Wizzrobe/2nd

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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.