Difference between revisions of "Wizzrobe/2nd"

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==Elemental Affinity==
 
==Elemental Affinity==
Most wizzrobes specialize in casting a specific type of damaging magic. At 2nd level, choose one damage type from cold, fire, and lightning.
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Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Blizzrobe, Electrobe, Gale Wizzrobe, Summoner, and Sandrobe.
  
If you make any spell attack roll that deals damage of your chosen type, add a d4 [[bonus die]] to the attack roll.   
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===Fire Wizzrobe===
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* 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.
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* 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 [[advantage]] on any {{int}} check made regarding fire, fire-related creatures, hot weather, an object's flammability, or related topics.
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* You have [[Damage vulnerability|vulnerability]] to cold damage.
  
If you cast a spell that deals damage of your chosen type, add 2 to the spell save DC.
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===Blizzrobe===
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* 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.
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* You have [[damage resistance|resistance]] to cold damage.  If you already have cold resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage.
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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.
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* You cannot be [[petrified]] by any spell or effect that also deals cold damage.
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* You have [[advantage]] on any {{int}} check made regarding ice, ice-related creatures, cold weather, an object's "freezability," or related topics.
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* You have [[Damage vulnerability|vulnerability]] to fire damage.
  
You gain [[Damage Resistance|resistance]] to your chosen damage type.  If you already have resistance due to your race, you instead gain [[Damage Resistance|resistance]] to acid damage.
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===Electrobe===
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* 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.
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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.
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* You cannot be [[stunned]] or [[paralyzed]] by any spell or effect that also deals lightning damage.
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* You have [[advantage]] on any {{int}} check made to recall lore about lightning, creatures closely related to lightning (not including constructs powered by electricity), thunderstorms, an object's conductivity, or related topics.
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* You have [[Damage vulnerability|vulnerability]] to thunder damage.
  
If you choose cold, from now on you also treat [[slippery ice]] as normal terrain.
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===Gale Wizzrobe===
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* 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.
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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.
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* You can ignore the effects of [[high altitude]], [[strong winds]], and [[heavy precipitation]].
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* You have [[advantage]] on any {{int}} check made to recall lore about wind and windy weather, creatures closely related to wind (not including all flying creatures), how an object could be affected by wind, or related topics.
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* You have [[Damage vulnerability|vulnerability]] to lightning damage.
  
Depending on your choice, however, you also gain [[Damage vulnerability|vulnerability]] to a certain type of damage:
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===Summoner===
* If you chose fire, you have vulnerability to cold damage.
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{{stub}}
* If you chose cold, you have vulnerability to fire damage.
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* If you cast a conjuration spell that summons a creature, that spell is [[overpowered]] as if you had spent 1 more magic point to cast it—even if this would exceed your Magic Limit.
* If you chose lightning, you have vulnerability to thunder damage.<noinclude>
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* While [[concentration|concentrating]] on any conjuration spell that summons a creature, you have [[advantage]] on any [[saving throw]] made to maintain concentration.
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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.
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* You have [[Damage vulnerability|vulnerability]] to both fire and cold damage.
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===Sandrobe===
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{{stub}}
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* 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.
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* 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]].
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<noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Revision as of 11:09, 27 December 2020

Elemental Affinity

Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Blizzrobe, Electrobe, Gale Wizzrobe, Summoner, and Sandrobe.

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 advantage on any Intelligence check made regarding fire, fire-related creatures, hot weather, an object's flammability, or related topics.
  • You have vulnerability to cold damage.

Blizzrobe

  • 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 advantage on any Intelligence check made regarding ice, ice-related creatures, cold weather, an object's "freezability," or related topics.
  • You have vulnerability to fire damage.

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 advantage on any Intelligence check made to recall lore about lightning, creatures closely related to lightning (not including constructs powered by electricity), thunderstorms, an object's conductivity, or related topics.
  • You have vulnerability to thunder damage.

Gale Wizzrobe

  • 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.
  • 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 advantage on any Intelligence check made to recall lore about wind and windy weather, creatures closely related to wind (not including all flying creatures), how an object could be affected by wind, or related topics.
  • You have vulnerability to lightning damage.

Summoner

This page or section is incomplete, and will eventually be expanded with more information.
  • If you cast a conjuration spell that summons a creature, that spell is overpowered as if you had spent 1 more magic point to cast it—even if this would exceed your Magic Limit.
  • 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 vulnerability to both fire and cold damage.

Sandrobe

This page or section is incomplete, and will eventually be expanded with more information.
  • 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.