Sage of Wind
Contents
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 this benefit.
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. |