Difference between revisions of "Spirit/6th"
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− | == | + | ==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 [[Sage#Bless or Bane|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 [[Sage#Bless or Bane|blessing]] also gains this benefit. | |
− | + | * '''''Osfala's Confidence.''''' If a creature you've [[Sage#Bless or Bane|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 [[Sage#Bless or Bane|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]].<noinclude> | ||
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Latest revision as of 15:14, 8 December 2020
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.