you finish a long rest.

Level 3: Arcane Elements: Zam & Bang

You unlock the baseline elemental forces unique to the Sage vocation.
  • Zam: You learn the Zam action, channeling a bolt of dark energy that deals 1d10 necrotic damage. It automatically scales at character levels 5, 11, and 17.
  • Bang: Your study of explosive magic begins. You always have the Thunderwave spell prepared, and it doesn't count against your number of prepared spells. For you, it deals Force damage instead of Thunder damage, representing your Bang spell.
 

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