Difference between revisions of "Sage (archived)"

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Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.
 
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 {{Spell|Life}} or {{Spell|Death}} without expending magic points.  You can only [[overpower]] the spell if you expend extra magic points, as normal.
+
As an action, you can expend one Heart Container (or "Hit Die") from this class to cast {{Spell|Life}} or {{Spell|Death}} without expending magic points, but cannot target yourself with these spells.  You can only [[overpower]] the spell if you expend extra magic points, as normal.
  
 
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]].
 
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]].

Revision as of 03:24, 17 April 2020

ClassesSage

This page or section is incomplete, and will eventually be expanded with more information.


Table: The Sage

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Sage Domain, 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 Immortal Body Wis + 6 13 Wis + 85
19th +6 Improvement Wis + 6 14 Wis + 90
20th +6 Miracle Wis + 6 14 Wis + 95

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


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 maximum 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 sage is your first class, you have proficiency with the following. These proficiencies are in addition to any from your Sage Domain and proficiency points.

Armor: Light armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice

Multiclass Proficiencies

If sage is not your first 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 first class.

Proficiency Points

Optional: 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.

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 become proficient.

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.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.

If you multiclass, you can only re-invest points in accordance with your first class.

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. Light sages are prolific and renowned for their historical battles against Ganon.
  • 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 to air and its 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 list available to your sage domain.

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

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.

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 as listed on the page for 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.

At every odd-numbered level you gain in this class, you can replace one cantrip you've learned from this class with another from your sage domain's spell list.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spells listed on the page for 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 without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

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 divine capabilities ascend. You gain one of the following improvements of your choice:

At these levels, you can also forget one cantrip you know from this class to replace it with a new one.

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).

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 adds a d4 bonus die 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, whenever makes an attack roll or saving throw it rolls a d4 and subtracts the number rolled from the result.

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 18th 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.

Sage Spell List

The following spells are available to all sages. The Sage Domain you choose at 1st level expands your spell list. See each domain's respective page for its expanded spell list: Earth, Fire, Forest, Light, Shadow, Spirit, Water, and Wind.

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.
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.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
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
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.
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.
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.
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.
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
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.


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]