Wind/2nd

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Wind Path

Each wind 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.

Air Sense

  • You are always accurately aware of the direction and speed of wind if you are able to feel it on your body.
  • You can instantly discern if the wind is derived from natural, mechanical, or magical sources; and whether or not the air you are breathing is created by magic.
  • You have advantage on any Wisdom (Perception) check based on smell.
  • You have advantage on any Intelligence (Nature) check made to predict the weather.

Forceful Winds

You can use your Wisdom modifier in place of your Strength modifier when making any ability check or saving throw to avoid being grappled, knocked prone, or moved.

When you attempt to shove a creature, you can use your Wisdom modifier in place of your Strength modifier.

Sage of Gales

You gain the air slash 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.

You can cast gust of wind and longstrider even if you don't have them prepared.

Sage of Gravity

You gain the knock down 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.

You can cast jump and feather fall even if you don't have them prepared.

Spritely Aria

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 jinxed, paralyzed, stunned, and petrified conditions.

You gain the touch wind 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.

Wind's Deflection

When you are hit by a ranged attack, you can use your reaction to reduce the damage you take from that attack by 1d10. If you reduce the damage to 0, the attack instead misses you. You must finish a short or long rest before using this reaction again.