Quickleaf
Legend
[MENTION=20323]Quickleaf[/MENTION] I like what you have done.
Perhaps what might be needed is a Lesser and Greater NPC-types just for overall completeness.
Thanks! Many NPCs don't need stats (as others noted), but it's really hard to predict when a particular NPC's stats/mechanics will become important for any given gaming group. Having some creative stats at least gives a DM something to base his or her own homebrew on.
Cheers!This would also be handy for a conversion of UK4 When a Star Falls. Thanks!
If I yoink this, I'd drop the spellcasting completely and lower the hit die to 3. That is to say, I really like the Sage Specialty and the Read Magic bit is cool, and still lets the Sage cast any spell . . . if I give him the scroll.
So, uh *yoink*
Thank you.
Absolutely. I am trying to encompass many archetypes into one stat block without making it balloon into something unwieldy.
I am not sure why you need any specific rules for what a sage can do to be honest. To me, the question "Why are the players consulting a sage" provides me with all that is needed.
A sage can just be any NPC that has the knowledge the PCs need to accomplish X. Unless you plan on the players getting into combat with the sage, there seems to be little point in creating a bunch of stats that will never be used.
Generally, I agree that "An NPC who has knowledge the PCs need/want" doesn't necessarily need any stats or special rules. However, I'd argue there's a difference between that NPC and the D&D "Sage." As far as I can tell, Sages have been semi-mythical figures in D&D and its source material...think the Seven Sages of Greeve, the Vedic Rishis, the Rabbis of the Talmud, Jiang Ziya, Mentor in the Odyssey, etc. It's those kind of characters I believe Gygax had in mind when he originally penned that part of the DMG giving them spells and making them expensive to consult.
As far as how useful stat blocks are to a DM... personally, I often refer to stat blocks in non-combat situations, but YMMV. I'm working on an adventure that may involve teaming up with, or seeking varying sorts of aid, from a sage; so in that case, having a clearer picture of what the sage is capable of certainly is useful to me.
I don't feel the need to flesh out all my NPCs, but a few things to consider:
Not all sages should be spellcasters, despite the suggestion in the 1E DMG. Remember, in 1E all priests were clerics (or druids), because they didn't have a real concept of NPC classes (at least not official ones; the Dragon was full of them). Just like the Acolyte is now a background (as is the Sage), it shouldn't grant them class abilities.
Sages are also specialists; by giving them a big bonus to all knowledge skills, you're making them generalists. A better method would be to give expertise to only their specialty, then add 1-2 secondary skills that have a normal bonus. Possibly give them advantage on certain specialized checks (e.g. a specialist on the planes would have advantage on the Arcana check that they have expertise in).
Remember that you really shouldn't leave important information to chance. If you roll for the NPC, there's a chance of failure that might derail your adventure.
Indeed, neither do I. My thinking is that if a "sage" (lower case 's') does not having Spellcasting or special abilities (such as Read Magic), then that's the sort of NPC that can be left up to the DM to ad lib numbers for if it ever comes up.
As far as "knowledge" skills go...that's a very limited design space, because it's designed to be used on the player side. A DM can make up whatever number they want for a NPC's Arcana skill, for example, because all that matters is what the NPC can tell the PCs about, say, the portal to the Abyss they're searching for. If the DM already decides the NPC has that information, the Arcana skill is irrelevant; the NPC either has it or they don't.
What's more interesting are special abilities the NPC can draw upon which might help the PCs, such as an "occultist" identifying that a wight is susceptible to silver or a "scribe" crafting spell scrolls. I think of these a bit like those Unearthed Arcana feats which were skill proficiency plus.
Yeah, I could certainly see an occultist knowing contact other plane in lieu of legend lore.1. How about contact other plane? Actually, one good use of Specialties might be to expand the spell list.
Sorry, that was short-hand for a more involved homebrew system. I'll probably just cut the cartographer from the list of specialties.2. What is a "magic map" and why is there an asterisk after it?
Yep, that works too.3. For some reason I feel icky giving a creature a higher spellcaster level than its hit dice. If it were up to me, I'd increase the hit dice to 9d8, and then lower the Constitution to 9 (-1), leaving the Sage with 31 hit points.
Yes, it's supposed to be automatic. I was going for brevity rather than exhaustive rules writing. Perhaps your suggestion to separate the specialties as their own sidebar will help resolve that.4. Natural Philosopher and Occultist seem to give benefits that most sages already have? Is identifying weaknesses supposed to be automatic for them or something?
There's a risk when creating specific rules for things which may already be assumed via skill checks, and that risk is whittling away at the general capabilities of most characters. Generally, I'm very cautious of such situations when creating player-side rules. But this being for a NPC felt different.
Good idea5. I feel kinda sorry for the Folklorist/Historian since they get no goodies. Maybe they should get some sort of upgrade too. Maybe instead of making the Specialty part of the stat block, you could make it an optional thing in a sidebar (like the Swarm of Insects variants in the MM) -- so vanilla sages aren't a result of a random roll, they're a choice by the DM to not partake of the Specialty subsystem.

I did consider that, but avoided it because Background features generally are player-side rules. Essentially, if I gave that background trait to a Sage NPC, I'd be creating two DM ruling points: First, ruling whether the NPC knows something. Second, if they don't, ruling who else the NPC is aware of with that knowledge. In other words, including such a trait would be wasted space amounting to: "DM, make up what you want that feels sage-y."6. Consider giving the sage the background feature of the Sage background: if they don't know a piece of lore, they know where to find it. (I.e., "PCs, go forth on an adventure.")
Going that route seems to feed back into the objection: Why is a Sage stat block useful/needed to a DM?
IMO the utility of a stat block comes from the interesting things the creature can do, and the new options it opens for the game which a DM might not think about on his or her own. For example, the Read Scrolls trait opens up a new dimension of the game by introducing a NPC who can "read text without triggering any protective magic" – right away, that could make for an interesting adventure hook or plot twist.