Wizzrobe

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ClassesResearcher→ Wizzrobe

This page or section is incomplete, and will eventually be expanded with more information. While mechanically complete, the current flavor and description are unsatisfactory.


Wizzrobe is one of several possible Schools of Research you can gain at the 2nd level of the researcher class.

Your school affects which spells you can learn as a researcher. Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels. See Researcher#Wizzrobe for an integrated list that combines technomancer features with those of the base researcher class.

A wizzrobe is one who delves into the depths of the most destructive magic; one who cares for little other than the utter obliteration of her foes at the tendrils of fire, frost, or lightning. The deeper one dives into this school, or so they say, the less empathy and sanity remains inside you. Indeed, the very term "wizzrobe" has become so attributed to the wanton destruction that few hylians even realize not all wizzrobes are literally evil monsters.

As the name suggests, a wizzrobe often wears a robe with a hood or other headgear that conceals its face. This is most often done to conceal the wizzrobe’s identity, due to the negative connotation wizzrobes as a whole have received. Some wizzrobes choose to wear hooded robes out of tradition rather than shame, and others still eschew these garments altogether.

Magic Points

At 2nd level, and every researcher level you gain after this, your magic points increase by 5.

School Proficiencies

At 2nd level, you gain proficiency in the Arcana skill. If you are already proficient, you may instead gain proficiency in one skill from Animal Handling, Engineering, History, Medicine, Nature, and Religion.

You also learn to read, write, and speak one language from Blin, Stal, or Twilit.

Elemental Affinity

Most wizzrobes specialize in casting a specific type of damaging magic. At 2nd level, choose cold, fire, or lightning.

If you make any spell attack roll that deals damage of your chosen type, you add a d4 bonus die to the attack roll.

If you cast a spell that deals damage of your chosen type, add 2 to the spell save DC.

You gain resistance to your chosen damage type. If you otherwise have resistance, you also gain advantage on all saving throws to mitigate or avoid damage of that type.

Depending on your choice, however, you also gain vulnerability to a certain type of damage:

  • Cold: You have fire vulnerability.
  • Fire: You have cold vulnerability.
  • Lightning: You have thunder vulnerability.

Wizzwarp

At 6th level, you learn the warping step spell. If you already know this spell, you instead learn another 2-point wizzrobe spell you would otherwise be able to learn. This new spell does not count against your Spells Known.

Starting from 6th level, when you cast warping step, you can cast it with 0 magic points. Overpowering this spell costs 1 additional magic point, as normal.

Blast Magic

At 10th level, your raw magic power to blast apart enemies comes into its own.

Whenever you cast a researcher spell with a duration of "Instantaneous" that deals damage of a type matching your Affinity, add your Intelligence modifier to one damage roll of the spell. This spell ignores damage resistance.

Elemental Paragon

At 14th level, you become immune to the damage type you chose for your Affinity.

Weather Permeation

At 14th level, your raw elemental power is so great it affects the climate in your immediate vicinity. The effect depends on the damage type you chose for Elemental Affinity.

  • Cold: The temperature within a 200-foot radius of you plummets drastically, to the point of extreme cold. You can choose to mitigate this effect up to normal temperatures. Any creature you mentally designate is shielded from this cold.
  • Fire: The temperature within a 200-foot radius of you raises drastically, to the point of extreme heat. You can choose to decrease this effect down to normal temperatures. Any creature you mentally designate is shielded from this heat.
  • Lightning: A small rain cloud about 200 feet across forms over you low in the sky, but only slightly lower than the naturally occurring sky. This rain cloud provides constant shade for the vicinity in which you walk, and endlessly pours light rain at your will. It will not follow you indoors but instead flies overhead in whatever structure you enter. You can choose to mitigate the cloud entirely, or to provide pockets of sunlight through as you mentally designate.

You can choose to suppress this feature at will, and it ends automatically if you fall unconscious. The effect is gradual, taking 1 minute to form or dissipate.

Piercing Magic

At 18th level, your magic overwhelms defenses both canny and uncanny. Any spell you cast ignores damage resistance. If a creature would be immune to the damage from one of your spells, it instead takes half the spell's damage.

Master Wizzrobe

At 20th level, you ascend to a true master of elemental magic, gaining several benefits:

  • You become immune to cold, fire, and lightning damage.
  • You add a d4 bonus die to all spell attack rolls you make.
  • Your spell save DC for all spells increases by 2, not just those affected by your Affinity.
  • You add your Intelligence modifier to one damage roll of every spell you cast, not just one affected by your Affinity.
  • You have advantage on all Intelligence (Arcana) checks and Charisma (Intimidation) checks.
  • Whenever you finish a short rest, you can choose a new type of Weather Permeation from among cold, fire, and lightning.


Wizzrobe Spells

Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Blizzard 11 8th evocation A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Bombos 11 8th evocation You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions.
Breath of Dinraal 5 3rd evocation A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Breath of Naydra 6 4th evocation A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Call Lightning 5 3rd evocation You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chain Lightning 9 6th evocation Create a bolt of lightning that arcs toward a target of your choice that you can see within range.
Chromatic Burst 0 evocation You evoke a burst of elemental energy, potentially damaging several creatures at once.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Conjure Chilfos 5 3rd conjuration Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands.
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
Cooling Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Craft Rod 2 1st transmutation You create a fire rod, ice rod, or lightning rod.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darunia's Explosive Boulder 11 8th conjuration You summon a huge, explosive rock and hurl in a straight line.
Delayed Blast Fireball 10 7th evocation Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Din's Fire 7 5th evocation A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Din's Fist 13 9th evocation Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Earthquake 11 8th evocation For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Eldin Smog 9 6th conjuration Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Electric Wreath 8 5th evocation A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Electrified Terrain 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Elemental Barrier 3 2nd abjuration
Ember 0 evocation A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Ember Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Ether 12 8th evocation The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
Fire Shield 6 4th evocation For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Fire Storm 10 7th evocation A storm made up of sheets of roaring flame appears in a location you choose within range.
Fireball 5 3rd evocation You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Flame Choke 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Vortex 2 1st evocation A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Flash Freeze 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Freezing Sphere 9 6th evocation A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez
Frost Bolt 0 evocation Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Frostnip 0 transmutation A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points.
Glacier Crash 2 1st evocation You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hand of Nayru 13 9th evocation
Hot Foot 4 2nd evocation Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Ice Barricade 3 2nd evocation You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Ice Cube 5 3rd evocation At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Ice Shard 0 evocation You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Ice Wave 4 2nd evocation You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Icicle 1 1st evocation Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Icy Gale 2 1st evocation Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Incinerate 8 5th evocation The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire.
Incinerating Impacts 8 5th evocation Your bonus action enhances a weapons with fiery magic.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field 0 evocation An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm 2 1st evocation A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Primordial Lightning 11 7th evocation Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy.
Prismatic Spray 10 7th evocation Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Energy 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Scorching Ray 3 2nd evocation Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Shock Bolt 0 evocation You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Singe 0 evocation A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored.
Sleet Storm 5 3rd conjuration For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Snowballs 3 2nd evocation Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage.
Somaria 3 2nd conjuration You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Static 0 evocation A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Storm of Vengeance 13 9th conjuration You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.
Thunder 10 7th evocation Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success.
Thunder Bolt 5 3rd evocation A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Voice of Farore 13 9th evocation For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze.
Wall of Fire 6 4th evocation Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Breathing 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Wizzbolt 7 5th evocation Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.
Wizzkick 2 1st transmutation Perform a magically-enhanced flying kick through your enemies.
Wizzwall 3 2nd abjuration A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.
Wizzward 1 1st abjuration Your reaction grants a creature minor protection against some damaging spells cast by its allies.
Zip Zap 2 1st evocation Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement.