Sage of Light
Contents
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. |