Difference between revisions of "Water/6th"
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* '''''Ruto's Imperative.''''' You can use your [[bonus action]] to [[Disengage]], [[Dash]], or [[Hide Action|Hide]]. You can't use this feature again until you next roll [[initiative]]. | * '''''Ruto's Imperative.''''' You can use your [[bonus action]] to [[Disengage]], [[Dash]], or [[Hide Action|Hide]]. You can't use this feature again until you next roll [[initiative]]. | ||
* '''''Carben's Flow.''''' You have [[advantage]] on [[saving throw]]s to avoid being [[paralyzed]], [[stunned]], or [[petrified]]. | * '''''Carben's Flow.''''' You have [[advantage]] on [[saving throw]]s to avoid being [[paralyzed]], [[stunned]], or [[petrified]]. | ||
− | * '''''Slippery Chu.''''' You cannot be [[ignited]]. You have [[advantage]] on any [[ability check]] or [[saving throw]] made to escape a [[grappled|grapple]]. | + | * '''''Slippery Chu.''''' You cannot be [[ignited]]. You have [[advantage]] on any [[ability check]] or [[saving throw]] made to escape a [[grappled|grapple]]. Whenever you [[#Bless or Bane|bless]] a creature, it is [[soaked]].<noinclude> |
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Revision as of 14:35, 3 December 2020
Legacy of Water
Starting from 6th level, the aquatic majesty of past sages begins to well up within you. At this level you gain one of the following benefits:
- Mipha's Grace. When a creature under your blessing takes damage, you can use your reaction to end the blessing and cast a sage spell on that creature. The spell must be one you already have prepared and must normally have a cast time of 1 action. The spell otherwise functions as normal, and still consumes magic points (or spell slots). During your next turn, you can't cast any spell other than a cantrip.
- Ruto's Imperative. You can use your bonus action to Disengage, Dash, or Hide. You can't use this feature again until you next roll initiative.
- Carben's Flow. You have advantage on saving throws to avoid being paralyzed, stunned, or petrified.
- Slippery Chu. You cannot be ignited. You have advantage on any ability check or saving throw made to escape a grapple. Whenever you bless a creature, it is soaked.