Wizzrobe/2nd

From Legends of Hyrule
Jump to navigationJump to search

Elemental Affinity

Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Ice Wizzrobe, Electrobe, Gale Wizzrobe, Sandrobe, and Summoner.

Several of these affinities add a bonus die to spell attack rolls. If different features add bonus dice to your attack rolls, they don't combine. Add only the highest.

Fire Wizzrobe

  • If you cast any spell that deals fire damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to fire damage, and you cannot be ignited. If you already have fire resistance due to your race, you instead gain resistance to acid damage.
  • You have vulnerability to cold damage.
  • At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals fire damage, you add your Intelligence modifier to one damage roll of that spell.

Ice Wizzrobe

  • If you cast any spell that deals cold damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to cold damage. If you already have cold resistance due to your race, you instead gain resistance to acid damage.
  • Your speed is doubled when you move across slippery ice, and your weight doesn't add to thin ice unless you want it to.
  • You cannot be petrified by any spell or effect that also deals cold damage.
  • You have vulnerability to fire damage.
  • At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals cold damage, you add your Intelligence modifier to one damage roll of that spell.

Electrobe

  • If you cast any spell that deals lightning damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to lightning damage. If you already have lightning resistance due to your race, you instead gain resistance to acid damage.
  • You cannot be stunned or paralyzed by any spell or effect that also deals lightning damage.
  • You have vulnerability to thunder damage.
  • At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals lightning damage, you add your Intelligence modifier to one damage roll of that spell.

Gale Wizzrobe

  • You have resistance to thunder damage. If you already have thunder resistance due to your race, you instead gain resistance to acid damage.
  • You can ignore the effects of high altitude, strong winds, and heavy precipitation.
  • You have vulnerability to lightning damage.
  • If you cast any spell that forces a creature to move or be knocked prone on a failed save, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • At 10th level you become a Hurricane. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add Intelligence modifier to one damage roll of that spell if it has one.

Sandrobe

This page or section is incomplete, and will eventually be expanded with more information.
  • You have resistance to poison damage, and cannot be poisoned. If you already have poison resistance due to your race, you instead gain resistance to acid damage.
  • If you cast a spell from the adjacent list, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You can ignore the effects of quicksand, extreme heat, and extreme cold. You automatically succeed on any ability check to pull a creature out of quicksand.
  • You have vulnerability to thunder damage.
  • At 10th level you become a Sandstorm. From this point onward...

Summoner

This page or section is incomplete, and will eventually be expanded with more information.
  • After you cast a conjuration spell that summons a creature, add a d4 bonus die to attack rolls made by that creature. If you summon multiple creatures with one spell, you decide which one gains this benefit.
  • While concentrating on any conjuration spell that summons a creature, you have advantage on any saving throw made to maintain concentration.
  • You can identify on sight whether or not a creature was summoned by a spellcaster. You also have advantage on any Intelligence check made to recall lore about such creatures.
  • You have resistance to psychic damage. If you already have psychic resistance due to your race, you instead gain resistance to acid damage.
  • You have vulnerability to necrotic damage.
  • At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your Intelligence score.