Difference between revisions of "Sage of Fire"

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==Fire Discipline==
 
==Fire Discipline==
 
At 2nd level, you gain one of the following disciplines of your choice.
 
At 2nd level, you gain one of the following disciplines of your choice.
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===Burning Beat===
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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.
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When you cast {{Spell|Life}}, the target escapes the [[grappled]], [[jinxed]], [[paralyzed]], and [[petrified]] conditions.
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You learn the {{Spell|Control Flames}} 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.
  
 
===Climber===
 
===Climber===

Revision as of 11:27, 3 May 2020

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ClassesSageSage of Fire


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

You gain proficiency with all martial melee weapons (but not martial ranged weapons), with bombs, and with fire rods.

You can read, write, and speak the Subrosian language. If you already know this language, you can instead learn any one language of your choice.

Fire Discipline

At 2nd level, you gain one of the following disciplines of your choice.

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, the target escapes the grappled, jinxed, paralyzed, and petrified conditions.

You learn the control flames 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.

Climber

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 2. Your maximum heart points increase by 1 for every level you gain in this class after this.

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.

Fire Resistance

At 6th level, you gain resistance to fire damage. You can endure any extreme heat with ease.

If you otherwise have or gain fire resistance, you also gain advantage on saving throws made to reduce or avoid fire damage.

Any creature you have blessed also gains these benefits.

Scorn of Din

At 10th level, you learn to augment your banes.

A creature you have baned loses any resistance it has to fire damage.

When a creature you have baned is targeted by an attack, you can use your reaction to grant advantage on that attack roll made against it. The bane ends after the attack is made.

Heat Sense

Beginning at 14th level, you can focus to detect and pinpoint objects and creatures around you based on how hot or cold they are. You can use your action to gain blindsight out to a range of 30 feet, which persists until the start of your next turn.

Fire Sage Spells

Name MP Lv School Summary
Aegis 0 abjuration 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.
Aid 3 2nd abjuration Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Friendship 2 1st enchantment Charm an animal for up to 24 hours.
Animal Messenger 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Animal Shapes 11 8th transmutation You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Baneful Ray 7 5th evocation You project a ray of divine power to bane a creature up to 60 feet away.
Barrier 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beast Shape 5 3rd transmutation Transform into a beast of your choice for 1 hour.
Breath of Dinraal 5 3rd evocation A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Ceremonial Rite 3 2nd abjuration A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Clairvoyance 5 3rd divination You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Courage 2 1st enchantment For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Daruk's Magmatic Smite 6 4th evocation Your next melee attack blasts away the target with an explosion of magma.
Daruk's Shield 6 4th abjuration A creature you touch repels up to three attacks that would otherwise hit it.
Darunia's Explosive Boulder 11 8th conjuration You summon a huge, explosive rock and hurl in a straight line.
Death 1 1st necromancy You inflict wounds upon a creature you touch.
Death Ward 6 4th abjuration
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Detect Poison and Disease 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Din's Fire 7 5th evocation A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Din's Power 7 5th enchantment Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Druidcraft 0 transmutation Whispering to the spirits of nature, you create one of several minor effects.
Eldin Fist 0 transmutation You transmute the hands of yourself or a willing creature you touch into stone and flame.
Eldin Smog 9 6th conjuration Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Ember 0 evocation 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.
Ember Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Ethereal Bridge 6 4th conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Farore's Courage 2 1st enchantment 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 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fire Shield 6 4th evocation For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Fire Storm 10 7th evocation A storm made up of sheets of roaring flame appears in a location you choose within range.
Flame Choke 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Strike 7 5th evocation A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage.
Flame Vortex 2 1st evocation A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Flaming Sphere 3 2nd conjuration You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Foresight 13 9th divination 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.
Greater Restoration 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect.
Heal 8 6th evocation A creature within 60 feet of you regains 10d12 heart points.
Healing Word 2 1st evocation Your bonus action restores a few heart points to a creature within 60 feet of you.
Heat Metal 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Holy Aura 11 8th abjuration Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.
Hot Foot 4 2nd evocation Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Igniting Impact 1 1st evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Imprisonment 13 9th abjuration You create a magical restraint to hold a creature that you can see within range, permanently.
Incinerating Impacts 8 5th evocation Your bonus action enhances a weapons with fiery magic.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Lesser Restoration 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it.
Life 2 1st conjuration You heal the wounds of a creature you touch.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Longstrider 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby 2 1st enchantment Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Marvelous Melody 0 enchantment Your melody damages adjacent creatures, and potentially charms them.
Mass Heal 13 9th evocation Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Message 0 transmutation You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Mind Blank 12 8th abjuration One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Produce Flame 0 conjuration You hurl a mote of fire at a creature or object within range.
Protection from Energy 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Purify Food and Drink 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere.
Reflecting Shield 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sage's Smite 1 1st evocation Your next melee attack surges with elemental power.
Sage Armor 2 1st abjuration You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sanctuary 2 1st abjuration You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sentinel 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Shapechange 13 9th transmutation You change into almost any creature for up to 1 hour.
Somaria 3 2nd conjuration You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Speak with Animals 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration.
Summon Instrument 0 conjuration You summon a musical instrument into your hands out of thin air.
Telepathic Bond 7 5th divination For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.
Time Stop 13 9th transmutation Briefly stop time for everyone but yourself.
Tiny Hut 5 3rd abjuration
True Resurrection 13 9th necromancy 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.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Wall of Fire 6 4th evocation 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.
Wizzkick 2 1st transmutation Perform a magically-enhanced flying kick through your enemies.