Sage of Water
Contents
Sage of Water 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 scimitars, pikes, and ice rods.
If you do not already have a swim speed, you gain a swim speed equal to your base walking speed. If you already have a swim speed or otherwise gain one, you never provoke opportunity attacks when you use that swim speed to move.
Water Discipline
At 2nd level, you gain one of the following disciplines of your choice.
Amphibian
You can breathe both air and water.
Biologist
You become proficient in the Nature skill. If already proficient, you can instead gain 2 Proficiency Points.
You become an expert on any Intelligence Nature check made to recall lore about aquatic creatures.
Mariner
You become proficient in the Survival skill. If already proficient, you can instead gain 2 Proficiency Points.
You become proficient with water vehicles.
Sage of Ice
You have resistance to cold damage. You can endure even the most extreme cold with ease.
Nayru's Veil
At 6th level, you learn to augment your blessings.
If you have resistance to acid, fire, cold, or lightning damage, any creature you have blessed also has resistance to this damage.
If you have a swim speed, any creature you have blessed can use a swim speed equal to yours.
Purge
At 10th level, you learn to augment your banes.
Any creature you have baned loses any resistance it has to cold damage.
When a creature you have baned makes a saving throw to halve the damage it takes, you can use your reaction to impose disadvantage on that saving throw. The bane ends after the saving throw is made.
Swift Current
Beginning at 14th level, your cunning accents your agility, and vice versa. You can add both your Dexterity modifier and Wisdom modifier to your initiative.
Water 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 Naydra | 6 | 4th | evocation | A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid. |
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. |
Control Water | 6 | 4th | transmutation | You control freestanding water |
Cooling Aura | 9 | 6th | abjuration | Provide resistance to cold damage in an aura around you for 8 hours. |
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. |
Cryonis | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
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. |
Fog Cloud | 2 | 1st | conjuration | You create a sphere of fog within range. |
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. |
Frost Bolt | 0 | evocation | Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes. | |
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. |
Holy Aura | 11 | 8th | abjuration | Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage. |
Ice Barricade | 3 | 2nd | evocation | You create a wall of nonmagical ice up to 10 feet tall and 30 feet across. |
Ice Wave | 4 | 2nd | evocation | You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it. |
Icicle | 1 | 1st | evocation | Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath. |
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. |
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. |
Mipha's Healing Rain | 6 | 4th | evocation | For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points. |
Nayru's Love | 12 | 8th | abjuration | A creature you touch becomes immune to damage other than psychic for up to 1 minute. |
Nayru's Wisdom | 5 | 3rd | enchantment | Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes. |
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. |
Regulate Water | 2 | 1st | transmutation | You either create, destroy, or drain water. |
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. |
Rushing Wave | 0 | evocation | A wave of water crashes into a creature to cause damage and push it away. | |
Ruto's Pirouette | 0 | evocation | Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement. | |
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. |
Sleet Storm | 5 | 3rd | conjuration | For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder. |
Speak with Animals | 2 | 1st | divination | You gain the ability to comprehend and verbally communicate with beasts for the duration. |
Storm of Vengeance | 13 | 9th | conjuration | You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute. |
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. |
Water Breathing | 5 | 3rd | transmutation | Grant up to ten creatures the ability to breathe underwater for 24 hours. |
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. |