Difference between revisions of "Wind/6th"

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* '''''Makar's Flight.''''' You can use an action to gain a magical flying speed of 50 feet until the start of your next turn.  If you are airborne at the start of your turn, you must either immediately use this action or [[falling|fall]].
 
* '''''Makar's Flight.''''' You can use an action to gain a magical flying speed of 50 feet until the start of your next turn.  If you are airborne at the start of your turn, you must either immediately use this action or [[falling|fall]].
 
* '''''Revali's Landing.''''' You never take damage from [[falling]].  You have [[advantage]] on every [[ability check]] or [[saving throw]] made to avoid being moved or knocked [[prone]] while airborne.  Any creature you've [[#Bless or Bane|blessed]] also gains these benefits.
 
* '''''Revali's Landing.''''' You never take damage from [[falling]].  You have [[advantage]] on every [[ability check]] or [[saving throw]] made to avoid being moved or knocked [[prone]] while airborne.  Any creature you've [[#Bless or Bane|blessed]] also gains these benefits.
* '''''Gulley's Escape.''''' You [[Disengage]], [[Dash]], or [[Hide Action|Hide]] as a [[bonus action]].  You can't use this feature again until you next roll [[initiative]].<noinclude>
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* '''''Gulley's Escape.''''' You can [[Disengage]], [[Dash]], or [[Hide Action|Hide]] as a [[bonus action]].  You can't use this feature again until you next roll [[initiative]].<noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Revision as of 23:12, 29 November 2020

Legacy of Wind

Starting from 6th level, the spry agility of past sages begins to well up within your body, imbuing you with supernatural swiftness. At this level you gain one of the following benefits:

  • Makar's Flight. You can use an action to gain a magical flying speed of 50 feet until the start of your next turn. If you are airborne at the start of your turn, you must either immediately use this action or fall.
  • Revali's Landing. You never take damage from falling. You have advantage on every ability check or saving throw made to avoid being moved or knocked prone while airborne. Any creature you've blessed also gains these benefits.
  • Gulley's Escape. You can Disengage, Dash, or Hide as a bonus action. You can't use this feature again until you next roll initiative.