Sage of Light

From Legends of Hyrule
Revision as of 06:15, 15 November 2019 by Guy (talk | contribs) (Created page with "{{Path|Classes|Sage|'''Sage of Light'''}} __TOC__ '''Sage of Light''' is one of several possible subclasses you can gain as a member of the [[sage]...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

ClassesSageSage of Light


Sage of Light 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 broadswords and rapiers.

You gain proficiency with one skill of your choice from History, Insight, Medicine, and Religion.

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

Light Discipline

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

Fi's Arsenal

You gain proficiency with light armor, medium armor, shields (but not heavy shields), longbows, and longswords.

Inspiring Light

You and all friendly creatures within 30 feet of you have advantage on saving throws against being frightened or petrified.

Oren's Aura

You have resistance to radiant and necrotic damage.

Rauru's Acumen

You gain expertise with one skill of your choice from History, Medicine, and and Religion. You must already be proficient with the skill to gain this benefit.

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

Sending of Sahasrahla

You can cast magic mouth by expending only 1 magic point, and you needn't prepare this spell before you cast it.

You gain the message cantrip, and these do not count against your cantrips known. If you already have either cantrip, you instead gain another cantrip from your sage spell list.

Zelda's Magic

Your magic points increase by 2. You add phantom slash to your sage spell list, but still must prepare this spell before casting it.

You gain the light and sparkle cantrips, and these do not count against your cantrips known. If you already have either cantrip, you instead gain another cantrip from your sage spell list.

Smiting Edge

At 6th level, you learn to augment your blessings.

Whenever a creature you have blessed hits with a weapon attack, it deals an extra 1 radiant damage.

After a creature you have blessed attempts a weapon attack on its turn, you or the creature can use a reaction before the attack roll is made for the attack to automatically be a critical hit. The blessing ends at the end of the creature's turn.

Sealing Bane

Starting at 10th level, you learn to empower your banes to seal a creature's magic.

Any creature you have baned has a -2 penalty on saving throws made to maintain concentration.

When a creature you have baned uses its action to cast a spell, and can use your reaction to cast counterspell against that spell, regardless if you can see the creature or it is more than 60 feet away from you. When you cast counterspell in this way, it is cast as if using magic points equal to your Magic Limit, but you expend no magic points to cast it. Once you use this effect, the bane ends.

Hylia's Protection

Beginning at 14th level, your divine magic protects you from even the most dire of fates. Whenever you or a friendly creature within 30 feet of you would be dropped to 0 heart points but not killed outright, you can use your reaction for the creature to instead be reduced to 1 heart point. Once you use this feature, you must finish a long rest before you can use it again.

Light 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.
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.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
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.
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.
Dancing Lights 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
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
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.
Din's Javelin 10 7th evocation You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
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.
Flame Strike 7 5th evocation A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
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.
Greater Restoration 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect.
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.
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.
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.
Luminous Lure 0 enchantment A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
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.
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.
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.
Radiant Weapon 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.
Rauru's Shield 7 5th abjuration A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
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.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sacred Flame 0 evocation Flame-like radiance descends on a creature that you can see within range.
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.
Sparkle 0 evocation For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
Speak with Animals 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration.
Summon Instrument 0 conjuration You summon a musical instrument into your hands out of thin air.
Sunburst 12 8th evocation A brilliant flash of sunlight deals radiant damage and blinds several creatures.
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
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.