Difference between revisions of "Sage of Forest"
Line 40: | Line 40: | ||
Any creature you have [[Sage#Bless or Bane|blessed]] also gains the benefits of your Land's Stride. | Any creature you have [[Sage#Bless or Bane|blessed]] also gains the benefits of your Land's Stride. | ||
− | == | + | ==Farore's Forbiddance== |
At 10th level, you learn to augment your banes. | At 10th level, you learn to augment your banes. | ||
Line 47: | Line 47: | ||
When a creature you have [[Sage#Bless or Bane|baned]] moves, you can use your [[reaction]] to reduce its speed to 0 until the end of its turn. You can use this effect to halt its movement mid-stride. The bane ends at the end of the creature's turn. | When a creature you have [[Sage#Bless or Bane|baned]] moves, you can use your [[reaction]] to reduce its speed to 0 until the end of its turn. You can use this effect to halt its movement mid-stride. The bane ends at the end of the creature's turn. | ||
− | == | + | ==Saria's Sanctuary== |
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a [[beast]] or [[plant]] creature attacks you, that creature must make a {{wis}} [[saving throw]] against your sage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. | When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a [[beast]] or [[plant]] creature attacks you, that creature must make a {{wis}} [[saving throw]] against your sage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. | ||
Revision as of 10:25, 14 November 2019
Contents
Sage of Forest 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 hide armor, boomerangs, hand crossbows, shortswords, and whips.
You gain proficiency in one skill from Animal Handling, Nature, or Survival.
You can read, write, and speak the Deku language. If you already know this language, you can instead learn any one language of your choice.
Forest 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.
Druid
You gain the druidcraft 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 gain proficiency in the Animal Handling skill. If you are already proficient, or would later become proficient a second time, you instead gain expertise in this skill.
Nimble Defense
While you are wearing light armor, hide armor, or no armor, you gain a +1 bonus to your AC and to Dexterity saving throws.
Ranger
You gain proficiency with scimitars and longbows.
You gain proficiency in the Survival skill. If you are already proficient, or would later become proficient a second time, you instead gain expertise in this skill.
Land's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Any creature you have blessed also gains the benefits of your Land's Stride.
Farore's Forbiddance
At 10th level, you learn to augment your banes.
If a creature you have baned is within 300 feet and moves towards you, its moves as though restricted by difficult terrain. This effect does not affect fly speed, nor movement not towards you.
When a creature you have baned moves, you can use your reaction to reduce its speed to 0 until the end of its turn. You can use this effect to halt its movement mid-stride. The bane ends at the end of the creature's turn.
Saria's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Forest 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. |
Barkskin | 3 | 2nd | transmutation | Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16. |
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. |
Blades of Grass | 0 | transmutation | Your transform up to two blades of grass into daggers or sickles. | |
Calm Emotions | 3 | 2nd | enchantment | You attempt to suppress strong emotions of a group of creatures. |
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. |
Conjure Marionette | 3 | 2nd | conjuration | You summon a skull puppet in an unoccupied space that you can see within range. |
Conjure Wolf Spirit | 3 | 2nd | conjuration | |
Control Beast | 4 | 2nd | enchantment | You attempt to control a beast to do your bidding for up to 1 minute. |
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 Shield | 6 | 4th | abjuration | A creature you touch repels up to three attacks that would otherwise hit it. |
Death | 1 | 1st | necromancy | You inflict wounds upon a creature you touch. |
Death Ward | 6 | 4th | abjuration | |
Deku Pirouette | 0 | transmutation | Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you. | |
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. |
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. | |
Entangle | 2 | 1st | conjuration | Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save. |
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. |
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. |
Great Life Tree | 11 | 8th | conjuration | Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius. |
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. |
Holy Aura | 11 | 8th | abjuration | Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage. |
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. |
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. |
Life Tree Fruit | 9 | 6th | conjuration | You create three fruits which when ingested provide several healing and bolstering effects. |
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. |
Petal Glide | 1 | 1st | transmutation | You are hurled 30 feet into the air, then glide for up to 1 minute. |
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. |
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 | |
Tree | 2 | 1st | conjuration | Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn. |
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. |
Web | 3 | 2nd | conjuration | You conjure a mass of webbing that restrains creatures caught in it. |