Sage of Wind

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ClassesSageSage of Wind


Sage of Wind 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

When you feel threatened, the air itself seems to move you out of harm's way. You gain proficiency with Dexterity saving throws.

Wind Discipline

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

Air Sense

  • You are always accurately aware of the direction and speed of wind if you are able to feel it on your body.
  • You can instantly discern if the wind is derived from natural, mechanical, or magical sources; and whether or not the air you are breathing is created by magic.
  • You have advantage on any Wisdom (Perception) check based on smell.
  • You have advantage on any Intelligence (Nature) check made to predict the weather.

Flow

You gain the touch wind cantrip, and it does not count against your cantrips known. If you already have this cantrip, you gain another of your choice from your sage spell list.

You can cast feather fall even if you don't have it prepared, and can cast it with 1 fewer magic points.

Gale Force

When you attempt to shove a creature, you can use your Wisdom modifier in place of your Strength modifier.

When resisting a shove or grapple, you can similarly use your Wisdom modifier in place of your Strength modifier.

Wind's Deflection

When you are targeted by a ranged weapon attack, you can use your reaction to expend 1 magic point and impose disadvantage on the attack roll. You must use this reaction before the DM vocalizes a hit or a miss.

Flight

Starting from 6th level, you can use the power of wind to enable or augment flight.

If you do not otherwise have a fly speed, you gain a fly speed of 20 feet. This fly speed increases by 10 feet when you reach 10th level (30 feet), 14th level (40 feet), and 18th level (50 feet).

If you derive flight from another source other than this feature, such as the fly spell, your movement does not provoke opportunity attacks when you use that fly speed.

Farore's Breath

Starting from 10th level, you can hold your breath for a number of minutes equal to your levels in this class.

Any creature you have blessed also gains the benefit of your Pure Breath.

Blessed Flight

At 14th level, you learn to augment your blessings.

Any creature you have blessed without a fly speed gains a fly speed equal to 30 feet. If it already has a fly speed, it does not provoke opportunity attacks while using this fly speed.

Wind 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.
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
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.
Blizzard 11 8th evocation A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Call Lightning 5 3rd evocation You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
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.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
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.
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
Deku Pirouette 0 transmutation Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Delayed Flying Object 6 4th transmutation
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.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
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.
Gravity Surge 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Restoration 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
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.
Icy Gale 2 1st evocation Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
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.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Knock Down 0 transmutation You force a creature towards the ground, potentially damaging it.
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.
Muffle 1 1st illusion
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
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.
Petite Storm 2 1st evocation A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
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.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Restoring Winds 4 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
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.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
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
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
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.
Whip Winds 4 2nd evocation For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures.