Difference between revisions of "Sage of Fire"
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You gain proficiency with all martial melee [[weapons]] (but not martial ranged weapons), with [[bomb]]s, and with [[Fire Rod (magic item)|''fire rods'']]. | You gain proficiency with all martial melee [[weapons]] (but not martial ranged weapons), with [[bomb]]s, and with [[Fire Rod (magic item)|''fire rods'']]. | ||
− | If this is your first class, you can read, write, and speak one [[language]] of your choice from {{L|Ancient}}, {{L| | + | If this is your first class, you can read, write, and speak one [[language]] of your choice from {{L|Ancient}}, {{L|Eldric}}, and {{L|Lizal}}. |
{{:Fire/2nd}} | {{:Fire/2nd}} | ||
{{:Fire/6th}} | {{:Fire/6th}} |
Revision as of 02:33, 16 June 2020
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Player's Guide |
System Reference |
Compendium |
ゼルダ無双 by OKADA of pixiv
Sage of Fire 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 fire instills you with knowledge and skill of mysterious origin. Your sage capabilities kindle with several proficiencies.
You gain proficiency with all martial melee weapons (but not martial ranged weapons), with bombs, and with fire rods.
If this is your first class, you can read, write, and speak one language of your choice from Ancient, Eldric, and Lizal.
Fire Path
Each fire 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.
Burning Beat
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 escapes the grappled, ignited, jinxed, and paralyzed conditions.
You learn the produce flame cantrip, and it does not count against your cantrips known. If you already have this cantrip, you instead learn another cantrip of your choice from your sage spell list.
Internal Heat
You gain resistance to cold damage. You can endure any extreme cold with ease.
Pyrokinetic Pugilist
If you hit with an unarmed strike, you can deal bludgeoning damage equal to 1d8 + your Strength modifier.
After you hit with any melee attack, you can expend 1 magic point to deal fire damage instead of the attack's normal damage type.
Sage of Strength
- You gain proficiency with Strength 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.
Wise Defense
You can rely more on predicting and reading opponents' attacks to evade them, rather than relying on your reaction time or nimbleness of movement. Whenever you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You do not gain this benefit if you are otherwise already adding your Wisdom modifier to your AC.
Legacy of Fire
Starting from 6th level, the stubborn tenacity of past sages begins to well up within your body. You decide how your newfound resilience takes shape with one of the following benefits:
- Darunia's Hammer. Any time a creature you've baned takes a critical hit, that creature is also knocked prone.
- Rosso's Forge. Once per turn, if a creature you've blessed rolls a 1 for its attack roll, it can roll again and use the new result.
- Hearth of Embrose. When you place a blessing upon a creature, that creature gains temporary heart points equal to your sage level.
- Rosa's Resistance. You have resistance to fire damage, are acclimated to extreme heat, and cannot be ignited.
- Daruk's Protection. When you use your reaction to force a melee attack roll to miss a creature under your blessing, the attacking creature must succeed on a Strength saving throw against your sage spell DC or be stunned until the start of its next turn. If a creature under your blessing would be hit by a line spell or the magic missile spell, you can use your reaction to reflect that spell, turning the caster into the target and leaving the blessed creature unaffected—doing so ends the blessing.
Fire Divinity
At 14th level, you learn to augment your bane, blessings, or senses with truly divine power from the gods. You gain one of the following benefits:
- Scorn of Din. When a creature under your bane is hit by any attack, you can use your reaction to deal 2d6 fire damage to that creature. If an attack misses the creature but had a chance of hitting, you can use your reaction to end the bane and force the attack to hit instead.
- Valoo's Rage. A creature under your bane gains no benefit from resistance or immunity to fire damage. When the baned creature takes fire damage, you can end the bane as a reaction to double the fire damage dealt and cause the creature to be ignited.
- Eldin's Volcano. Using your action to bane a creature also ignites it. Any creature you hit with any attack roll is also ignited. As an action, you can deal 2d12 fire damage to all ignited creatures within 60 feet of you.
- Volvagia's Heatsense. You can use your bonus action to gain blindsight out to a range of 60 feet. This blindsight lasts until the start of your next turn.
Fire Sage Spell List
The following spells are available to all fire 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. |
Candle | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. |
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. |
Ember | A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute. |
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. |
Produce Flame | You hurl a mote of fire at a creature or object within range. |
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. |
Igniting Impact | Use your bonus action to ignite a creature you've already hit with a melee attack this turn. |
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. |
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. |
Flame Choke | Your touch engulfs a creature in a burst of flames and knocks it prone. |
Flame Vortex | A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures. |
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. |
Wizzkick | Perform a magically-enhanced flying kick through your enemies. |
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. |
Flaming Sphere | You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures. |
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
Hot Foot | Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through. |
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. |
Breath of Dinraal | A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you. |
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 Magmatic Smite | Your next melee attack blasts away the target with an explosion of magma. |
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. |
Fire Shield | For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you. |
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. |
Wall of Fire | Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it. |
7-point
Baneful Ray | You project a ray of divine power to bane a creature up to 60 feet away. |
Din's Fire | A sphere of flame arises around you that rapidly expands outward, engulfing your enemies. |
Din's Power | Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls. |
Flame Strike | A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage. |
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. |
Incinerating Impacts | Your bonus action enhances a weapons with fiery magic. |
9-point
Eldin Smog | Conjure a cloud of fiery smoke that deals damage and blinds creatures. |
Ember Aura | Provide resistance to cold damage in an aura around you for 8 hours. |
True Seeing | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
10-point
Fire Storm | A storm made up of sheets of roaring flame appears in a location you choose within range. |
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. |
Darunia's Explosive Boulder | You summon a huge, explosive rock and hurl in a straight line. |
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