Difference between revisions of "Light/10th"

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==Divinity==
 
==Divinity==
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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:
 
At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods.  You gain one of the following benefits:
  
* '''''Zelda.'''''  
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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}}
* '''''Hylia.'''''
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* '''''Nayru's Wisdom.''''' You have [[advantage]] on all {{wis}} [[saving throw]]s.
* '''''Nayru.'''''
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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.
* '''''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.<noinclude>
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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.