Difference between revisions of "Sage of Wind"

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{{Path|Classes|[[Sage]]|'''Sage of Wind'''}}
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<noinclude>{{Navi|Subclass}}
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{{Path|Classes|[[Sage]]|'''Sage of Wind'''}}</noinclude>
 
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{{#ifexist:Template:Wind/Image|{{Wind/Image}}}}
  
 
'''Sage of Wind''' is one of several possible [[Sage#Sage Domains|subclass]]es you can gain as a member of the [[sage]] [[classes|class]].
 
'''Sage of Wind''' is one of several possible [[Sage#Sage Domains|subclass]]es you can gain as a member of the [[sage]] [[classes|class]].
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Your subclass affects which [[spells]] you can prepare as a sage, and what [[Sage#Domain Proficiencies|proficiencies]] you gain at 1st level.  Your subclass grants more features at 2nd, 6th, 10th, and 14th levels.
 
Your subclass affects which [[spells]] you can prepare as a sage, and what [[Sage#Domain Proficiencies|proficiencies]] you gain at 1st level.  Your subclass grants more features at 2nd, 6th, 10th, and 14th levels.
  
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{{#ifexist:{{:Wind/Intro}}|{{:Wind/Intro}}}}
 
==Domain Proficiencies==
 
==Domain Proficiencies==
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{{:SageDomainProficiencies|Wind}}
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When you feel threatened, the air itself seems to move you out of harm's way.  You gain proficiency with {{dex}} [[saving throw]]s.
 
When you feel threatened, the air itself seems to move you out of harm's way.  You gain proficiency with {{dex}} [[saving throw]]s.
  
==Wind Discipline==
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If this is your first class, you can read, write, and speak one [[language]] of your choice from {{L|Deku}}, {{L|Lizal}}, and {{L|Zoran}}.
At 2nd level, you gain one of the following disciplines of your choice.
 
 
 
===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 {{wis}} ([[Perception]]) check based on smell.
 
* You have [[advantage]] on any {{int}} ([[Nature]]) check made to predict the weather.
 
 
 
===Flow===
 
You gain the {{Spell|Touch Wind}} cantrip, and it does not count against your [[Sage#Cantrips|cantrips known]].  If you already have this cantrip, you gain another of your choice from your [[#Wind Sage Spells|sage spell list]].
 
 
 
You can cast {{Spell|Feather Fall}} even if you don't have it prepared, and can cast it with 1 fewer [[magic point]]s.
 
 
 
===Gale Force===
 
When you attempt to [[shove]] a creature, you can use your {{wis}} modifier in place of your {{str}} modifier. 
 
 
 
When resisting a shove or grapple, you can similarly use your {{wis}} modifier in place of your {{str}} modifier.
 
 
 
===Wind's Deflection===
 
When you are targeted by a ranged weapon attack, you can use your [[reaction]] to expend 1 [[magic point]] and impose [[disadvantage]] on the attack roll.  You must use this reaction before the DM vocalizes a hit or a miss.
 
 
 
==Flight==
 
Starting from 6th level, you can use the power of wind to enable or augment flight.
 
 
 
If you do not otherwise have a fly speed, you gain a fly speed of 20 feet. This fly speed increases by 10 feet when you reach 10th level (30 feet), 14th level (40 feet), and 18th level (50 feet).
 
 
 
If you derive flight from another source other than this feature, such as the {{Spell|Fly}} spell, your movement does not provoke [[opportunity attack]]s when you use that fly speed.
 
 
 
==Farore's Breath==
 
Starting from 10th level, you can [[Suffocation|hold your breath]] for a number of minutes equal to your levels in this class.
 
 
 
Any creature you have [[Sage#Bless or Bane|blessed]] also gains the benefit of your Pure Breath.
 
 
 
==Blessed Flight==
 
At 14th level, you learn to augment your blessings.
 
 
 
Any creature you have [[Sage#Bless or Bane|blessed]] without a fly speed gains a fly speed equal to 30 feet. If it already has a fly speed, it does not provoke [[opportunity attack]]s while using this fly speed.
 
  
==Wind Sage Spells==
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{{:Wind/2nd}}
{{Subclass Spell List|Wind sage}}
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{{:Wind/6th}}
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{{:Wind/10th}}
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{{:Wind/14th}}
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{{:Sage/Spell List|Wind}}
  
  
 
[[Category:Sage Domains]]
 
[[Category:Sage Domains]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Latest revision as of 17:04, 10 May 2020

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ClassesSageSage of Wind

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Fado by Erulisse2 of DeviantArt
This art is presented without the explicit permission of its creator.

Sage of Wind 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 wind instills you with knowledge and skill of mysterious origin. Your sage capabilities rise with several proficiencies.

When you feel threatened, the air itself seems to move you out of harm's way. You gain proficiency with Dexterity saving throws.

If this is your first class, you can read, write, and speak one language of your choice from Deku, Lizal, and Zoran.

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.

Legacy of Wind

Starting from 6th level, the spry agility of past sages begins to well up within your body, imbuing you with supernatural swiftness. At this level you gain one of the following benefits:

  • Revali's Gale. When you place a blessing on a creature, you can choose for that creature up to fly up to 60 feet directly upward into the air. A creature that doesn't otherwise have a fly speed can use this effect to glide: until it lands, the creature will gently glide 20 feet downward at the end of each of its turns, and for every 1 foot it falls in this way it can glide 2 feet in a direction of its choice. The creature can choose not to fly or to land immediately, and landing in this way deals no damage from falling. If you don't use this feature upon initially blessing a creature, you can later use a bonus action to bestow this effect on the blessed creature, but in either case you can only use Revali's Gale once per blessing.
  • Makar's Flight. You can use an action to gain a magical flying speed of 50 feet until the start of your next turn. If you are airborne at the start of your turn, you must either immediately use this action or fall.
  • Fado's Hop. As an action, you can instantly swap spaces with a creature under your bless or bane. If bane, the creature is afforded a Constitution saving throw against your spell save DC to ignore this effect on a success. The bless or bane then ends.
  • Gulley's Escape. You can Disengage, Dash, or Hide as a bonus action. You can't use this feature again until you next roll initiative.
  • Quill's Landing. You never take damage from falling. You have advantage on every ability check or saving throw made to avoid being knocked prone while airborne. Any creature you've blessed also gains these benefits.

Wind Divinity

At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits:

  • Flight of Farosh. You gain a fly speed of 60 feet, and can levitate at will. (If you already have the Makar's Flight Legacy, you can replace it with a different Wind Legacy immediately.)
  • Zephos Winds. Any creature under your blessing adds 20 feet to its walking speed, and gains a fly speed of 40 feet. Any creature under your bane must speed 2 feet of movement for every 1 foot it flies or swims.
  • Farore's Hand. You can bless or bane a creature you can see if it is up to 30 feet away, instead of only 5 feet. If you use your action to bless or bane, you can use your bonus action to cast a sage cantrip or take the Dodge action.
  • Windsense. You can pinpoint creatures and objects through subtle movements in the air, granting you blindsight out to a radius of 30 feet. This sense doesn't work underwater or underground.

Wind Sage Spell List

The following spells are available to all wind 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.
Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Deku Pirouette Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
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
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.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
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.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Death You inflict wounds upon a creature you touch.
Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Jump A creature's jump distance is tripled until the spell ends.
Muffle
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.


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.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Icy Gale Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
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.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
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.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
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.


4-point

Restoring Winds Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Whip Winds For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
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.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
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.
Sleet Storm For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
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
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Delayed Flying Object
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
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.


7-point

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.
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

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.
Blizzard A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Control Weather You take control of the weather within 5 miles of you for the duration.
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.
Storm of Vengeance You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
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