Difference between revisions of "Light/10th"

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== Sealing Bane  ==
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==Divinity==
Starting at 10th level, you learn to empower your [[Sage#Bless or Bane|bane]]s to seal a creature's magic.
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At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits:
  
Whenever a creature you has baned makes a [[saving throw]] to maintain [[concentration]], it does so with [[disadvantage]].
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* '''''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}}
 
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* '''''Nayru's Wisdom.''''' You have [[advantage]] on all {{wis}} [[saving throw]]s.
When a creature you have baned uses its action to cast a spell, and can use your [[reaction]] to cast {{Spell|Counterspell}} against that spell, regardless if you can see the creature or it is more than 60 feet away from you. When you cast ''counterspell'' in this way, the spell is overpowered to your [[Sage#Magic Limit|Magic Limit]] (or cast at the highest level spell slot you have)Casting it in this way requires no magic points (and no spell slot).  Once you use this effect, the bane ends.<noinclude>
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* '''''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.
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* '''''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.