Difference between revisions of "Scion/10th"
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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= | + | |Dragon===Dragon Shape== |
− | |Fairy= | + | 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= | + | * '''''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. |
+ | * '''''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]]. | ||
+ | * '''''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. | ||
+ | * '''''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. | ||
+ | * '''''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. | ||
+ | * '''''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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | |Fairy===Radiant Surge== | ||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | |Poe===Necrotic Power== | ||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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> |