Difference between revisions of "Scion/10th"

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(Created page with "{{#switch: {{{1|}}} |Armos===Stone Sentinel== By 10th level, your stone-skinned endurance and ever-watchful gaze has become such that no man nor monster can escape your guard....")
 
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* A creature provokes an [[opportunity attack]] from you if it casts a spell within your reach.
 
* A creature provokes an [[opportunity attack]] from you if it casts a spell within your reach.
 
When you would be able to make an opportunity attack against a creature, you can instead cast a scion spell on that creature.  The spell must have a casting time of 1 action and must target only that creature.  When casting a spell in this way, you can choose for {{str}} to replace your normal spellcasting ability.
 
When you would be able to make an opportunity attack against a creature, you can instead cast a scion spell on that creature.  The spell must have a casting time of 1 action and must target only that creature.  When casting a spell in this way, you can choose for {{str}} to replace your normal spellcasting ability.
|Dragon=
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|Dragon===Dragon Shape==
|Fairy=
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By 10th level, you've learned to transform parts of your body into those of a dragon.  At the start of each of your turns, you can grow one of the following adaptions:
|Poe=
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* '''''Fangs.''''' Claws, fangs, and tail—or any combination thereof—grow from your body.  While at least some of these are grown, your [[unarmed strike]] can deal slashing damage equal to 1d12 + your {{str}} modifier.
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* '''''Wings.''''' A pair of draconic wings emerge from your back.  While present these wings grant you a [[fly speed]] of 40 feet.  If while flying you are knocked [[prone]], have your speed reduced to 0, or are otherwise deprived of the ability to move, you immediately [[falling|fall]].
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* '''''Gills.''''' You grow aquatic adaptations such as gills and fins.  While present these grant a [[swim speed]] of 60 feet and allow you to breathe underwater as well as on land.
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* '''''Legs.''''' Four dragon limbs replace your legs, turning you into something of a draconic centaur.  While present these give you a walking speed of 50 feet.
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* '''''Eyes.''''' A pair of keen, glowing dragon eyes replace your own.  While present you can use your action to gain [[truesight]] to a range of 10 feet until the end of your next turn.
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* '''''Lungs.''''' A powerful pair of lungs fill your chest, surging with supernatural energy.  While present, you can [[suffocation|hold you breath]] for up to 1 hour.  A creature that fails a saving throw against your {{S|Breath of Dragons}} spell takes half the spell's damage.  Once per turn, when you cast a scion spell with ''breath'' in its name, add a d6 [[bonus die]] to the damage roll.
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You can only have one of these adaptions at a time, but you can change which one at the start of each of your turns.
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Starting at 15th level, you can maintain two of these adaptations at once, but can still change only one of them at the start of each of your turns.
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|Fairy===Radiant Surge==
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At 10th level, you learn to exert your healing capabilities into a powerful weapon.  If you would restore {{hp}} to a creature with a scion spell you've cast, you can instead cause that spell to deal harm.  If you do so, the creature must make a {{cha}} [[saving throw]] against your spell save DC.  On a failed save, a creature takes damage equal to the {{hp}} the spell would otherwise restore to the creature if it was humanoid.  On a successful save, the creature takes half as much damage if it is [[undead]] or a [[fiend]], and no damage if it is another creature type.
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If a spell you've cast restores {{hp}} to several creatures at once (such as {{Spell|Lotus of Life}}), you must choose for the spell to harm or heal—it cannot heal some creatures while damaging others.  If a spell causes {{hp}} to regained multiple times (such as {{Spell|Great Fairy's Grace}}), a creature makes a separate saving throw for each time it would be affected, but you must decide whether the spell harms or heals when you first cast it.
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|Poe===Necrotic Power==
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At 10th level, your power over necrotic magic surges.  Any scion spell you cast that deals necrotic or psychic damage has those damage dice increased one step.  For example, if a spell would normally deal 4d8 necrotic damage, it instead deals 4d10 necrotic damage when you cast it.  You cannot increase a damage die above d12 with this feature.
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In addition to dealing more damage, your necrotic spells also rip through resistances more easily. Your scion spells ignore any [[damage resistance]] a creature has to necrotic damage. Your scion spells treat any immunity to necrotic damage as though it was damage resistance instead.
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At 20th level, your necrotic power is so overwhelming that your damage dice instead increase by two steps; 4d8 becomes 4d12, for example.
 
|=}}<noinclude>
 
|=}}<noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Latest revision as of 09:14, 8 December 2020