Channel Divinity: Detect Otherworldly Influence
As an action, for 10 minutes, you know if there is an aberration, celestial, elemental, fey, fiend, monstrosity, or undead within 30 feet of you and which types are present. You also know if there is a Mythos text or Elder Influence within range.
Channel Divinity: Forbid Knowledge
As an action, you destroy all copies of a chosen
piece of information in a 20-foot cube adjacent to you.
Within the area, brief nonmagical records of the information become blank without affecting surrounding text. Detailed nonmagical records turn to ash. Magical records aren’t affected. Any creature who knows the information must succeed on an Intelligence saving throw against your spell save DC or forget the information until greater restoration, remove curse, or similar magic is cast upon the creature. On a failed save, the creature can make one new saving throw to recall the information when it next finishes a long rest, but if it fails again, the information\ remains forgotten indefinitely. If pressed on the topic, the creature is aware it is forgetting something, the creature does not know the exact nature of the information or that you erased the memory.
Spellcasting. The sage is a 14th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16). It knows the following spells:
Cantrips (at will): dancing lights, mage hand, minor illusion, prestidigitation
1st level (4 slots): cure wounds, identify, mage armor, unseen servant
2nd level (3 slots): blindness/deafness, hold person,
3rd level (3 slots): counterspell, dispel magic, fear,
4th level (3 slots): dimension door, greater invisibility,
5th level (2 slots): consume likeness (page 98), insect plague, mislead
6th level (1 slot): mass suggestion
7th level (1 slot): contrary melody (page 99)
Psychic Feast. The sage can feed for 1 minute on a humanoid or monstrosity corpse with flesh at least 24 hours dead to absorb some of the lingering traces of memory and knowledge that the creature possessed in life. This adds a +2 bonus on a skill of the sage’s choice that the creature was proficient in. The sage gains only one bonus from any given corpse. At the GM’s discretion, a particularly ancient corpse might grant a larger bonus or a bonus to more than one skill. The sage can maintain three separate bonuses. If it uses this trait when it already has the maximum number of bonuses, it must forget one of the current bonuses in order to replace it with one from the new corpse.
Grave Nose. The sage has advantage on Wisdom (Perception) checks that rely on smell to notice or recognize corpses, decaying things, meat, and undead creatures.
Inured to Disease. The sage is immune to nonmagical diseases and has advantage on saving throws against magical diseases.