Sage

Sage is one of the advanced classes available.

## Class Progression

### Channel The Force

At 1st level, you know how to channel the Force to create a unique effect. If you are Evil, you use Cause Harm. If you are Good, you use Lend Aid. If you are Neutral, you choose one of the two. You cannot change your choice afterwards.

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals 10 + 1/2 your Sage level + your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

**Cause Harm:** As a standard action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Fortitude saving throw. On a failed save, the creature takes 1d6 negative energy damage per 2 Sage levels. On a successful save, they take half the damage.

**Lend Aid:** As a swift action, you can expend a use of your Channel the Force and touch a living creature within 5 feet of you. That creature regains 1d6 hit points per 2 Sage levels. Alternatively, if the creature is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

### Empowered Self

At 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Empowered Self effect. Each effect uses a d4. At 5th level, this goes up to a d6. At 9th level, this goes up to a d8. At 13th level, this goes up to a d10. And finally at 17th level, this goes up to a d12.

You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

**Deflection:** You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

**Double Strike:** You can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

**Slow Time:** You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

### Sage Ideals

At 2nd level, you choose 2 ideals that you follow. You gain the main benefits of these ideals. You can choose another ideal at 6th and 11th level.

In addition, each ideal has a manifestation that you can activate. You can manifest your ideals a total of 2 times per day. You gain another use of this at 9th and 17th level.

### Saber Form

Each Sage is trained in a particular combat form that they learn to master over time.

At 3rd level, choose a Saber Form. You become skilled at using that particular Form, and gain abilities at 3rd, 7th, 15th, and 20th level from it.

### Battle Readiness

At 10th level, you have fully learned how to meld your physical self with the Force. When you take the run or withdraw actions, or use a standard action to cast a force power, you can make one melee weapon attack as a swift action.

### Enlightened Evasion

At 15th level, when you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom modifier (minimum of one) to the saving throw if it doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

### Center of the Force

You are perfectly centered with the Force. The DC of your Force Powers, Channel The Force, and Saber Form effects increases by 2. You add your Wisdom modifier to all attack rolls made with your chosen Saber. Additionally, once per turn, when you would roll an Empowered Self die, you can instead choose the maximum.

## Subclasses

### Consular

The Consular focuses on becoming a more powerful forcecaster.

### Force Empath

The Force Empath uses their unstable emotions to control the force.

### Formless Sage

The Formless Sage ignores saber training and instead fights in unpredictable ways.

### Master of Many Forms

The Master of Many Forms can swap freely between saber forms.

### Techcaster

The Techcaster has no force power, but instead mimics it using technology.

### Temple Guardian

The Temple Guardian is less potent in the force but better at combat.