Difference between revisions of "Sage of Light"

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{{Path|Classes|[[Sage]]|'''Sage of Light'''}}
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<noinclude>{{Navi|Subclass}}
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{{Path|Classes|[[Sage]]|'''Sage of Light'''}}</noinclude>
 
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{{#ifexist:Template:Light/Image|{{Light/Image}}}}
  
 
'''Sage of Light''' is one of several possible [[Sage#Sage Domains|subclass]]es you can gain as a member of the [[sage]] [[classes|class]].
 
'''Sage of Light''' 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 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 proficiencies you gain at 1st level.  Your subclass grants more features at 2nd, 6th, 10th, and 14th levels.
  
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{{#ifexist:{{:Light/Intro}}|{{:Light/Intro}}}}
 
==Domain Proficiencies==
 
==Domain Proficiencies==
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{{:SageDomainProficiencies|Light}}
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You gain proficiency with {{item|broadsword}}s and {{item|rapier}}s.
 
You gain proficiency with {{item|broadsword}}s and {{item|rapier}}s.
  
 
You gain proficiency with one [[skill]] of your choice from [[History]], [[Insight]], [[Medicine]], and [[Religion]].
 
You gain proficiency with one [[skill]] of your choice from [[History]], [[Insight]], [[Medicine]], and [[Religion]].
  
You can read, write, and speak the {{L|Ancient}} language. If you already know this language, you can learn any one language of your choice.
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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|Minish}}, and {{L|Zoran}}.
 
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{{:Light/2nd}}
==Light Discipline==
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{{:Light/6th}}
At 2nd level, you gain one of the following disciplines of your choice.
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{{:Light/10th}}
 
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{{:Light/14th}}
===Fi's Arsenal===
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{{:Sage/Spell List|Light}}
You gain proficiency with light armor, medium armor, [[shield]]s (but not {{item|heavy shield}}s), {{item|longbow}}s, and {{item|longsword}}s.
 
 
 
===Inspiring Light===
 
You and all friendly creatures within 30 feet of you have [[advantage]] on [[saving throw]]s against being [[frightened]] or [[petrified]].
 
 
 
===Rauru's Acumen===
 
You gain [[expertise]] with one [[skill]] of your choice from [[History]], [[Medicine]], and and [[Religion]].  You must already be proficient with the skill to gain this benefit.
 
 
 
You gain the {{Spell|Guidance}} cantrip, and it does not count against your [[Sage#Cantrips|cantrips known]].  If you already have this cantrip, you instead gain another cantrip from your [[#Light Sage Spells|sage spell list]].
 
 
 
===Sanctity of Seres===
 
You have [[Damage Resistance|resistance]] to radiant and necrotic damage.
 
 
 
===Sending of Sahasrahla===
 
You can cast {{Spell|Magic Mouth}} by expending only 1 magic point, and you needn't prepare this spell before you cast it.
 
 
 
You gain the {{Spell|Message}} cantrip, and these do not count against your [[Sage#Cantrips|cantrips known]].  If you already have either cantrip, you instead gain another cantrip from your [[#Light Sage Spells|sage spell list]].
 
 
 
===Zelda's Magic===
 
Your [[Sage#Magic Meter|magic points]] increase by 2.  You add {{Spell|Phantom Slash}} to your [[#Light Sage Spells|sage spell list]], but still must prepare this spell before casting it.
 
 
 
You gain the {{Spell|Light}} and {{Spell|Sparkle}} cantrips, and these do not count against your [[Sage#Cantrips|cantrips known]].  If you already have either cantrip, you instead gain another cantrip from your [[#Light Sage Spells|sage spell list]].
 
 
 
== Smiting Edge ==
 
At 6th level, you learn to augment your blessings.
 
 
 
Whenever a creature you have blessed hits with a weapon attack, it deals an extra 1 radiant damage.
 
 
 
After a creature you have blessed attempts a weapon attack on its turn, you or the creature can use a [[reaction]] before the attack roll is made for the attack to automatically be a [[critical hit]]. The blessing ends at the end of the creature's turn.
 
 
 
== Sealing Bane  ==
 
Starting at 10th level, you learn to empower your [[Sage#Bless or Bane|bane]]s to seal a creature's magic.
 
 
 
Any creature you have baned has a -2 penalty on [[saving throw]]s made to maintain [[concentration]].
 
 
 
When a creature you have baned uses its action to cast a spell, and can use your [[reaction]] to cast {{Spell|Counterspell}} against that spell, regardless if you can see the creature or it is more than 60 feet away from you. When you cast ''counterspell'' in this way, it is cast as if using magic points equal to your [[Sage#Magic Limit|Magic Limit]], but you expend no magic points to cast it. Once you use this effect, the bane ends.
 
 
 
== Hylia's Protection ==
 
Beginning at 14th level, your divine magic protects you from even the most dire of fates.  Whenever you or a friendly creature within 30 feet of you would be dropped to 0 {{hp}} but not killed outright, you can use your [[reaction]] for the creature to instead be reduced to 1 heart point.  Once you use this feature, you must finish a [[long rest]] before you can use it again.
 
 
 
==Light Sage Spells==
 
{{Subclass Spell List|Light sage}}
 
  
  
 
[[Category:Sage Domains]]
 
[[Category:Sage Domains]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Latest revision as of 17:06, 10 May 2020

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ClassesSageSage of Light


Sage of Light 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 light instills you with knowledge and skill of mysterious origin. Your sage capabilities gleam with several proficiencies.

You gain proficiency with broadswords and rapiers.

You gain proficiency with one skill of your choice from History, Insight, Medicine, and Religion.

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

Light Path

Each light 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.

Fi's Arsenal

You gain proficiency with light armor, medium armor, shields (but not heavy shields), longbows, and longswords.

Prelude of Courage

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 blinded, frightened, jinxed, 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.

Gaepora's Erudition

Gain 3 proficiency points, which you can invest either immediately or during downtime.

You become an expert in one skill of your choice from History, Medicine, and and Religion.

Royal Magic

You gain the sparkle 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 disguise self and phantom slash even if you don't them prepared.

Sahasrahla's Sending

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.

You can cast magic mouth and sending even if you don't have them prepared, though you must still meet the normal Magic Limit to cast them.

Legacy of Light

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

  • Rauru's Preservation. If a creature within 30 feet of you drops to 0 heart points, you can use your reaction to stabilize that creature immediately. You can't target yourself with this feature.
  • Serenity of Seres. You have resistance to radiant, necrotic, and thunder damage.
  • Kaepora's Escort. Instead of moving as normal during your turn, you can teleport to an unoccupied space within 20 feet of you if that space is adjacent to a friendly creature. You can't otherwise move during the turn you use this feature.
  • Rhoam's Regality. You and any creature under your blessing adds the d4 bonus die to all Charisma (Intimidation) checks. Any effect which increases the bonus die provided by your blessing also increases this bonus die.


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:

  • Hylia's Blade. Once per turn, when a creature under your blessing hits with an attack roll, it can add a d8 bonus die to the damage roll as radiant damage. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
  • Nayru's Wisdom. You have advantage on all Wisdom saving throws.
  • Seal Magic. When a creature you have baned makes a saving throw to maintain concentration, it does so with disadvantage. When the baned creature casts a spell, you can use your reaction to end the bane and prevent the spell from being cast.
  • Zelda's Arrow. When a creature is under your bane, you can use your action to make a ranged spell attack against that creature if it is within 300 feet of you. A hit deals 2d12 piercing damage plus 2d12 radiant damage, and grants advantage on all attack rolls targeting that creature until the start of your next turn.

Light Sage Spell List

The following spells are available to all light 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.
Dancing Lights 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.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Luminous Lure A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
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.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Sacred Flame Flame-like radiance descends on a creature that you can see within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sparkle For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
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.


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.
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

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.
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.
Rauru's Shield A creature you touch gains resistance to all damage other than psychic damage 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.
Radiant Weapon A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Din's Javelin You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
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.
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.
Sunburst A brilliant flash of sunlight deals radiant damage and blinds several creatures.


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