Difference between revisions of "Sage (archived)"

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If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
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== Proficiencies ==
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If your first class level is gained as a sage, you have proficiency with the following.  These proficiencies are in addition to any from your {{inpage|Sage Domain}} and {{inpage|Proficiency Points}}.
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* All simple [[weapon]]s
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* [[Armor|Light armor]] and [[shield]]s (but not [[heavy shield]]s)
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* {{wis}} and {{cha}} [[saving throws]]
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* One [[musical instrument]] of your choice
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=== Multiclass Proficiencies ===
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If you gain a level in sage as a secondary class (see [[multiclassing]]), you instead only gain proficiency with one [[musical instrument]] of your choice.  This is in addition to any from your {{inpage|Sage Domain}}.  You do not gain any {{inpage|Proficiency Points}} from sage if it is not your primary class.
  
 
== Proficiency Points ==
 
== Proficiency Points ==

Revision as of 09:45, 14 November 2019

Starting equipment

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Table: The Sage

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Sage Domain, Domain Proficiencies, Magic Meter, Spellcasting Wis 2 Wis
2nd +2 Domain feature Wis 2 Wis + 5
3rd +2 Sacrifice Wis + 1 3 Wis + 10
4th +2 Improvement Wis + 1 4 Wis + 15
5th +3 Bless or Bane Wis + 1 5 Wis + 20
6th +3 Domain feature, extra cantrip Wis + 2 5 Wis + 25
7th +3 Divine Body Wis + 2 6 Wis + 30
8th +3 Improvement Wis + 2 6 Wis + 35
9th +4 Bless or Bane (2 uses) Wis + 3 7 Wis + 40
10th +4 Domain feature, extra cantrip Wis + 3 8 Wis + 45
11th +4 Wis + 3 9 Wis + 50
12th +4 Improvement Wis + 4 9 Wis + 55
13th +5 Bless or Bane (3 uses) Wis + 4 10 Wis + 60
14th +5 Domain feature Wis + 4 11 Wis + 65
15th +5 Wis + 5 12 Wis + 70
16th +5 Improvement Wis + 5 12 Wis + 75
17th +6 Wis + 5 13 Wis + 80
18th +6 Bless or Bane (infinite) Wis + 6 13 Wis + 85
19th +6 Immortal Body, Improvement Wis + 6 14 Wis + 90
20th +6 Miracle Wis + 6 14 Wis + 95

Hearts

Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d8. Heart Containers are used primarily during short rests to recover heart points

If your first class level is gained as a sage, your maximum heart points increases by 8 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your Constitution modifier to that number. Your maximimum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Proficiencies

If your first class level is gained as a sage, you have proficiency with the following. These proficiencies are in addition to any from your Sage Domain and Proficiency Points.

Multiclass Proficiencies

If you gain a level in sage as a secondary class (see multiclassing), you instead only gain proficiency with one musical instrument of your choice. This is in addition to any from your Sage Domain. You do not gain any Proficiency Points from sage if it is not your primary class.

Proficiency Points

Option: Skills & Backgrounds
Proficiency Points are meant to replace the skill proficiencies and backgrounds used by official D&D classes. If it is your DM's preference, you are instead proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your background.

If your first class level is gained as a sage, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to gain proficiencies.

This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or race. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 6th, 10th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. You tend to be better with weapons and armor than most sages.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your race, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned air and air flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Magic Meter

Option: Spell Slots
Magic points and magic limit are meant to replace the spell slots and levels used by official D&D classes. If it is your DM's preference, you instead have the spellcasting feature of the cleric class and have no magic points. You still retain the spell selection available to your sage subclass.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith. At 1st level, you gain a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 5 more magic points.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list appropriate to your sage domain. You learn an additional cantrip from this list at 6th level and 10th level, as listed in the sage table. You can use your Improvement feature to learn even more cantrips.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list appropriate to your sage domain. When you do so, choose a number of sage spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells when you finish a long rest.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death as a 2-point spell without expending magic points.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:

  • Increase one ability score of your choice by 2, or two ability scores by 1 each. You cannot increase any ability score above its maximum (initially 20) using this feature.
  • Gain a feat of your choice.
  • Learn two more cantrips from your sage spell list and gain 2 more magic points.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 9th level (two uses), and 13th level (three uses). Starting from 18th level, your divine power is so unending that can bless or bane as often as you like without resting.

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature has has a Bonus Die, a d4, which it adds to all attack rolls and saving throws.

When a creature you have blessed is targeted by an attack, you can use your reaction to end the blessing and force the attack to miss. You can choose to use this reaction after the result is revealed, but must use it before any damage from the attack is applied. Until the end of the current turn, all further attack rolls against the target have disadvantage.

If a creature you blessed would fail its last death saving throw, the save succeeds instead, and this blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, the creature has a -2 penalty to all attack rolls and saving throws.

When a creature you have baned makes an attack roll, you can end the bane as a reaction to force the attack to miss its target. You can choose to use this reaction after the result is revealed, but must use it before any damage from the attack is applied.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can use one instance of this feature to end a bane on itself at any time.

Divine Body

At 7th level, the divine magic that flows from you has begun to augment your body. You have advantage on any Constitution saving throw made to go without food or water, or made to prevent disease.

Immortal Body

At 19th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

Once you use this feature, you must complete a long rest before you can do so again.


The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]