Difference between revisions of "Sage of Forest"

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{{Path|Classes|[[Sage]]|'''Sage of Forest'''}}
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<noinclude>{{Navi|Subclass}}
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{{Path|Classes|[[Sage]]|'''Sage of Forest'''}}</noinclude>
 
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{{#ifexist:Template:Forest/Image|{{Forest/Image}}}}
  
 
'''Sage of Forest''' is one of several possible [[Sage#Sage Domains|subclass]]es you can gain as a member of the [[sage]] [[classes|class]].
 
'''Sage of Forest''' 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:{{:Forest/Intro}}|{{:Forest/Intro}}}}
 
==Domain Proficiencies==
 
==Domain Proficiencies==
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{{:SageDomainProficiencies|Forest}}
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You gain proficiency with {{item|hide armor}}, {{item|boomerang}}s, {{item|hand crossbow}}s, {{item|shortsword}}s, and {{item|whip}}s.
 
You gain proficiency with {{item|hide armor}}, {{item|boomerang}}s, {{item|hand crossbow}}s, {{item|shortsword}}s, and {{item|whip}}s.
  
You gain proficiency in one [[skill]] from [[Animal Handling]], [[Nature]], or [[Survival]].
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You gain proficiency in one [[skill]] of your choice from [[Animal Handling]], [[Nature]], or [[Survival]].
 
 
You can read, write, and speak the {{L|Deku}} language.  If you already know this language, you can instead learn any one [[language]] of your choice.
 
 
 
==Forest Discipline==
 
At 2nd level, you gain one of the following disciplines of your choice.
 
 
 
===Climber===
 
You gain a climb speed equal to your base walking speed.  If you take damage from [[falling]], you can use your [[reaction]] to halve the damage you take.
 
 
 
===Druid===
 
You gain the {{Spell|Druidcraft}} cantrip, and it does not count against your [[Sage#Cantrips|cantrips known]].  If you already have this cantrip, you instead gain another cantrip of your choice from your [[Forest Sage Spells|sage spell list]].
 
 
 
You become an [[expert]] in the [[Animal Handling]] skill.
 
 
 
===Nimble Defense===
 
While you are wearing light armor, {{item|hide armor}}, or no armor, you gain a +1 bonus to your [[Armor Class|AC]] and to {{dex}} [[saving throw]]s.
 
 
 
===Ranger===
 
You gain proficiency with {{item|scimitar}}s and {{item|longbow}}s.
 
 
 
You become an [[expert]] in the [[Survival]] skill.
 
 
 
==Land's Stride==
 
Starting at 6th level, moving through nonmagical [[difficult terrain]] costs you no extra movement.
 
 
 
In addition, you have [[advantage]] on [[saving throw]]s against plants that are magically created or manipulated to impede movement, such those created by the {{Spell|Entangle}} spell.
 
 
 
Any creature you have [[Sage#Bless or Bane|blessed]] also gains the benefits of your Land's Stride.
 
 
 
==Farore's Forbiddance==
 
At 10th level, you learn to augment your banes.
 
 
 
If a creature you have [[Sage#Bless or Bane|baned]] is within 300 feet and moves towards you, its moves as though restricted by [[difficult terrain]]. This effect does not affect fly speed, nor movement not towards you.
 
 
 
When a creature you have [[Sage#Bless or Bane|baned]] moves, you can use your [[reaction]] to reduce its speed to 0 until the end of its turn. You can use this effect to halt its movement mid-stride. The bane ends at the end of the creature's turn.
 
 
 
==Saria's Sanctuary==
 
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a [[beast]] or [[plant]] creature attacks you, that creature must make a {{wis}} [[saving throw]] against your sage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
 
  
The creature is aware of this effect before it makes its attack against you.
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If this is your first class, you can read, write, and speak one [[language]] of your choice from {{L|Ancient}}, {{L|Blin}}, and {{L|Deku}}.
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{{:Forest/2nd}}
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{{:Forest/6th}}
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{{:Forest/10th}}
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{{:Forest/14th}}
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{{:Sage/Spell List|Forest}}
  
==Forest Sage Spells==
 
{{Subclass Spell List|Forest sage}}
 
  
 
[[Category:Sage Domains]]
 
[[Category:Sage Domains]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Latest revision as of 17:05, 10 May 2020

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3cuTCbz.png

ClassesSageSage of Forest

uQHm5GM.png
BOTW - Vaati and Saria by Jasqreate of DeviantArt
This art is presented without the explicit permission of its creator.

Sage of Forest 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 forest instills you with knowledge and skill of mysterious origin. Your sage capabilities bloom with several proficiencies.

You gain proficiency with hide armor, boomerangs, hand crossbows, shortswords, and whips.

You gain proficiency in one skill of your choice from Animal Handling, Nature, or Survival.

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

Forest Path

Each forest 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.

Climber

Druid

You gain the druidcraft 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 become an expert in the Animal Handling skill.

Fairy Ocarina

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 deafened, frightened, jinxed, and poisoned conditions.

You gain the message 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.

Nimble Defense

While you are wearing light armor, hide armor, or no armor, you gain a +1 bonus to your AC and to Dexterity saving throws. This bonus cannot increase your AC above 25 (before adding a shield).

Ranger

You gain proficiency with scimitars and longbows.

You become an expert in the Survival skill.

Legacy of Forest

Starting from 6th level, the grace and poise of past sages begins to well up within you. You decide how your newfound resilience takes shape with one of the following benefits:

  • Satori's Stride. Moving through nonmagical difficult terrain costs you no extra movement.
  • Saria's Discourse. You can telepathically communicate with any creature under your blessing, regardless of distance, so long as you share a language with the blessed creature.
  • Malon's Heart. You have advantage on every Charisma check made to interact with a beast.
  • Gage's Wayfinding. You have advantage on any ability check made to navigate or avoid becoming lost, as does any creature subject to your blessing.

Forest Divinity

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

  • Ordona's Sanctuary. When a beast or plant attacks and hits you or a creature under your blessing, the baned creature must make a Wisdom saving throw against your sage spell DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
  • Farore's Forbiddance. When a creature under your bane moves, the creature must spend 2 feet of movement for every 1 foot moved. During the baned creature's turn, you can use your reaction to end the bane and teleport the creature back to the space in which its turn started.
  • Maku's Message. You can telepathically communicate with any creature under your bless or bane, regardless of distance or language barriers. As a reaction, you can end the bless or bane to teleport the creature to an unoccupied space adjacent to you if it is willing. (If you already have Saria's Discourse, you can replace it with a new Forest Legacy upon gaining this feature.)
  • Malanya's Revival. You always have the revivify spell prepared and it doesn't count against your prepared spells. While a creature under your blessing is at 0 heart points or has died within the past minute, you can end the blessing (no action required) to bring that creature back to life with 1 heart point. This effect cannot affect a construct or undead, can't bring a creature back from death caused by old age, and cannot restore any missing body parts.

Forest Sage Spell List

The following spells are available to all forest 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.
Blades of Grass Your transform up to two blades of grass into daggers or sickles.
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.
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.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Petal Glide You are hurled 30 feet into the air, then glide for up to 1 minute.
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.
Entangle Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save.
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.
Tree Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn.


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.
Barkskin Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
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.
Conjure Marionette You summon a skull puppet in an unoccupied space that you can see within range.
Conjure Wolf Spirit
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
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.
Web You conjure a mass of webbing that restrains creatures caught in it.


4-point

Control Beast You attempt to control a beast to do your bidding for up to 1 minute.
Sending You send a short message to any creature with which you are familiar over any possible distance.


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.
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.
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.
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

Life Tree Fruit You create three fruits which when ingested provide several healing and bolstering effects.
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.
Great Life Tree Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

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