Twilight Sage

Some sages carry out experiments to solve the ultimate puzzle and unlock the secrets of life and death. While the twilight sages generally aren’t actively malicious, most are willing to perform human experimentation in pursuit of knowledge with little regard for the casualties.
 

Consume Life (Su)

By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling their curiosity and eldritch power. As a Full-Round Action, they can consume the life energy of a Helpless living creature, killing it.
  This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to their arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level, or 1 point if the creature’s Hit Dice equaled at least 1/2 their character level.
  This ability is a death effect.
  This ability replaces consume spells.
 

Necromantic Focus (Ex)

Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level they can cast.
 

Twilight Barrier (Ex)

A twilight sage’s arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as their first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage’s arcane barrier, the barrier’s negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier’s maximum temporary hit point capacity.
  This ability alters the arcanist exploit gained at 1st level.
 

Twilight Transfer (Su)

At 11th level, a twilight sage’s mastery over life and death allows them to transfer life energy into a fading vessel. Once per day, they can expend 1 point from their arcane reservoir while touching a creature that died within the past round to affect that creature as if it had received a breath of life spell, using their arcanist level as the caster level. At the same time, a willing or Unconscious living creature within 300 feet that has a number of Hit Dice equal to or greater than the recipient’s instantly dies. This ability is a death effect, and if the victim doesn’t actually die (such as if it was summoned or is immune to death effects), the recipient doesn’t receive the breath of life effect.
  This ability replaces the arcanist exploit gained at 11th level.
 

Death’s Release (Su)

At 20th level, a twilight sage has mastered the relationship between death and arcane power, and has gained a limited ability to surpass their own mortality. Whenever they die (but not if they become undead), if they still have points in their arcane reservoir they appear as an ephemeral spirit in the air above their corpse.
  They can still cast spells in this form, using their corpse as the origin point and determining whether they can see or target any creature or area as though they were alive in that square. To cast a spell, they must expend a number of points from their arcane reservoir equal to 1 + the spell’s level. The spirit disappears if they have no points remaining in their arcane reservoir or they spend a round without casting a spell. The spirit can’t move, deliver touch or ranged touch spells, or do anything that isn’t part of casting a spell. Their spirit completes the verbal and somatic components of their spells, any material components are consumed from the supply on the corpse, and any focus components must be on the corpse.
  This ability replaces magical supremacy.

Parent Class

Arcanist
 

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