Difference between revisions of "Wizzrobe/2nd"
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==Elemental Affinity== | ==Elemental Affinity== | ||
| − | Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Ice Wizzrobe, Electrobe, Gale Wizzrobe, | + | Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Ice Wizzrobe, Electrobe, Gale Wizzrobe, Sandrobe, and Summoner. |
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| + | Several of these affinities add a bonus die to spell attack rolls. {{Bonus Die|attack rolls}} | ||
===Fire Wizzrobe=== | ===Fire Wizzrobe=== | ||
* If you cast any spell that deals '''fire''' damage, either increase the spell save DC by 2 or add a d4 [[bonus die]] to the attack roll. | * If you cast any spell that deals '''fire''' damage, either increase the spell save DC by 2 or add a d4 [[bonus die]] to the attack roll. | ||
* You have [[damage resistance|resistance]] to fire damage, and you cannot be [[ignited]]. If you already have fire resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | * You have [[damage resistance|resistance]] to fire damage, and you cannot be [[ignited]]. If you already have fire resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | ||
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* You have [[Damage vulnerability|vulnerability]] to cold damage. | * You have [[Damage vulnerability|vulnerability]] to cold damage. | ||
* At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals '''fire''' damage, you add your {{int}} modifier to one damage roll of that spell. | * At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals '''fire''' damage, you add your {{int}} modifier to one damage roll of that spell. | ||
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* Your speed is doubled when you move across [[slippery ice]], and your weight doesn't add to [[thin ice]] unless you want it to. | * Your speed is doubled when you move across [[slippery ice]], and your weight doesn't add to [[thin ice]] unless you want it to. | ||
* You cannot be [[petrified]] by any spell or effect that also deals cold damage. | * You cannot be [[petrified]] by any spell or effect that also deals cold damage. | ||
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* You have [[Damage vulnerability|vulnerability]] to fire damage. | * You have [[Damage vulnerability|vulnerability]] to fire damage. | ||
* At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals '''cold''' damage, you add your {{int}} modifier to one damage roll of that spell. | * At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals '''cold''' damage, you add your {{int}} modifier to one damage roll of that spell. | ||
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* You have [[damage resistance|resistance]] to lightning damage. If you already have lightning resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | * You have [[damage resistance|resistance]] to lightning damage. If you already have lightning resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | ||
* You cannot be [[stunned]] or [[paralyzed]] by any spell or effect that also deals lightning damage. | * You cannot be [[stunned]] or [[paralyzed]] by any spell or effect that also deals lightning damage. | ||
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* You have [[Damage vulnerability|vulnerability]] to thunder damage. | * You have [[Damage vulnerability|vulnerability]] to thunder damage. | ||
* At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals '''lightning''' damage, you add your {{int}} modifier to one damage roll of that spell. | * At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals '''lightning''' damage, you add your {{int}} modifier to one damage roll of that spell. | ||
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* You have [[damage resistance|resistance]] to thunder damage. If you already have thunder resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | * You have [[damage resistance|resistance]] to thunder damage. If you already have thunder resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | ||
* You can ignore the effects of [[high altitude]], [[strong winds]], and [[heavy precipitation]]. | * You can ignore the effects of [[high altitude]], [[strong winds]], and [[heavy precipitation]]. | ||
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* You have [[Damage vulnerability|vulnerability]] to lightning damage. | * You have [[Damage vulnerability|vulnerability]] to lightning damage. | ||
* If you cast any spell that forces a creature to move or be knocked [[prone]] on a failed save, either increase the spell save DC by 2 or add a d4 [[bonus die]] to the attack roll. | * If you cast any spell that forces a creature to move or be knocked [[prone]] on a failed save, either increase the spell save DC by 2 or add a d4 [[bonus die]] to the attack roll. | ||
* At 10th level you become a Hurricane<!-- (or a Cyclok, if you prefer)-->. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add {{int}} modifier to one damage roll of that spell if it has one. | * At 10th level you become a Hurricane<!-- (or a Cyclok, if you prefer)-->. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add {{int}} modifier to one damage roll of that spell if it has one. | ||
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| + | ===Sandrobe=== | ||
| + | {{stub}} | ||
| + | * You have [[Damage Resistance|resistance]] to poison damage, and cannot be [[poisoned]]. If you already have poison resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | ||
| + | * If you cast a spell from <s>the adjacent list</s>, either increase the spell save DC by 2 or add a d4 [[bonus die]] to the attack roll. | ||
| + | * You can ignore the effects of [[quicksand]], [[extreme heat]], and [[extreme cold]]. You automatically succeed on any ability check to pull a creature out of [[quicksand]]. | ||
| + | * You have [[Damage vulnerability|vulnerability]] to thunder damage. | ||
| + | * At 10th level you become a Sandstorm. From this point onward... | ||
===Summoner=== | ===Summoner=== | ||
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* You can identify on sight whether or not a creature was summoned by a spellcaster. You also have [[advantage]] on any {{int}} check made to recall lore about such creatures. | * You can identify on sight whether or not a creature was summoned by a spellcaster. You also have [[advantage]] on any {{int}} check made to recall lore about such creatures. | ||
* You have [[Damage Resistance|resistance]] to psychic damage. If you already have psychic resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | * You have [[Damage Resistance|resistance]] to psychic damage. If you already have psychic resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage. | ||
| − | * You have [[Damage vulnerability|vulnerability]] to | + | * You have [[Damage vulnerability|vulnerability]] to necrotic damage. |
| − | * At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your {{int}} score. <!--Concentrating on two has canonical precedent but I don't really see how that can work without it being overpowered.--> | + | * At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your {{int}} score. <!--Concentrating on two has canonical precedent but I don't really see how that can work without it being overpowered compared to other affinities.--> |
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<noinclude> | <noinclude> | ||
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> | ||
Latest revision as of 23:32, 21 January 2022
Contents
Elemental Affinity
Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Ice Wizzrobe, Electrobe, Gale Wizzrobe, Sandrobe, and Summoner.
Several of these affinities add a bonus die to spell attack rolls. If different features add bonus dice to your attack rolls, they don't combine. Add only the highest.
Fire Wizzrobe
- If you cast any spell that deals fire damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
- You have resistance to fire damage, and you cannot be ignited. If you already have fire resistance due to your race, you instead gain resistance to acid damage.
- You have vulnerability to cold damage.
- At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals fire damage, you add your Intelligence modifier to one damage roll of that spell.
Ice Wizzrobe
- If you cast any spell that deals cold damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
- You have resistance to cold damage. If you already have cold resistance due to your race, you instead gain resistance to acid damage.
- Your speed is doubled when you move across slippery ice, and your weight doesn't add to thin ice unless you want it to.
- You cannot be petrified by any spell or effect that also deals cold damage.
- You have vulnerability to fire damage.
- At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals cold damage, you add your Intelligence modifier to one damage roll of that spell.
Electrobe
- If you cast any spell that deals lightning damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
- You have resistance to lightning damage. If you already have lightning resistance due to your race, you instead gain resistance to acid damage.
- You cannot be stunned or paralyzed by any spell or effect that also deals lightning damage.
- You have vulnerability to thunder damage.
- At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals lightning damage, you add your Intelligence modifier to one damage roll of that spell.
Gale Wizzrobe
- You have resistance to thunder damage. If you already have thunder resistance due to your race, you instead gain resistance to acid damage.
- You can ignore the effects of high altitude, strong winds, and heavy precipitation.
- You have vulnerability to lightning damage.
- If you cast any spell that forces a creature to move or be knocked prone on a failed save, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
- At 10th level you become a Hurricane. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add Intelligence modifier to one damage roll of that spell if it has one.
Sandrobe
| This page or section is incomplete, and will eventually be expanded with more information. |
- You have resistance to poison damage, and cannot be poisoned. If you already have poison resistance due to your race, you instead gain resistance to acid damage.
- If you cast a spell from
the adjacent list, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll. - You can ignore the effects of quicksand, extreme heat, and extreme cold. You automatically succeed on any ability check to pull a creature out of quicksand.
- You have vulnerability to thunder damage.
- At 10th level you become a Sandstorm. From this point onward...
Summoner
| This page or section is incomplete, and will eventually be expanded with more information. |
- After you cast a conjuration spell that summons a creature, add a d4 bonus die to attack rolls made by that creature. If you summon multiple creatures with one spell, you decide which one gains this benefit.
- While concentrating on any conjuration spell that summons a creature, you have advantage on any saving throw made to maintain concentration.
- You can identify on sight whether or not a creature was summoned by a spellcaster. You also have advantage on any Intelligence check made to recall lore about such creatures.
- You have resistance to psychic damage. If you already have psychic resistance due to your race, you instead gain resistance to acid damage.
- You have vulnerability to necrotic damage.
- At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your Intelligence score.