Difference between revisions of "Sage of Water"

From Legends of Hyrule
Jump to navigationJump to search
m
m
 
(3 intermediate revisions by the same user not shown)
Line 2: Line 2:
 
{{Path|Classes|[[Sage]]|'''Sage of Water'''}}</noinclude>
 
{{Path|Classes|[[Sage]]|'''Sage of Water'''}}</noinclude>
 
__TOC__
 
__TOC__
 
+
{{#ifexist:Template:Water/Image|{{Water/Image}}}}
  
 
'''Sage of Water''' is one of several possible [[Sage#Sage Domains|subclass]]es you can gain as a member of the [[sage]] [[classes|class]].
 
'''Sage of Water''' is one of several possible [[Sage#Sage Domains|subclass]]es you can gain as a member of the [[sage]] [[classes|class]].
Line 8: Line 8:
 
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.
  
 +
{{#ifexist:{{:Water/Intro}}|{{:Water/Intro}}}}
 
==Domain Proficiencies==
 
==Domain Proficiencies==
 +
{{:SageDomainProficiencies|Water}}
 +
 
You gain proficiency with {{item|scimitar}}s, {{item|pike}}s, and [[Ice Rod (magic item|''ice rods'']].
 
You gain proficiency with {{item|scimitar}}s, {{item|pike}}s, and [[Ice Rod (magic item|''ice rods'']].
  
Your speed is not reduced while [[swimming]].  If you already have a swim speed or otherwise gain one, you never provoke [[opportunity attack]]s when you use that swim speed to move.
+
If this is your first class, you can read, write, and speak one [[language]] of your choice from {{L|Ancient}}, {{L|Hebric}}, and {{L|Zoran}}.
 
+
{{:Water/2nd}}
If this is your first class, you can read, write, and speak one [[language]] of your choice from {{L|Ancient}}, {{L|Anook}}, and {{L|Zoran}}.
+
{{:Water/6th}}
 
+
{{:Water/10th}}
==Water Discipline==
+
{{:Water/14th}}
At 2nd level, you gain one of the following disciplines of your choice.
+
{{:Sage/Spell List|Water}}
 
 
===Amphibian===
 
You can breathe both air and water.
 
 
 
If swimming, you can use your [[bonus action]] to [[Dash]].
 
 
 
===Biologist===
 
You become proficient in the [[Nature]] [[skill]].  If already proficient, you can instead gain 2 [[Sage#Proficiency Points|Proficiency Points]].
 
 
 
You become an [[expert]] on any {{int}} [[Nature]] check made to recall lore about aquatic creatures.
 
 
 
===Mariner===
 
You become proficient in the [[Survival]] [[skill]].  If already proficient, you can instead gain 2 [[Sage#Proficiency Points|Proficiency Points]].
 
 
 
You become proficient with [[Tools (Hyrule Supplement)#Vehicles|water vehicles]].
 
 
 
===Sage of Ice===
 
You have [[Damage resistance|resistance]] to cold damage.  You can endure even the most [[extreme cold]] with ease.
 
 
 
==Nayru's Veil==
 
At 6th level, you learn to augment your blessings.
 
 
 
If you have [[Damage resistance|resistance]] to acid, fire, cold, or lightning damage, any creature you have [[Sage#Bless or Bane|blessed]] also has resistance to this damage.
 
 
 
If you have a swim speed, any creature you have [[#Bless or Bane|blessed]] can use a swim speed equal to yours.
 
 
 
==Purge==
 
At 10th level, you learn to augment your banes.
 
 
 
Any creature you have [[Sage#Bless or Bane|baned]] loses any [[Damage resistance|resistance]] it has to cold damage.
 
 
 
When a creature you have baned makes a [[saving throw]] to halve the damage it takes, you can use your [[reaction]] to impose [[disadvantage]] on that saving throw.  The bane ends after the saving throw is made.
 
 
 
== Swift Current ==
 
Beginning at 14th level, your cunning accents your agility, and vice versa.  You can add both your {{dex}} modifier and {{wis}} modifier to your [[initiative]].
 
  
==Water Sage Spells==
 
{{Subclass Spell List|Water sage}}
 
  
 
[[Category:Sage Domains]]
 
[[Category:Sage Domains]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Latest revision as of 02:39, 16 June 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

ClassesSageSage of Water

Sage of Water 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 water instills you with knowledge and skill of mysterious origin. Your sage capabilities rouse with several proficiencies.

You gain proficiency with scimitars, pikes, and ice rods.

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

Supernatural Swimming

When you immerse yourself in water, the water itself seems to flow with you. Starting from 2nd level, your speed is not reduced while swimming. If you already have a swim speed or otherwise gain one, you never provoke opportunity attacks when you use that swim speed to move.

Water Path

Each water 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.

Amphibian

You can breathe both air and water.

While swimming, you can use your bonus action to Dash.

Biologist

You become proficient in the Animal Handling and Nature skills. If already proficient in either skill, you instead gain 2 proficiency points per skill, which can either be invested immediately or saved for later.

You are an expert in any Intelligence (Nature) check made to recall lore about aquatic creatures.

Lulu's Ballad

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, deafened, ignited, paralyzed, and jinxed conditions.

You gain the shape water 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.

Mariner

You become proficient in the Survival skill. If already proficient, you can instead gain 2 proficiency points.

You become proficient with water vehicles.

You are an expert in any Intelligence check made in regards to oceanic maps or geography, as well as any check made to navigate at sea.

Sage of Ice

You have resistance to cold damage. You can treat slippery ice and thin ice as normal terrain.

Whenever you cast a sage spell that deals damage, you can choose for the spell to deal cold damage in place of its normal damage type.

Legacy of Water

Starting from 6th level, the aquatic majesty of past sages begins to well up within you. At this level you gain one of the following benefits:

  • Mipha's Grace. When a creature under your blessing takes damage, you can use your reaction to end the blessing and cast a sage spell on that creature. The spell must be one you already have prepared and must normally have a cast time of 1 action. Casting the spell in this way still consumes magic points (or spell slots), but you can ignore the normal range of the spell. If the spell affects an area, you must choose the hit creature as the center point. During your next turn, you can't cast any spell other than a cantrip.
  • Ruto's Imperative. You can use your bonus action to Disengage, Dash, or Hide. You can't use this feature again until you next roll initiative.
  • Carben's Flow. You have advantage on saving throws to avoid being paralyzed, stunned, or petrified.
  • Slippery Chu. You cannot be ignited. You have advantage on any ability check or saving throw made to escape a grapple. Whenever you bless a creature, it is soaked.

Water Divinity

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

  • Veil of Jabun. You have a swim speed of 60 feet, have no need to breathe, and cannot be ignited or petrified. All friendly creatures within 60 feet of you enjoy these benefits as well unless you decide otherwise. (If you have the Amphibian Path when you first gain this feature, you can immediately replace it with a new Water Path.)
  • Leviathan's Purge. Your banes wash away the enemy's resilience. Any creature under your bane does not benefit from any damage resistance. If the creature you baned succeeds on a saving throw to halve the damage it takes, you can use your reaction to force that save to fail instead, ending the bane after the damage is dealt.
  • Nayru's Shell. As an action, you can consume one use of your Bless or Bane feature to give an adjacent creature a number of temporary heart points equal to your sage level. While these temporary heart points persist, any damage the creature takes from nonmagical weapons and attacks is reduced by 5. Multiple instances of damage reduction do not stack; only the largest applies.
  • Faron's Divination. You can detect movements in water with supernatural clarity. While you are submerged in water, you have truesight into all contiguous water within 30 feet of you. Any creature adjacent to you is also subject to your truesight if it is soaked.

Water Sage Spell List

The following spells are available to all water 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.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
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.
Rushing Wave A wave of water crashes into a creature to cause damage and push it away.
Ruto's Pirouette Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement.
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.
Icicle Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
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.
Fog Cloud You create a sphere of fog within range.
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.
Regulate Water You either create, destroy, or drain water.
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.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
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

Ice Wave You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


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.
Nayru's Wisdom Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes.
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.
Tiny Hut
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Breath of Naydra A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Control Water You control freestanding water
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.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mipha's Healing Rain For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points.
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

Cooling 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

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.


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