Sage (archived)

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This page or section is incomplete, and will eventually be expanded with more information.

Sage is a class that specializes in defensive spellcasting.

In ancient times, the gods blessed a small handful of humanoids with sacred magical power. Although these chosen few had little else in common, they all had sound judgment and uncanny wisdom. Due to these similarities, the chosen few have historically become known as the Seven Sages. It is believed by many that these few were granted such immense magical power that they became immortal and now dwell eternally in the Sacred Realm.

In the countless generations that have passed, few if any beings have been granted the immense and distinct power of these legendary Seven Sages. Nonetheless, there have been a few who have manifested similar magical capabilities of a mysterious, seemingly divine origin. Usually but not always, these magical capabilities originate when the individual completes a great task of faith or willpower, such as a pilgrimage or an act of self-sacrifice. From the point this supernatural power manifests, that individual is known as a sage. It is believed by some that all sages can somehow trace their lineage back to the Seven Sages of legend.

It is not always inherently obvious from looking at a sage, but each one embodies a different essence or domain that shapes that particular sage’s supernatural gifts. The most renowned of these elements include Earth, Fire, Forest, Light, Shadow, Spirit, Water, and Wind, though others may exist.

A sage is usually of a good alignment.

Table: The Sage

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Domain Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Domain Legacy Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Domain Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If sage is your first class, you have proficiency with the following. These proficiencies are in addition to any from your Sage Domain and proficiency points.

Armor: Light armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Sage Spell List

The following spells are available to all sages. The Sage Domain you choose at 1st level expands your spell list, as detailed in the domain's page.


Cantrips (0-point)

Aegis 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.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.


4-point

Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Earth

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Earth Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Earth Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Earth Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the earth domain. See Sage of Earth for a list of the earth domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Earth sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor, medium armor, and shields (but not heavy shields)
Weapons: Simple weapons, battleaxes, flails, and warhammers
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Languages: One of your choice from Deku, Goro, or Stal

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Earth Path

Each earth sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sacred Harp

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the frightened, jinxed, poisoned, and petrified conditions.

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

Sage of Fortitude

  • You gain proficiency with Constitution saving throws.
  • Your maximum heart points increases by an amount equal to your levels in this class, and increases by 1 whenever you gain a level in this class.

Sage of Steel

You gain proficiency with all armor, all shields, and all martial weapons.

Trapper

You gain proficiency with tinker's tools.

You can cast grease and fog cloud even if you don't have them prepared. Either spell costs 1 fewer magic points to cast.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Earth

Beginning from 6th level, the resolve of sages past flows through your body. You decide how your newfound resilience takes shape with one of the following benefits:

  • Laruto's Resilience. You have resistance to poison damage, and advantage on saving throws against poison.
  • Oren's Quagmire. Any creature you've baned treats all natural ground as difficult terrain.
  • Medli's Aegis. When you place a blessing upon a creature, that creature gains temporary heart points equal to your sage level.
  • Darmani's Quake. When you place a bane on a creature, that creature is knocked prone. As an action, you can quake the ground around you: any grounded creature within 5 feet of you must succeed on a Strength saving throw against your sage spell DC or fall prone.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Earth Divinity

At 14th level, you learn to augment bane, blessings, or senses with truly divine power from the gods. You gain one of the following benefits:

  • Ikana's Vitality. You and any creature under your blessing is immune to poison damage, can't be poisoned, and has advantage on ability checks or saving throws to avoid exhaustion.
  • Seasons' Wrath. If you wish, any creature under your bane takes 1d12 fire damage or 1d12 cold damage (your choice) at the end of each of its turns. Once the bane ends for any reason, you can choose for the target to be ignited, soaked, or knocked prone at the start of its next turn.
  • Shaped by Din. When you take the Dodge action, you also gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Any creature under your blessing also gains this benefit.
  • Talus Tremorsense. As an action, you can gain tremorsense out to a range of 60 feet until the start of your next turn.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Earth Sage Spell List

The following spells are available to all earth sages.


Cantrips (0-point)

Aegis 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.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Eldin Fist You transmute the hands of yourself or a willing creature you touch into stone and flame.
Knock Down You force a creature towards the ground, potentially damaging it.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Magnesis You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Stalagmite
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud 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.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Stone Shape You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Stoneskin A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.


7-point

Arcane Hand You summon a Large hand to do your bidding for up to 1 minute.
Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Protection from Projectiles A creature you touch gains resistance to ranged attacks for up to 1 hour.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

Blade Barrier Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Eldin Smog Conjure a cloud of fiery smoke that deals damage and blinds creatures.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Earthquake For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Gravity Surge You cause gravity to greatly intensify in a 50-foot radius cylinder.
Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Fire

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Fire Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Fire Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Fire Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the fire domain. See Sage of Fire for a list of the fire domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Fire sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor
Weapons: Simple weapons, all martial melee weapons (but not martial ranged weapons), bombs, and fire rods
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Languages: One of your choice from Ancient, Goro, and Subrosian

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Fire Path

Each fire sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Burning Beat

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target escapes the grappled, ignited, jinxed, and paralyzed conditions.

You learn the produce flame cantrip, and it does not count against your cantrips known. If you already have this cantrip, you instead learn another cantrip of your choice from your sage spell list.

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 fire damage instead of the attack's normal damage type.

Sage of Strength

  • You gain proficiency with Strength saving throws.
  • Your maximum heart points increases by an amount equal to your levels in this class, and increases by 1 whenever you gain a level in this class.

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.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Fire

Starting from 6th level, the stubborn tenacity of past sages begins to well up within your body. You decide how your newfound resilience takes shape with one of the following benefits:

  • Darunia's Hammer. Any time a creature you've baned takes a critical hit, that creature is also knocked prone.
  • Rosso's Forge. Once per turn, if a creature you've blessed rolls a 1 for its attack roll, it can roll again and use the new result.
  • Hearth of Embrose. When you place a blessing upon a creature, that creature gains temporary heart points equal to your sage level.
  • Rosa's Resistance. You have resistance to fire damage, are acclimated to extreme heat, and cannot be ignited.
  • Daruk's Protection. When you use your reaction to force a melee attack roll to miss a creature under your blessing, the attacking creature must succeed on a Strength saving throw against your sage spell DC or be stunned until the start of its next turn. If a creature under your blessing would be hit by a line spell or the magic missile spell, you can use your reaction to reflect that spell, turning the caster into the target and leaving the blessed creature unaffected—doing so ends the blessing.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Fire Divinity

At 14th level, you learn to augment your bane, blessings, or senses with truly divine power from the gods. You gain one of the following benefits:

  • Scorn of Din. When a creature under your bane is hit by any attack, you can use your reaction to deal 2d6 fire damage to that creature. If an attack misses the creature but had a chance of hitting, you can use your reaction to end the bane and force the attack to hit instead.
  • Valoo's Rage. A creature under your bane gains no benefit from resistance or immunity to fire damage. When the baned creature takes fire damage, you can end the bane as a reaction to double the fire damage dealt and cause the creature to be ignited.
  • Eldin's Volcano. Using your action to bane a creature also ignites it. Any creature you hit with any attack roll is also ignited. As an action, you can deal 2d12 fire damage to all ignited creatures within 60 feet of you.
  • Volvagia's Heatsense. You can use your bonus action to gain blindsight out to a range of 60 feet. This blindsight lasts until the start of your next turn.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Fire Sage Spell List

The following spells are available to all fire sages.


Cantrips (0-point)

Aegis 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.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Eldin Fist You transmute the hands of yourself or a willing creature you touch into stone and flame.
Ember A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Produce Flame You hurl a mote of fire at a creature or object within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Igniting Impact Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Vortex A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Flaming Sphere You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.


4-point

Hot Foot Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Breath of Dinraal A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Magmatic Smite Your next melee attack blasts away the target with an explosion of magma.
Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Fire Shield For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Wall of Fire Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Din's Power Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls.
Flame Strike A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.
Incinerating Impacts Your bonus action enhances a weapons with fiery magic.


9-point

Eldin Smog Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Ember Aura Provide resistance to cold damage in an aura around you for 8 hours.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Fire Storm A storm made up of sheets of roaring flame appears in a location you choose within range.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Darunia's Explosive Boulder You summon a huge, explosive rock and hurl in a straight line.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Forest

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Forest Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Forest Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Forest Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the forest domain. See Sage of Forest for a list of the forest domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Forest sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor, hide armor
Weapons: Simple weapons, boomerangs, hand crossbows, shortswords, and whips
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Skills: One of your choice from Animal Handling, Nature, and Survival
Languages: One of your choice from Ancient, Blin, and Deku

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Forest Path

Each forest sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Climber

Druid

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

You become an expert in the Animal Handling skill.

Fairy Ocarina

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the deafened, frightened, jinxed, and poisoned conditions.

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

Nimble Defense

While you are wearing light armor, hide armor, or no armor, you gain a +1 bonus to your AC and to Dexterity saving throws. This bonus cannot increase your AC above 25 (before adding a shield).

Ranger

You gain proficiency with scimitars and longbows.

You become an expert in the Survival skill.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Forest

Starting from 6th level, the grace and poise of past sages begins to well up within you. You decide how your newfound resilience takes shape with one of the following benefits:

  • Satori's Stride. Moving through nonmagical difficult terrain costs you no extra movement.
  • Saria's Discourse. You can telepathically communicate with any creature under your blessing, regardless of distance, so long as you share a language with the blessed creature.
  • Malon's Heart. You have advantage on every Charisma check made to interact with a beast.
  • Gage's Wayfinding. You have advantage on any ability check made to navigate or avoid becoming lost, as does any creature subject to your blessing.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Forest Divinity

At 14th level, you learn to augment your banes, blessings, or magic with truly divine power from the gods. You gain one of the following benefits:

  • Ordona's Sanctuary. When a beast or plant attacks and hits you or a creature under your blessing, the baned creature must make a Wisdom saving throw against your sage spell DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
  • Farore's Forbiddance. When a creature under your bane moves, the creature must spend 2 feet of movement for every 1 foot moved. During the baned creature's turn, you can use your reaction to end the bane and teleport the creature back to the space in which its turn started.
  • Maku's Message. You can telepathically communicate with any creature under your bless or bane, regardless of distance or language barriers. As a reaction, you can end the bless or bane to teleport the creature to an unoccupied space adjacent to you if it is willing. (If you already have Saria's Discourse, you can replace it with a new Forest Legacy upon gaining this feature.)
  • Malanya's Revival. You always have the revivify spell prepared and it doesn't count against your prepared spells. While a creature under your blessing is at 0 heart points or has died within the past minute, you can end the blessing (no action required) to bring that creature back to life with 1 heart point. This effect cannot affect a construct or undead, can't bring a creature back from death caused by old age, and cannot restore any missing body parts.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Forest Sage Spell List

The following spells are available to all forest sages.


Cantrips (0-point)

Aegis 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.
Blades of Grass Your transform up to two blades of grass into daggers or sickles.
Deku Pirouette 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.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Petal Glide You are hurled 30 feet into the air, then glide for up to 1 minute.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Entangle Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.
Tree Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Barkskin Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Conjure Marionette You summon a skull puppet in an unoccupied space that you can see within range.
Conjure Wolf Spirit
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Web You conjure a mass of webbing that restrains creatures caught in it.


4-point

Control Beast You attempt to control a beast to do your bidding for up to 1 minute.
Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

Life Tree Fruit You create three fruits which when ingested provide several healing and bolstering effects.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Great Life Tree Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Light

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Light Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Light Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Light Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the light domain. See Sage of Light for a list of the light domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Light sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor
Weapons: Simple weapons, broadswords, rapiers
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Skills: One of your choice from History, Insight, Medicine, and Religion
Languages: One of your choice from Ancient, Minish, and Zoran

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Light Path

Each light sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Fi's Arsenal

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

Prelude of Courage

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the blinded, frightened, jinxed, and petrified conditions.

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

Gaepora's Erudition

Gain 3 proficiency points, which you can invest either immediately or during downtime.

You become an expert in one skill of your choice from History, Medicine, and and Religion.

Royal Magic

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

You can cast disguise self and phantom slash even if you don't them prepared.

Sahasrahla's Sending

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

You can cast magic mouth and sending even if you don't have them prepared, though you must still meet the normal Magic Limit to cast them.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Light

Starting from 6th level, the influence of past sages begins to well up within you. You decide how your newfound resilience takes shape with one of the following benefits:

  • Rauru's Preservation. If a creature within 30 feet of you drops to 0 heart points, you can use your reaction to stabilize that creature immediately. You can't target yourself with this feature.
  • Serenity of Seres. You have resistance to radiant, necrotic, and thunder damage.
  • Kaepora's Escort. Instead of moving as normal during your turn, you can teleport to an unoccupied space within 20 feet of you if that space is adjacent to a friendly creature. You can't otherwise move during the turn you use this feature.
  • Rhoam's Regality. You and any creature under your blessing adds the d4 bonus die to all Charisma (Intimidation) checks. Any effect which increases the bonus die provided by your blessing also increases this bonus die.


Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Divinity

At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits:

  • Hylia's Blade. Once per turn, when a creature under your blessing hits with an attack roll, it can add a d8 bonus die to the damage roll as radiant damage. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
  • Nayru's Wisdom. You have advantage on all Wisdom saving throws.
  • Seal Magic. When a creature you have baned makes a saving throw to maintain concentration, it does so with disadvantage. When the baned creature casts a spell, you can use your reaction to end the bane and prevent the spell from being cast.
  • Zelda's Arrow. When a creature is under your bane, you can use your action to make a ranged spell attack against that creature if it is within 300 feet of you. A hit deals 2d12 piercing damage plus 2d12 radiant damage, and grants advantage on all attack rolls targeting that creature until the start of your next turn.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Light Sage Spell List

The following spells are available to all light sages.


Cantrips (0-point)

Aegis 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.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Dancing Lights Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Luminous Lure 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.
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Sacred Flame Flame-like radiance descends on a creature that you can see within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sparkle For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.


4-point

Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Flame Strike A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Rauru's Shield A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.
Radiant Weapon A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Din's Javelin You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Sunburst A brilliant flash of sunlight deals radiant damage and blinds several creatures.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Shadow

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Shadow Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Shadow Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Shadow Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the shadow domain. See Sage of Shadow for a list of the shadow domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Shadow sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor
Weapons: Simple weapons, hand crossbows, morningstars
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Skills: One of your choice from Deception, Intimidation, Sleight of Hand, and Stealth
Languages: One of your choice from Ancient, Blin, and Stal

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Shadow Path

Each shadow sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Aura of Truth

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

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Whistle

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the blinded, deafened, frightened, and jinxed conditions.

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

Impa's Blade

Once per turn when you hit with a dagger or dart, the you can add a d4 bonus die to the damage roll as necrotic damage. Either of these weapons is magical when you wield it. (If different features add bonus dice to your damage roll, they don't combine. Add only the highest.)

Manipulator's Expertise

You become proficient in one skill from Deception, Intimidation, Sleight of Hand, and Stealth. You also become an expert in any one of these skills.

Sage of Illusions

You learn the minor illusion cantrip. When you cast this spell, you create both a sound an image with a single casting of the spell.

You can cast image even if you don't have it prepared. This spell costs 1 fewer magic points for you to cast.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Shadow

Starting from 6th level, the insight of past sages begins to inspire new truths within your mind. You decide how your newfound power takes shape with one of the following benefits:

  • Truthseeker. You and any creature under your blessing adds the d4 bonus die to all Wisdom (Insight) checks. Any effect which increases the bonus die provided by your blessing also increases this bonus die.
  • Aginah's Resolve. You have resistance to psychic damage, and advantage on saving throws against being frightened. Any creature under your blessing also gains these benefits.
  • Irene's Escape. You Disengage, Dash, or Hide once as a bonus action. You can't use this feature again until you next roll initiative or otherwise start combat.
  • Blade Trap. Whenever a creature under your bane moves within 60 feet of you, you can use your reaction to trigger a magical blade trap. The baned creature must succeed on a Dexterity saving throw against your sage spell DC or take 2d8 slashing damage.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Shadow Divinity

At 14th level, you learn to augment your bane, blessings, or senses with truly divine power from the gods. You gain one of the following benefits:

  • Unmask. A creature under your bane has disadvantage on Charisma (Deception) checks made to avoid the truth, and on Dexterity (Stealth) checks made to hide or move quietly. You can use your reaction to end the bane, causing the creature to end any effect causing it to be invisible and force it into its true form if it has changed shape or masked its form with an illusion.
  • Realm of Silence. When you or a creature under your blessing makes a Dexterity (Stealth) check to move quietly, they do so with advantage.
  • Lens of Truth. You can use your action to gain truesight out to a range of 15 feet until the start of your next turn.
  • Shadow Clones. Clones of yourself appear out of thin air to join into your attacks. When you make a melee attack with the Attack action or use your action cast the death spell, you can use your bonus action to make up to two melee spell attacks. Each of these attacks deals 1d12 slashing damage on a hit, but you can't add any ability modifier or bonus dice to the damage roll.


Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Shadow Sage Spell List

The following spells are available to all shadow sages.


Cantrips (0-point)

Aegis 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.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chill Touch A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Malevolent Mockery Debilitating doubts deal psychic damage and impose disadvantage on an attack roll.
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Spook A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Jump A creature's jump distance is tripled until the spell ends.
Muffle
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.
Silhouette


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beguile You attempt to charm a creature you can see within range.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Conjure Marionette You summon a skull puppet in an unoccupied space that you can see within range.
Conjure Wolf Spirit
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Dead Hands Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Lock You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Web You conjure a mass of webbing that restrains creatures caught in it.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Nightmare Visage A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Suppress Pain A creature gains temporary heart points at the start of each of its turns, and is immediately revived the first time it drops to 0 heart points.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fear Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Stinking Cloud 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.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Delayed Flying Object
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

Blade Barrier Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Eldin Smog Conjure a cloud of fiery smoke that deals damage and blinds creatures.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.
Weird Each creature in a 30-foot sphere must make a Wis save or take psychic damage and become frightened of you.


14-point


15-point

Table: The Sage of Spirit

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Spirit Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Spirit Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Spirit Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the spirit domain. See Sage of Spirit for a list of the spirit domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Spirit sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor
Weapons: Simple weapons, duplex bows, hand crossbows, heavy crossbows, scimitars, shortswords, and lightning rods
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Languages: One of your choice from Gerudo, Lizal, and Twilight

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Spirit Path

Each spirit sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Acclimation

You gain proficiency with Constitution saving throws and the Survival skill. If you are already proficient with Survival, you instead gain 2 proficiency points.

You are acclimated to high altitudes, extreme heat, and extreme cold.

Liberating Requiem

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the charmed, jinxed, paralyzed, and stunned conditions.

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

Sage of Storms

You have resistance to lightning damage.

If you cast a sage spell that deals damage, you can choose for that spell to deal lightning damage instead.

Spirited Step

While you are wearing light armor or no armor, your walking speed increases by 10 feet, and you can use your bonus action to Disengage.

Unarmored Defense

While you are wearing no armor, your AC cannot be lower than 10 + your Dexterity modifier + your Wisdom modifier. You can add the bonus of a shield to this AC.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Spirit

Starting from 6th level, the iron will of past sages begins to well up within you. You decide how your newfound resilience takes shape with one of the following benefits:

  • Urbosa's Fury. When a creature under your blessing hits with a melee attack roll, you can use your reaction to end the blessing and cast a sage spell on the hit target. The spell must be one you already have prepared and must normally have a cast time of 1 action. Casting the spell still consumes magic points (or spell slots), but you can ignore the normal range of the spell. If the spell affects an area, you must choose the hit creature as the center point. You can choose for the blessed creature is immune to any spell cast in this way. During your next turn, you cannot cast any spell other than a cantrip.
  • Nabooru's Lesson. You cannot be charmed and magic cannot put you to sleep. Any creature under your blessing also gains this benefit.
  • Osfala's Confidence. If a creature you've blessed rolls a 1 on the d20 for any saving throw, it can re-roll and use the new result.
  • Rael's Cucco Call. Once on each of your turns, you can use your action to cause 2d8 bludgeoning damage to a creature under your bane if that creature is within 100 feet of you. This damage increases to 3d8 at 11th level, and 4d8 at 17th level.
  • Aveil's Poise. If you fail an ability check or saving throw to avoid being knocked prone, you can re-roll the result but must accept the new result even if it is lower. Once you use this feature, you can't do so again until you next roll initiative.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Spirit Divinity

At 14th level, you learn to augment your banes or blessings with truly divine power from the gods. You gain one of the following benefits:

  • Gales of Cyclos. Any creature you've baned can't use the Dash action, while any creature you've blessed can Dash using its bonus action. During the turn of a creature you've blessed or baned, you can use your reaction to end the bless or bane to teleport the creature back to the space in which it started if that space is otherwise unoccupied.
  • Riju's Heirloom. You gain resistance to both lightning and thunder damage, as does any creature you've blessed. Any creature you've baned does not benefit from these resistances if it otherwise would.
  • Lanaryu's Immortality. You and any creature you've blessed cannot be put to sleep by magic, is immune to poison damage, and can't be poisoned. You have no need to sleep, but must still rest to gain the benefits of rest.
  • Gohdan's Force. Once per turn, when you damage a a creature under your bane with a sage spell or a weapon attack, you can move that creature 5 feet to an adjacent unoccupied space on solid ground.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Spirit Sage Spell List

The following spells are available to all spirit sages.


Cantrips (0-point)

Aegis 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.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Dancing Lights Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Luminous Lure 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.
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Stalagmite
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Palm Blast A thunderous shockwave erupts from your hand in a 30-foot line, blasting black creatures in its path.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Conjure Wolf Spirit
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.


4-point

Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Freedom of Movement A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Stoneskin A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

Blade Barrier Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Earthquake For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Storm of Vengeance You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Water

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Supernatural SwimmingWater Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Water Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Water Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the water domain. See Sage of Water for a list of the water domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Water sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor
Weapons: Simple weapons, scimitars, pikes, and ice rods
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice
Languages: One of your choice from Ancient, Anook, and Zoran

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Supernatural Swimming

When you immerse yourself in water, the water itself seems to flow with you. Starting from 2nd level, your speed is not reduced while swimming. If you already have a swim speed or otherwise gain one, you never provoke opportunity attacks when you use that swim speed to move.

Water Path

Each water sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

Amphibian

You can breathe both air and water.

While swimming, you can use your bonus action to Dash.

Biologist

You become proficient in the Animal Handling and Nature skills. If already proficient in either skill, you instead gain 2 proficiency points per skill, which can either be invested immediately or saved for later.

You are an expert in any Intelligence (Nature) check made to recall lore about aquatic creatures.

Lulu's Ballad

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the blinded, deafened, ignited, paralyzed, and jinxed conditions.

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

Mariner

You become proficient in the Survival skill. If already proficient, you can instead gain 2 proficiency points.

You become proficient with water vehicles.

You are an expert in any Intelligence check made in regards to oceanic maps or geography, as well as any check made to navigate at sea.

Sage of Ice

You have resistance to cold damage. You can treat slippery ice and thin ice as normal terrain.

Whenever you cast a sage spell that deals damage, you can choose for the spell to deal cold damage in place of its normal damage type.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Water

Starting from 6th level, the aquatic majesty of past sages begins to well up within you. At this level you gain one of the following benefits:

  • Mipha's Grace. When a creature under your blessing takes damage, you can use your reaction to end the blessing and cast a sage spell on that creature. The spell must be one you already have prepared and must normally have a cast time of 1 action. Casting the spell in this way still consumes magic points (or spell slots), but you can ignore the normal range of the spell. If the spell affects an area, you must choose the hit creature as the center point. During your next turn, you can't cast any spell other than a cantrip.
  • Ruto's Imperative. You can use your bonus action to Disengage, Dash, or Hide. You can't use this feature again until you next roll initiative.
  • Carben's Flow. You have advantage on saving throws to avoid being paralyzed, stunned, or petrified.
  • Slippery Chu. You cannot be ignited. You have advantage on any ability check or saving throw made to escape a grapple. Whenever you bless a creature, it is soaked.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Water Divinity

At 14th level, you learn to enhance your supernatural gifts with truly divine power from the gods. You gain one of the following benefits:

  • Veil of Jabun. You have a swim speed of 60 feet, have no need to breathe, and cannot be ignited or petrified. All friendly creatures within 60 feet of you enjoy these benefits as well unless you decide otherwise. (If you have the Amphibian Path when you first gain this feature, you can immediately replace it with a new Water Path.)
  • Leviathan's Purge. Your banes wash away the enemy's resilience. Any creature under your bane does not benefit from any damage resistance. If the creature you baned succeeds on a saving throw to halve the damage it takes, you can use your reaction to force that save to fail instead, ending the bane after the damage is dealt.
  • Nayru's Shell. As an action, you can consume one use of your Bless or Bane feature to give an adjacent creature a number of temporary heart points equal to your sage level. While these temporary heart points persist, any damage the creature takes from nonmagical weapons and attacks is reduced by 5. Multiple instances of damage reduction do not stack; only the largest applies.
  • Faron's Divination. You can detect movements in water with supernatural clarity. While you are submerged in water, you have truesight into all contiguous water within 30 feet of you. Any creature adjacent to you is also subject to your truesight if it is soaked.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Water Sage Spell List

The following spells are available to all water sages.


Cantrips (0-point)

Aegis 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.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Rushing Wave A wave of water crashes into a creature to cause damage and push it away.
Ruto's Pirouette Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Icicle Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Regulate Water You either create, destroy, or drain water.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.


4-point

Ice Wave You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nayru's Wisdom Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sleet Storm For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Tiny Hut
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Breath of Naydra A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Control Water You control freestanding water
Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mipha's Healing Rain For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

Cooling Aura Provide resistance to cold damage in an aura around you for 8 hours.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Storm of Vengeance You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point

Table: The Sage of Wind

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Sage Domain Wis 2 Wis
2nd +2 Wind Path Wis 2 Wis + 4
3rd +2 Sacrifice Wis + 1 3 Wis + 8
4th +2 Improvement Wis + 1 4 Wis + 12
5th +3 Bless or Bane Wis + 1 5 Wis + 16
6th +3 Extra cantrip Wis + 2 5 Wis + 20
7th +3 Legacy of Wind Wis + 2 6 Wis + 24
8th +3 Improvement Wis + 2 6 Wis + 28
9th +4 Sanctified Body Wis + 3 7 Wis + 32
10th +4 Bless or Bane (2 uses) Wis + 3 8 Wis + 36
11th +4 Extra cantrip Wis + 3 9 Wis + 40
12th +4 Improvement Wis + 4 9 Wis + 44
13th +5 Wis + 4 10 Wis + 48
14th +5 Wind Divinity Wis + 4 10 Wis + 52
15th +5 Bless or Bane (3 uses) Wis + 5 11 Wis + 56
16th +5 Improvement Wis + 5 12 Wis + 60
17th +6 Wis + 5 13 Wis + 64
18th +6 Immortal Body Wis + 6 13 Wis + 68
19th +6 Improvement Wis + 6 14 Wis + 72
20th +6 Miracle Wis + 6 14 Wis + 76

This tab merges the sage class features with those of the wind domain. See Sage of Wind for a list of the wind domain features in isolation.

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If Wind sage is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: Light armor
Weapons: Simple weapons
Saving Throws: Dexterity, Wisdom, Charisma
Tools: One musical instrument of your choice
Languages: One of your choice from Deku, Lizal, and Zoran

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Wind Path

Each wind sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.

You can later change your path or follow an additional one with your Improvement feature.

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.

Forceful Winds

You can use your Wisdom modifier in place of your Strength modifier when making any ability check or saving throw to avoid being grappled, knocked prone, or moved.

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

Sage of Gales

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

You can cast gust of wind and longstrider even if you don't have them prepared.

Sage of Gravity

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

You can cast jump and feather fall even if you don't have them prepared.

Spritely Aria

You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.

When you cast life or heal, the target is absolved of the jinxed, paralyzed, stunned, and petrified conditions.

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

Wind's Deflection

When you are hit by a ranged attack, you can use your reaction to reduce the damage you take from that attack by 1d10. If you reduce the damage to 0, the attack instead misses you. You must finish a short or long rest before using this reaction again.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Legacy of Wind

Starting from 6th level, the spry agility of past sages begins to well up within your body, imbuing you with supernatural swiftness. At this level you gain one of the following benefits:

  • Revali's Gale. When you place a blessing on a creature, you can choose for that creature up to fly up to 60 feet directly upward into the air. A creature that doesn't otherwise have a fly speed can use this effect to glide: until it lands, the creature will gently glide 20 feet downward at the end of each of its turns, and for every 1 foot it falls in this way it can glide 2 feet in a direction of its choice. The creature can choose not to fly or to land immediately, and landing in this way deals no damage from falling. If you don't use this feature upon initially blessing a creature, you can later use a bonus action to bestow this effect on the blessed creature, but in either case you can only use Revali's Gale once per blessing.
  • Makar's Flight. You can use an action to gain a magical flying speed of 50 feet until the start of your next turn. If you are airborne at the start of your turn, you must either immediately use this action or fall.
  • Fado's Hop. As an action, you can instantly swap spaces with a creature under your bless or bane. If bane, the creature is afforded a Constitution saving throw against your spell save DC to ignore this effect on a success. The bless or bane then ends.
  • Gulley's Escape. You can Disengage, Dash, or Hide as a bonus action. You can't use this feature again until you next roll initiative.
  • Quill's Landing. You never take damage from falling. You have advantage on every ability check or saving throw made to avoid being knocked prone while airborne. Any creature you've blessed also gains these benefits.

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Wind Divinity

At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits:

  • Flight of Farosh. You gain a fly speed of 60 feet, and can levitate at will. (If you already have the Makar's Flight Legacy, you can replace it with a different Wind Legacy immediately.)
  • Zephos Winds. Any creature under your blessing adds 20 feet to its walking speed, and gains a fly speed of 40 feet. Any creature under your bane must speed 2 feet of movement for every 1 foot it flies or swims.
  • Farore's Hand. You can bless or bane a creature you can see if it is up to 30 feet away, instead of only 5 feet. If you use your action to bless or bane, you can use your bonus action to cast a sage cantrip or take the Dodge action.
  • Windsense. You can pinpoint creatures and objects through subtle movements in the air, granting you blindsight out to a radius of 30 feet. This sense doesn't work underwater or underground.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Wind Sage Spell List

The following spells are available to all wind sages.


Cantrips (0-point)

Aegis 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.
Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Deku Pirouette 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.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Knock Down You force a creature towards the ground, potentially damaging it.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Death You inflict wounds upon a creature you touch.
Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Jump A creature's jump distance is tripled until the spell ends.
Muffle
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage 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 Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Icy Gale Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.


4-point

Restoring Winds Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Whip Winds 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.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sleet Storm For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Stinking Cloud 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.
Tiny Hut
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Delayed Flying Object
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Blizzard A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Control Weather You take control of the weather within 5 miles of you for the duration.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Gravity Surge You cause gravity to greatly intensify in a 50-foot radius cylinder.
Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight 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.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Storm of Vengeance You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection 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.


14-point


15-point


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The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]