Sage of Earth

From Legends of Hyrule
Revision as of 18:30, 21 November 2019 by Guy (talk | contribs)
Jump to navigationJump to search

ClassesSageSage of Earth


Sage of Earth 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 light and medium armor, shields (but not heavy shields), battleaxes, flails, and warhammers.

You can read, write, and speak your choice of either the Goro or Stal language.

Earth Disciplines

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

Sacred Harp

When you cast life, the target is absolved of the poisoned and petrification conditions.

You gain the light 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 with another musical instrument of your choice.

Sage of Fortitude

You gain proficiency with Constitution saving throws.

Sage of Steel

You gain proficiency with all armor, all shields, and all martial weapons.

Templar

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

Down to Earth

Beginning from 6th level, you can augment your curses with earthen pull. Any creature you have baned within 300 feet of you that attempts to move away from you treats that movement as difficult terrain. Movement towards you is not affected.

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.

Medli's Aegis

Beginning from 10th level, you have resistance to both acid and poison damage, and have advantage on saving throws against being poisoned.

Any creature you have blessed also gains the benefit of Medli's Aegis while it is blessed.

Tremorsense

Beginning at 14th level, you can detect movement or the presence of other creatures through the ground beneath you. You can detect and pinpoint the origin of vibrations within a radius of 10 feet, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

Earth 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.
Arcane Hand 7 5th conjuration You summon a Large hand to do your bidding for up to 1 minute.
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.
Blade Barrier 9 6th evocation Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
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.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
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
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.
Earthquake 11 8th evocation For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
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.
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.
Gravity Surge 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
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.
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.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Knock Down 0 transmutation You force a creature towards the ground, potentially damaging it.
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.
Magnesis 0 transmutation You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
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.
Poison Spray 0 Conjuration Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
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.
Protection from Projectiles 7 5th abjuration A creature you touch gains resistance to ranged attacks for up to 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.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
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.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
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.
Stalagmite 0 evocation
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Stone Shape 6 4th transmutation You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Stoneskin 6 4th abjuration A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.
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
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
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.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.