Difference between revisions of "Water/6th"
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* '''''Slippery.''''' You cannot be [[ignited]]. You have [[advantage]] on any [[ability check]] or [[saving throw]] made to escape a [[grappled|grapple]]. | * '''''Slippery.''''' You cannot be [[ignited]]. You have [[advantage]] on any [[ability check]] or [[saving throw]] made to escape a [[grappled|grapple]]. | ||
* '''''Swift.''''' You can add both your {{dex}} and {{wis}} modifiers to your [[initiative]].<noinclude> | * '''''Swift.''''' You can add both your {{dex}} and {{wis}} modifiers to your [[initiative]].<noinclude> | ||
− | [[Category:Class | + | [[Category:Class Templates]]</noinclude> |
Revision as of 20:41, 28 November 2020
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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:
- Flowing. You have advantage on saving throws to avoid being paralyzed, stunned, or petrified.
- Slippery. You cannot be ignited. You have advantage on any ability check or saving throw made to escape a grapple.
- Swift. You can add both your Dexterity and Wisdom modifiers to your initiative.