Sage of Water
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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 are proficient in the Nature skill. If you were already proficient in Nature, you can instead gain 3 Proficiency Points.
You have expertise on any Intelligence Nature check made to identify aquatic creatures.
Mariner
You are proficient in the Survival skill. If you were already proficient in Survival, you can instead gain 3 Proficiency Points.
You are proficient with water vehicles.
Sage of Ice
You have resistance to cold damage. You can endure even the most extreme cold with ease.
Blue Veil
At 6th level, you learn to augment your blessings.
If you have resistance to cold damage, any creature you have blessed also has resistance to cold 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.