Difference between revisions of "Muscle Mage (feat)"
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* Increase your {{str}} score by 1. {{AbilityMax}} | * Increase your {{str}} score by 1. {{AbilityMax}} | ||
* When you make any spell attack, cast any cantrip, cast {{S|Dispel Magic}}, or cast {{S|Counterspell}}, you can replace your normal spellcasting ability with {{str}}. This benefit doesn't affect your saving throw DC or any other uses of your spellcasting ability. | * When you make any spell attack, cast any cantrip, cast {{S|Dispel Magic}}, or cast {{S|Counterspell}}, you can replace your normal spellcasting ability with {{str}}. This benefit doesn't affect your saving throw DC or any other uses of your spellcasting ability. | ||
− | * Learn one cantrip of your choice from {{S|Blue-Flame Blade | + | * Learn one cantrip of your choice from {{S|Blue-Flame Blade}}, {{S|Luminous Lure}}, {{S|Power Beam}}, or {{S|Shocking Grasp}}. {{str}} is your spellcasting ability for this spell. |
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Revision as of 07:23, 27 April 2020
Prerequisite: The ability to cast at least one spell
You have learned to direct your physical power into some of your spells, gaining several benefits:
- Increase your Strength score by 1. This cannot increase your ability score above its maximum.
- When you make any spell attack, cast any cantrip, cast dispel magic, or cast counterspell, you can replace your normal spellcasting ability with Strength. This benefit doesn't affect your saving throw DC or any other uses of your spellcasting ability.
- Learn one cantrip of your choice from blue-flame blade, luminous lure, power beam, or shocking grasp. Strength is your spellcasting ability for this spell.