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, Ice Wizzrobe, Electrobe, Gale Wizzrobe, Sandrobe, and Summoner.
Several of these affinities add a bonus die to spell attack rolls. If different features add bonus dice to your attack rolls, they don't combine. Add only the highest.
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 vulnerability to cold damage.
- At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals fire damage, you add your Intelligence modifier to one damage roll of that spell.
Ice Wizzrobe
- 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 vulnerability to fire damage.
- At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals cold damage, you add your Intelligence modifier to one damage roll of that spell.
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 vulnerability to thunder damage.
- At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals lightning damage, you add your Intelligence modifier to one damage roll of that spell.
Gale Wizzrobe
- 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 vulnerability to lightning damage.
- 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.
- At 10th level you become a Hurricane. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add Intelligence modifier to one damage roll of that spell if it has one.
Sandrobe
| This page or section is incomplete, and will eventually be expanded with more information. |
- You have resistance to poison damage, and cannot be poisoned. If you already have poison resistance due to your race, you instead gain resistance to acid damage.
- 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.
- You have vulnerability to thunder damage.
- At 10th level you become a Sandstorm. From this point onward...
Summoner
| This page or section is incomplete, and will eventually be expanded with more information. |
- After you cast a conjuration spell that summons a creature, add a d4 bonus die to attack rolls made by that creature. If you summon multiple creatures with one spell, you decide which one gains this benefit.
- 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 resistance to psychic damage. If you already have psychic resistance due to your race, you instead gain resistance to acid damage.
- You have vulnerability to necrotic damage.
- At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your Intelligence score.