Sage (archived)

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Starting equipment

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Table: The Sage

Level Proficiency
Bonus
Features Spells
Prepared
Magic Limit Magic
Points
1st +2 Hearts, Skill Points, Magic Meter, Spellcasting, Sage Domain Wis
2nd +2 Domain feature Wis
3rd +2 Sacrifice Wis + 1
4th +2 Improvement Wis +1
5th +3 Bless or Bane Wis + 1
6th +3 Domain feature Wis + 2
7th +3 Divine Body Wis + 2
8th +3 Improvement Wis + 2
9th +4 Bless or Bane (two uses) Wis + 3
10th +4 Domain feature Wis + 3
11th +4 Wis + 3
12th +4 Improvement Wis + 4
13th +5 Bless or Bane (3 uses) Wis + 4
14th +5 Domain feature Wis + 4
15th +5 Wis + 5
16th +5 Improvement Wis + 5
17th +6 Bless or Bane (4 uses) Wis + 5
18th +6 Domain feature Wis + 6
19th +6 Immortal Body, Improvement Wis + 6
20th +6 Miracle Wis + 6

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 maximimum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Skill Points

If your first class level is gained as a sage, you have a number of skill points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of skill points. During character creation or during downtime, you can expend skill points to gain proficiencies.

This feature assumes you do not have a background. If you do have a background, your number of skill points is reduced by 6, to a minimum of 0.

Magic Meter

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 6 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.

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 (or "unpowered spells") of your choice from the sage spell list appropriate to your sage domain. You learn an additional cantrip from this list at 6th level and 10th level. You can use your Improvement feature to learn even more cantrips.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list appropriate to 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. Preparing a new list of sage spells requires extra time spent in prayer and meditation after the long rest: 5 minutes per spell.

Overpowering a Spell

You can cast a powered 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 {{#inpage|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 moe, overpowering it to recover even more heart points.

Sage Domain

Domain Proficiencies

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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 death or life as a 2-point spell without expending magic points.

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 capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:

  • Increase one ability score of your choice by 2, or two ability scores by 1 each. You cannot increase any ability score above its maximum (initially 20) using this feature.
  • Gain a feat of your choice.
  • Learn two more cantrips from your sage spell list.

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, bane, or cancel, 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), 13th level (three uses), and 17th level (four uses).

Any blessing or bane you make 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. You cannot bless yourself. While blessed, the creature has has a Bonus Die, a d4, which it adds 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. While baned, the creature has a -2 penalty to all attack rolls and saving throws.

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.

A creature can only be afflicted with one bane at a time.

Cancel

As a reaction, you end the effect of a bane or bless on any creature within 60 feet of you, even if it is derived from another sage.