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<blockquote data-quote="Quickleaf" data-source="post: 7516488" data-attributes="member: 20323"><p>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?</p><p></p><p>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...</p><p></p><p><strong>Sage</strong></p><p><em>Medium humanoid (any), any alignment</em></p><p><strong>Armor Class</strong> 10</p><p><strong>Hit Points</strong> 22 (5d8)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 9 (-1) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 10 (+0) <strong>INT</strong> 16 (+3) <strong>WIS</strong> 16 (+3) <strong>CHA</strong> 10 (+0)</p><p></p><p><strong>Skills</strong> Arcana +7, History +7, Investigation +7, Nature +7, Religion +7</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Common, and any three languages</p><p><strong>Challenge</strong> 1/8 (25 XP)</p><p></p><p><strong><em>Spellcasting.</em></strong> 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:</p><p>1st-5th level (2 5th-level spell slots): <em>comprehend languages, detect magic, dispel magic, identify, legend lore, locate animals or plants, locate creature, locate object, magic circle, remove curse</em></p><p></p><p><strong><em>Read Magic.</em></strong> The sage can use all spell scrolls, automatically identifies magical writing (including glyphs and sigils), and can read text without triggering any protective magic.</p><p></p><p><strong><em>Sage Speciality.</em></strong> The sage has one of the following specialities, rolled (d12) or selected by the DM:</p><ol> <li data-xf-list-type="ol">Alchemist: The sage is proficient with alchemist’s tools, and can craft uncommon magic dusts and non-healing potions.</li> <li data-xf-list-type="ol">Apothecary: The sage is proficient with an herbalism kit and has the Medicine skill (+7).</li> <li data-xf-list-type="ol">Astronomer: The sage is proficient with navigator’s tools, and can never become lost.</li> <li data-xf-list-type="ol">Cartographer: The sage is proficient with cartographer’s tools, and can craft magic maps*.</li> <li data-xf-list-type="ol">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)</li> <li data-xf-list-type="ol">Folklorist/Historian: The sage is unmodified.</li> <li data-xf-list-type="ol">Linguist: The sage knows six additional languages.</li> <li data-xf-list-type="ol">Natural Philsopher: The sage can identify the weakness of any beast, humanoid, giant, monstrosity, or plant.</li> <li data-xf-list-type="ol">Occultist: The sage can identify the weakness of any aberration, celestial, dragon, elemental, fey, fiend, or undead.</li> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">Scribe: The sage can craft spell scrolls and spellbooks.</li> <li data-xf-list-type="ol">Seer: The sage can cast <em>augury</em> as a ritual at will.</li> </ol><p></p><p><strong>Actions</strong></p><p><strong><em>Dagger.</em></strong> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 2 (1d4) piercing damage.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7516488, member: 20323"] 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... [B]Sage[/B] [I]Medium humanoid (any), any alignment[/I] [B]Armor Class[/B] 10 [B]Hit Points[/B] 22 (5d8) [B]Speed[/B] 30 ft. [B]STR[/B] 9 (-1) [B]DEX[/B] 10 (+0) [B]CON[/B] 10 (+0) [B]INT[/B] 16 (+3) [B]WIS[/B] 16 (+3) [B]CHA[/B] 10 (+0) [B]Skills[/B] Arcana +7, History +7, Investigation +7, Nature +7, Religion +7 [B]Senses[/B] passive Perception 13 [B]Languages[/B] Common, and any three languages [B]Challenge[/B] 1/8 (25 XP) [B][I]Spellcasting.[/I][/B] 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): [I]comprehend languages, detect magic, dispel magic, identify, legend lore, locate animals or plants, locate creature, locate object, magic circle, remove curse[/I] [B][I]Read Magic.[/I][/B] The sage can use all spell scrolls, automatically identifies magical writing (including glyphs and sigils), and can read text without triggering any protective magic. [B][I]Sage Speciality.[/I][/B] The sage has one of the following specialities, rolled (d12) or selected by the DM: [LIST=1][*]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 [I]augury[/I] as a ritual at will.[/LIST] [B]Actions[/B] [B][I]Dagger.[/I][/B] [I]Melee Weapon Attack:[/I] +2 to hit, reach 5 ft., one target. [I]Hit:[/I] 2 (1d4) piercing damage. [/QUOTE]
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