Difference between revisions of "Light/10th"
From Legends of Hyrule
Jump to navigationJump to search (Created page with "== Sealing Bane == Starting at 10th level, you learn to empower your banes to seal a creature's magic. Whenever a creature you has baned makes a sav...") |
(re: bonus dice) |
||
(4 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | == | + | ==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 [[#Bless or Bane|blessing]] hits with an attack roll, it can add a d8 [[bonus die]] to the damage roll as radiant damage. {{Bonus Die}} | |
− | + | * '''''Nayru's Wisdom.''''' You have [[advantage]] on all {{wis}} [[saving throw]]s. | |
− | When | + | * '''''Seal Magic.''''' When a creature you have [[#Bless or Bane|bane]]d 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 [[#Bless or Bane|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.<noinclude> | ||
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Latest revision as of 19:06, 21 January 2022
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.