Sage of Earth

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ClassesSageSage of Earth


Sage of Earth is one of several possible subclasses you can gain as a member of the sage class.

Your subclass affects which spells you can prepare as a sage, and what proficiencies you gain at 1st level. Your subclass grants more features at 2nd, 6th, 10th, and 14th levels.


Domain Proficiencies

Your supernatural affinity with earth instills you with knowledge and skill of mysterious origin. Your sage capabilities spur with several proficiencies.

You gain proficiency with light and medium armor, shields (but not heavy shields), battleaxes, flails, and warhammers.

If this is your first class, you can read, write, and speak one language of your choice from Ancient, Eldish, or Gerudo.

Earth Path

Each earth sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sacred Harp

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the frightened, jinxed, poisoned, and petrified conditions.

You gain the light cantrip, and it does not count against your cantrips known. If you already have this cantrip, you instead gain another cantrip of your choice from your sage spell list.

Sage of Fortitude

  • You gain proficiency with Constitution saving throws.
  • Your maximum heart points increases by an amount equal to your levels in this class, and increases by 1 whenever you gain a level in this class.

Sage of Steel

You gain proficiency with all armor, all shields, and all martial weapons.

Trapper

You gain proficiency with tinker's tools.

You can cast grease and fog cloud even if you don't have them prepared. Either spell costs 1 fewer magic points to cast.

Legacy of Earth

Beginning from 6th level, the resolve of sages past flows through your body. You decide how your newfound resilience takes shape with one of the following benefits:

  • Laruto's Resilience. You have resistance to poison damage, and advantage on saving throws against poison.
  • Oren's Quagmire. Any creature you've baned treats all natural ground as difficult terrain.
  • Medli's Aegis. When you place a blessing upon a creature, that creature gains temporary heart points equal to your sage level.
  • Darmani's Quake. When you place a bane on a creature, that creature is knocked prone. As an action, you can quake the ground around you: any grounded creature within 5 feet of you must succeed on a Strength saving throw against your sage spell DC or fall prone.

Earth Divinity

At 14th level, you learn to augment bane, blessings, or senses with truly divine power from the gods. You gain one of the following benefits:

  • Ikana's Vitality. You and any creature under your blessing is immune to poison damage, can't be poisoned, and has advantage on ability checks or saving throws to avoid exhaustion.
  • Seasons' Wrath. If you wish, any creature under your bane takes 1d12 fire damage or 1d12 cold damage (your choice) at the end of each of its turns. Once the bane ends for any reason, you can choose for the target to be ignited, soaked, or knocked prone at the start of its next turn.
  • Shaped by Din. When you take the Dodge action, you also gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Any creature under your blessing also gains this benefit.
  • Talus Tremorsense. As an action, you can gain tremorsense out to a range of 60 feet until the start of your next turn.

Earth Sage Spell List

The following spells are available to all earth sages.


Cantrips (0-point)

Aegis A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Eldin Fist You transmute the hands of yourself or a willing creature you touch into stone and flame.
Knock Down You force a creature towards the ground, potentially damaging it.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Magnesis You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Stalagmite
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Stone Shape You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Stoneskin A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.


7-point

Arcane Hand You summon a Large hand to do your bidding for up to 1 minute.
Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Protection from Projectiles A creature you touch gains resistance to ranged attacks for up to 1 hour.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

Blade Barrier Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Eldin Smog Conjure a cloud of fiery smoke that deals damage and blinds creatures.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Earthquake For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Gravity Surge You cause gravity to greatly intensify in a 50-foot radius cylinder.
Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.


14-point


15-point