Difference between revisions of "Light/10th"
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At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits: | At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits: | ||
− | * ''''' | + | * '''''Hylia's Blade.''''' Once per turn, when a creature under your [[#Bless or Bane|blessing]] hits with an attack roll, it can add a d8 [[bonus die]] to the damage roll as radiant damage. {{Bonus Die}} |
− | * ''''' | + | * '''''Nayru's Wisdom.''''' You have [[advantage]] on all {{wis}} [[saving throw]]s. |
* '''''Seal Magic.''''' When a creature you have [[#Bless or Bane|bane]]d makes a [[saving throw]] to maintain [[concentration]], it does so with [[disadvantage]]. When the baned creature casts a spell, you can use your [[reaction]] to end the bane and prevent the spell from being cast. | * '''''Seal Magic.''''' When a creature you have [[#Bless or Bane|bane]]d makes a [[saving throw]] to maintain [[concentration]], it does so with [[disadvantage]]. When the baned creature casts a spell, you can use your [[reaction]] to end the bane and prevent the spell from being cast. | ||
− | * ''''' | + | * '''''Zelda's Arrow.''''' When a creature is under your [[#Bless or Bane|bane]], you can use your action to make a ranged spell attack against that creature if it is within 300 feet of you. A hit deals 2d12 piercing damage plus 2d12 radiant damage, and grants [[advantage]] on all attack rolls targeting that creature until the start of your next turn.<noinclude> |
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Latest revision as of 19:06, 21 January 2022
Divinity
At 14th level, you learn to augment your supernatural gifts with truly divine power from the gods. You gain one of the following benefits:
- Hylia's Blade. Once per turn, when a creature under your blessing hits with an attack roll, it can add a d8 bonus die to the damage roll as radiant damage. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
- Nayru's Wisdom. You have advantage on all Wisdom saving throws.
- Seal Magic. When a creature you have baned makes a saving throw to maintain concentration, it does so with disadvantage. When the baned creature casts a spell, you can use your reaction to end the bane and prevent the spell from being cast.
- Zelda's Arrow. When a creature is under your bane, you can use your action to make a ranged spell attack against that creature if it is within 300 feet of you. A hit deals 2d12 piercing damage plus 2d12 radiant damage, and grants advantage on all attack rolls targeting that creature until the start of your next turn.