Campaign Setting: Hyrule
- World of Hyrule
- Astrology
- Divisions of the known universe
- Geography
- Hyrule
- Akkala
- Central Province
- Eldin
- Faron
- Gerudo
- Hebra
- Lanaryu
- Necluda
- Ordona
- The Forsaken
- The Depths
- Termina
- Holodrum
- Subrosia
- Labrynna
- Drablands
- Islands of the Great Sea
- Islands of the Sky
- Religion
- Gods of Hyrule, their worship, and how they influence the world
- History
- History of the Light World as known by Hyruleans
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- Player's Guide
- Character Creation
- Races
- Common: deku scrubs, gerudo, gorons, hylians, and zora
- Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
- Exotic Races
- Classes
- Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
- Oathsworn: champion, conqueror, druidic, knight, forsworn
- Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
- Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
- Researcher: occultist, technomancer, witch, wizzrobe
- Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
- Scion: dragon, fairy, mask, sword, poe, demon
- Backgrounds & Languages
- Feats
- Spells
- Equipment
- Armor
- Weapons
- Adventuring Gear
- Tools and Vehicles
- Potions and Poisons
- Mounts and Animals
- Other Goods and Services
- Downtime Activities
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- Dungeon Master's Guide
- Bestiary
- This world bears many monsters unique to it
- Legendary NPCs
- Figures of myth, history, and happenstance
- Traps
- Ruins, dungeons, and temples are littered with various hazards
- Treasure
- Marks of Prestige
- Blessings
- Epic Boons
- Artifacts
- Optional Rules
- Exotic Races
- Fragile Weapons
- Optional Actions
- Prestige Classes
- Recovery Hearts
- Targeted Attacks
- Adventures
- Quests, dungeons, and storylines ready for exploration
- Tables
- Tables for random generation of dungeons, encounters, treasure, etc.
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Redirecting the attack back to its creator. Source
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You manifest and hurl a ball of electric energy at a creature or object you can see within range. The target must make a Dexterity saving throw, taking 4d12 lightning damage on a failure.
If the target succeeds on its save, it takes no damage and instead deflects the spell, gaining control of it. The target may then use an action on its turn to redirect the projectile at a new target of its choice out to a range of 60 feet. The new target must make the same Dexterity saving throw, with the same consequences for failure or success. If a creature chooses not to use this projectile on its turn, it defuses, and the spell ends.
This spell's redirection effect can be triggered an indefinite number of times until the duration expires.
If the original caster can communicate with the target, they can allow the target to automatically pass the save for their first casting of the spell and every subsequent redirections they make.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its damage increases by 1d12 for every slot level above 2nd.
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard
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