Difference between revisions of "Sage of Fire"
(Created page with "{{Path|Classes|Sage|'''Sage of Fire'''}} __TOC__ '''Sage of Fire''' is one of several possible subclasses you can gain as a member of the sage...") |
|||
Line 45: | Line 45: | ||
==Heat Sense== | ==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. | 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== | ||
+ | {{Subclass Spell List|Fire sage}} | ||
[[Category:Sage Domains]] | [[Category:Sage Domains]] | ||
[[Category:Subclasses]] | [[Category:Subclasses]] |
Revision as of 09:51, 14 November 2019
Contents
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.
Climber
You gain a climb speed equal to your base walking speed. If you take damage from falling, you can use your reaction to halve the damage you take.
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 magical fire damage instead of the attack's normal damage type.
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.
Scorch
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 curse 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. |