Armos Scion

From Legends of Hyrule
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

ClassesScionArmos

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


Armos is one of several possible progenitors you can inherit as a scion.

Your progenitor affects which spells you can learn as a scion. Your progenitor grants features when you first inherit it at 1st level, then grants more features at 2nd, 3rd, 6th, 8th, 11th, 15th, and 20th levels. See Scion#Armos for an integrated list that combines Armos features with those of the base scion class.


Construct Affinity

As a armos scion, you have an affinity for construct creatures. Your affinity affects several of your class features you may gain at later levels, including Intuition.

Progenitor Proficiencies

Your progenitor's power instills your mind and body with supernatural talents that feel natural, granting you several proficiencies.

You gain proficiency with medium armor, heavy armor, and all shields. You also gain proficiency with pikes, glaives, halberds, and pole hammers.

You can read, write, and speak the Ancient language. If you already knew this language, you instead learn another language of your choice.

Sentinel Spells

When casting a scion cantrip, you may use Strength in place of your normal spellcasting ability.

You can provide the somatic components of your scion spells even while wielding weapons or a shield in one or both hands.

Armo Senses

At 2nd level, your eyes take on a subtle white glow. You gain tremorsense out to a range of 10 feet.

Wearing medium or heavy armor no longer imposes disadvantage on your Dexterity (Stealth) checks made to move quietly.

Ambush Strike

Starting from 3rd level, the first time in a round you hit a creature that has yet to act in combat, add your scion level to the damage dealt. If the creature is surprised, if your attack hits it is automatically a critical hit.

Stone Skin

Starting from 3rd level, whenever you are hit by a weapon attack you can use your reaction to halve the damage you take from that attack. If you use this reaction, you automatically succeed on any saving throw made to maintain concentration caused by the attack.

Altered Body

At 7th level, your body blends the lines between what is and what isn't construct. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect constructs.

You gain resistance to poison damage and psychic damage. You have advantage on any saving throw to avoid being poisoned or paralyzed.

You can hold your breath for up to 1 hour.

If you choose, your appearance also becomes significantly more stoic and statuesque: skin that is hard or cold, steely eyes, an artificial-sounding voice, or eerie motionlessness, among other possibilities your DM permits. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Statuesque

Starting from 7th level, you are indistinguishable from an inanimate statue while you remain motionless and don't breathe.

If you haven't moved, cast a spell, or made an attack roll since the start of your last turn, any attack roll you make has advantage.

Stone Sentinel

By 10th level, your stone-skinned endurance and ever-watchful gaze has become such that no man nor monster can escape your guard.

  • A creature provokes an opportunity attack from you even if it takes the Disengage action before leaving your reach.
  • A creature provokes an opportunity attack from you if it hits you with an attack, or targets a creature other than you with an attack.
  • A creature provokes an opportunity attack from you if it casts a spell within your reach.

When you would be able to make an opportunity attack against a creature, you can instead cast a scion spell on that creature. The spell must have a casting time of 1 action and must target only that creature. When casting a spell in this way, you can choose for Strength to replace your normal spellcasting ability.

Guardian Body

At 15th level, your body becomes as invincible as a guardian stalker's. You have immunity to poison and psychic damage, and cannot be poisoned or paralyzed.

You have no need to breathe, eat, drink, or sleep, but you can still fall unconscious. To gain the benefits of rest, you can remain conscious throughout but must only engage in restful activity for the duration.

20th

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

Armos Scion Spell List

The following spells are available to all armos scions.


Cantrips (0-point)

Beamos Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Eldin Fist You transmute the hands of yourself or a willing creature you touch into stone and flame.
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.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Remote Bomb You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.


1-point

Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Disguise Self Cause yourself to appear different for the duration.
Fog Cloud You create a sphere of fog within range.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Remote Bomb+ You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
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.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Barkskin Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
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.
Elemental Barrier
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.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
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.
Laser Focus Your supernatural focus into a creature grants improvements to checks and damage rolls targeting 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.
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.
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

Magic Touch Your touch restores magic points or stamina points to another creature.


5-point

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.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.


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
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Polymorph Transform a creature in range into a beast for up to 1 hour.
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

Antilife Shell For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Arcane Hand You summon a Large hand to do your bidding for up to 1 minute.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
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.
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

Electric Wreath A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Guardian Laser You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Radiant Weapon A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.