Wind/6th
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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.