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Legend
I'm looking to pin down what NPC sages can do for the PCs in my 5th edition game with a bit more clarity. Has anyone devised house rules or found useful rules/guidelines in third party supplements?
Reading back through the section on sages in the AD&D1e DMG, I tried to pin down a Sage NPC stat block. My reason for doing so was both to pin down the benefits a sage could offer to the PCs and also to give it some numbers in case a sage joined the party or the PCs had to protect one. So far I've come up with this...
Sage
Medium humanoid (any), any alignment
Armor Class 10
Hit Points 22 (5d8)
Speed 30 ft.
STR 9 (-1) DEX 10 (+0) CON 10 (+0) INT 16 (+3) WIS 16 (+3) CHA 10 (+0)
Skills Arcana +7, History +7, Investigation +7, Nature +7, Religion +7
Senses passive Perception 13
Languages Common, and any three languages
Challenge 1/8 (25 XP)
Spellcasting. The sage is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells:
1st-5th level (2 5th-level spell slots): comprehend languages, detect magic, dispel magic, identify, legend lore, locate animals or plants, locate creature, locate object, magic circle, remove curse
Read Magic. The sage can use all spell scrolls, automatically identifies magical writing (including glyphs and sigils), and can read text without triggering any protective magic.
Sage Speciality. The sage has one of the following specialities, rolled (d12) or selected by the DM:
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Reading back through the section on sages in the AD&D1e DMG, I tried to pin down a Sage NPC stat block. My reason for doing so was both to pin down the benefits a sage could offer to the PCs and also to give it some numbers in case a sage joined the party or the PCs had to protect one. So far I've come up with this...
Sage
Medium humanoid (any), any alignment
Armor Class 10
Hit Points 22 (5d8)
Speed 30 ft.
STR 9 (-1) DEX 10 (+0) CON 10 (+0) INT 16 (+3) WIS 16 (+3) CHA 10 (+0)
Skills Arcana +7, History +7, Investigation +7, Nature +7, Religion +7
Senses passive Perception 13
Languages Common, and any three languages
Challenge 1/8 (25 XP)
Spellcasting. The sage is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells:
1st-5th level (2 5th-level spell slots): comprehend languages, detect magic, dispel magic, identify, legend lore, locate animals or plants, locate creature, locate object, magic circle, remove curse
Read Magic. The sage can use all spell scrolls, automatically identifies magical writing (including glyphs and sigils), and can read text without triggering any protective magic.
Sage Speciality. The sage has one of the following specialities, rolled (d12) or selected by the DM:
- Alchemist: The sage is proficient with alchemist’s tools, and can craft uncommon magic dusts and non-healing potions.
- Apothecary: The sage is proficient with an herbalism kit and has the Medicine skill (+7).
- Astronomer: The sage is proficient with navigator’s tools, and can never become lost.
- Cartographer: The sage is proficient with cartographer’s tools, and can craft magic maps*.
- Engineer: The sage is proficient with tinker’s tools, and can craft fortifications, siege weapons, and constructs (if it possesses the necessary recipe and workshop)
- Folklorist/Historian: The sage is unmodified.
- Linguist: The sage knows six additional languages.
- Natural Philsopher: The sage can identify the weakness of any beast, humanoid, giant, monstrosity, or plant.
- Occultist: The sage can identify the weakness of any aberration, celestial, dragon, elemental, fey, fiend, or undead.
- Professor: The sage bestows a creature one of its spells after 8 hours of instruction; the creature may then cast that spell once within the next 24 hours.
- Scribe: The sage can craft spell scrolls and spellbooks.
- Seer: The sage can cast augury as a ritual at will.
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.