Background Features
Feature:Past Influence
Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past. The owners of these establishments can recommend other locations where you may be able to obtain discounted lodging by dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or through seduction.
Cosmic Staff
Starting at level 1, you gain a tool which marks you as the sage chosen. It is constructed of exotic materials found from all along the reaches of the vast cosmos, giving it the unique ability to change its properties and output based on its surroundings. For now, it is in the form of a staff. You can freely recall this staff back to either your hand or its holster without expending an action. When recalling, you can choose if its pulled to the area, or if it teleports straight there. If your staff is destroyed, you can reconstruct it by meditating for 8 hours uninterrupted, regathering energies from the universe into a solid form. If you have any piece of the original staff, you only need to meditate for 1 hour.
This staff is the focus for all your spellcasting.
Spellcasting
Starting at 1st level, you are well attuned to the cosmic energies which flow about the universe. Armed with your staff as your focus, you gain immense utility over the channels where the dunamis flows, and can manifest them and their effects as you will it to.
Cantrips
At 1st level, you know two cantrips which you may choose from the Cosmic Sage Cantrip List at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cosmic Sage table.
Casting Spells
The Cosmic Sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your Cosmic Staff, which is the focus for all your magic. You can cast each as many times as your spell slots will allow.
Learning Spells of 1st Level and Higher
Each time you gain access to a new level of spell, you learn a single spell chosen from the wizard spell list of the appropriate level. These spells must be from the school of evocation. At 5th, 11th, and 7th level, you may swap up to two spells you know of 1st level and higher.
Spellcasting Ability
You use Wisdom as your spellcasting ability for your cosmic sage spells.
Spell save DC = 8 + Proficiency bonus + Wisdom Modifier
Spell attack modifier = Proficiency bonus + Wisdom Modifier
Staff Versatility
Starting 2nd level, your staff reflects the nature of change present in everything in the cosmos. It can take a variety of forms and properties, including that of weapons. You may spend 1 minute focusing on your staff as though you were casting a spell. The staff then takes one of the following effects of your choice:
The staff takes the form of one of the following weapons: longsword, morningstar, war pick, longbow.
The staff elongates into a quarterstaff. It deals magical bludgeoning damage for the purposes of overcoming resistances.
If you hit with the staff as an improvised weapon, you are considered proficient in it, and it deals 1d4 damage. You can choose the damage type of the staff when you finish focusing, and you cannot change it until you use this feature again. The damage types you can choose are fire, cold, lightning and psychic.
The staff returns to its normal form after 24 hours, or when you revert it with a bonus action. No matter which effect the staff takes, it remains your arcane focus as well. Once you use this feature, you must finish a short or long rest before using this feature again.
Starting at 6th level, you may expend one hour to perform a ritual, uninterrupted, through which your staff engulfs and absorbs a magical weapon. The staff then takes on the properties of the absorbed weapon, but remains your focus. Your staff can only be combined with one weapon at a time. You may perform another ritual to fuse the staff with another weapon, which will eject the previous weapon without damaging it. The staff then takes on the properties of this new weapon, losing all that of the previous.
Cosmic Gifts
As you reach the paragon of the sage, you gain new properties and traits which change your body, mind and powers to embody the universe. At 3rd level, choose one gift of either the Wiseman, Conqueror, or Influencer, all detailed at the end of the class description. At 6th, 10th, 14th and 18th levels, you can choose one more gift as granted from the cosmos. You cannot have more gifts than as shown under the Gifts column of the class table appropriate for your level. For each level you gain in the class, you have the option of swapping your gift for another. (gift chosen-
Permeate-Your eyes now faintly glow with allure and the colors of the nebulas beyond. You can use your Wisdom modifier for all Charisma skill checks instead of your Charisma.)
Atlas
Your size now counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
For your Staff Versatility options, you can have your staff become a shield or a suit of light armor of your choice. If you choose the shield option, you are considered proficient in this special shield.
Napoleonic Fortitude
Your hit point maximum increases by an amount equal to your Wisdom modifier every time you gain a level in this class.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Strike of the Giants
Prerequisite: Martial Weapon Proficiency or Giant Foundling Background
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Features & Traits