Sage of Fire

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ClassesSageSage of Fire


Sage of Fire 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 all martial melee weapons (but not martial ranged weapons), with bombs, and with fire rods.

You can read, write, and speak the Subrosian language. If you already know this language, you can instead learn any one language of your choice.

Fire Discipline

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

Climber

You gain a climb speed equal to your base walking speed. If you take damage from falling, you can use your reaction to halve the damage you take.

Internal Heat

You gain resistance to cold damage. You can endure any extreme cold with ease.

Pyrokinetic Pugilist

If you hit with an unarmed strike, you can deal bludgeoning damage equal to 1d8 + your Strength modifier.

After you hit with any melee attack, you can expend 1 magic point to deal magical fire damage instead of the attack's normal damage type.

Wise Defense

You can rely more on predicting and reading opponents' attacks to evade them, rather than relying on your reaction time or nimbleness of movement. Whenever you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You do not gain this benefit if you are otherwise already adding your Wisdom modifier to your AC.

Fire Resistance

At 6th level, you gain resistance to fire damage. You can endure any extreme heat with ease.

If you otherwise have or gain fire resistance, you also gain advantage on saving throws made to reduce or avoid fire damage.

Any creature you have blessed also gains these benefits.

Scorch

At 10th level, you learn to augment your banes.

A creature you have baned loses any resistance it has to fire damage.

When a creature you have baned is targeted by an attack, you can use your reaction to grant advantage on that attack roll made against it. The curse ends after the attack is made.

Heat Sense

Beginning at 14th level, you can focus to detect and pinpoint objects and creatures around you based on how hot or cold they are. You can use your action to gain blindsight out to a range of 30 feet, which persists until the start of your next turn.