Difference between revisions of "Water/6th"
From Legends of Hyrule
Jump to navigationJump to searchLine 2: | Line 2: | ||
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: | 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: | ||
− | * ''''' | + | * '''''Mipha's Grace.''''' When a creature you've [[#Bless or Bane|blessed]] takes damage, you can use your [[reaction]] to end the blessing and cast a sage spell on that creature. The spell must be one you already have prepared and must normally have a cast time of 1 action. The spell otherwise functions as normal, and consumes [[magic point]]s (or spell slots). |
− | * ''''' | + | * '''''Ruto's Imperative.''''' You can use your [[bonus action]] to [[Disengage]], [[Dash]], or [[Hide Action|Hide]]. You can't use this feature again until you next roll [[initiative]]. |
− | * ''''' | + | * '''''Carben's Flow.''''' You have [[advantage]] on [[saving throw]]s to avoid being [[paralyzed]], [[stunned]], or [[petrified]]. |
+ | * '''''Slippery Chu.''''' You cannot be [[ignited]]. You have [[advantage]] on any [[ability check]] or [[saving throw]] made to escape a [[grappled|grapple]].<noinclude> | ||
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Revision as of 14:04, 29 November 2020
Ruto's Grace
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:
- Mipha's Grace. When a creature you've blessed takes damage, you can use your reaction to end the blessing and cast a sage spell on that creature. The spell must be one you already have prepared and must normally have a cast time of 1 action. The spell otherwise functions as normal, and consumes magic points (or spell slots).
- Ruto's Imperative. You can use your bonus action to Disengage, Dash, or Hide. You can't use this feature again until you next roll initiative.
- Carben's Flow. You have advantage on saving throws to avoid being paralyzed, stunned, or petrified.
- Slippery Chu. You cannot be ignited. You have advantage on any ability check or saving throw made to escape a grapple.