Spirit/2nd

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Spirit Path

Each spirit sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Acclimation

You gain proficiency with Constitution saving throws and the Survival skill. If you are already proficient with Survival, you instead gain 2 proficiency points.

You are acclimated to high altitudes, extreme heat, and extreme cold.

Liberating Requiem

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the charmed, jinxed, paralyzed, and stunned conditions.

You gain the dancing lights 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.

Nabooru's Lesson

You and every friendly creature within 30 feet of you has advantage on any saving throw to avoid being charmed or frightened.

Spirited Step

While you are wearing light armor or no armor, your walking speed increases by 10 feet, and you can use your bonus action to Disengage.

Unarmored Defense

While you are wearing no armor, your AC cannot be lower than 10 + your Dexterity modifier + your Wisdom modifier. You can add the bonus of a shield to this AC.