Difference between revisions of "Scion (archived)"

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===Table: The Scion===
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{{:Scion/Table}}
{| class="wikitable"
 
! Level !! Proficiency<br/>Bonus !! Features !! Spells<br/>Known !! [[#Magic Limit|Magic<br/>Limit]] !! [[#Magic Points|Magic<br/>Points]]
 
|-
 
| 1st || +2 || {{inpage|Progenitor}}, {{inpage|Magic Meter}}, {{inpage|Spellcasting}} || 2 || 2 || Cha
 
|-
 
| 2nd || +2 || {{inpage|Progenitor}} feature (altered senses), extra [[#Cantrips|cantrip]] || 3 || 2 || Cha + 2
 
|-
 
| 3rd || +2 || {{inpage|Progenitor}} feature || 4 || 2 || Cha + 4
 
|-
 
| 4th || +2 || {{inpage|Improvement}} || 4 || 2 || Cha + 6
 
|-
 
| 5th || +3 || {{inpage|Swift Spells}} || 5 || 3 || Cha + 8
 
|-
 
| 6th || +3 || {{inpage|Intuition}}, extra [[#Cantrips|cantrip]] || 5 || 3 || Cha + 10
 
|-
 
| 7th || +3 || {{inpage|Progenitor}} feature (altered body) || 7 || 4 || Cha + 12
 
|-
 
| 8th || +3 || {{inpage|Improvement}} || 7 || 4 || Cha + 14
 
|-
 
| 9th || +4 || {{inpage|Resilience}} || 8 || 5 || Cha + 16
 
|-
 
| 10th || +4 || {{inpage|Progenitor}} feature, extra [[#Cantrips|cantrip]] || 8 || 5 || Cha + 18
 
|-
 
| 11th || +4 || {{inpage|Everflowing Spells}} (1st) || 9 || 5 || Cha + 20
 
|-
 
| 12th || +4 || {{inpage|Improvement}}, {{inpage|Progeny}} || 9 || 5 || Cha + 22
 
|-
 
| 13th || +5 || {{inpage|Resilience}} || 10 || 6 || Cha + 24
 
|-
 
| 14th || +5 || {{inpage|Dispelling Touch}} || 10 || 6 || Cha + 26
 
|-
 
| 15th || +5 || {{inpage|Progenitor}} feature || 11 || 6 || Cha + 28
 
|-
 
| 16th || +5 || {{inpage|Improvement}}, {{inpage|Immutable Form}} || 11 || 7 || Cha + 30
 
|-
 
| 17th || +6 || {{inpage|Everflowing Spells}} (2nd) || 12 || 7 || Cha + 32
 
|-
 
| 18th || +6 || {{inpage|Resilience}} (all), extra [[#Cantrips|cantrip]] || 12 || 7 || Cha + 34
 
|-
 
| 19th || +6 || {{inpage|Improvement}}, {{inpage|Progeny}} (improved) || 13 || 8 || Cha + 36
 
|-
 
| 20th || +6 || {{inpage|Everflowing Spells}} (3rd), {{inpage|Progenitor}} feature || 13 || 8 || Cha + 38
 
|}
 
  
 
==Starting equipment==
 
==Starting equipment==
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=== Cantrips ===
 
=== Cantrips ===
You initially know two cantrips (or "unpowered spells") of your choice from your [[progenitor]]'s spell list.  You learn another cantrip from this list at 2nd level, 6th level, and 10th level.   
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You initially know two cantrips (or "unpowered spells") of your choice from your [[progenitor]]'s spell list.  You learn a third cantrip from this list at 2nd level, and one more cantrip every four levels thereafter: 6th, 10th, 14th, and 18th.  You can use your {{inpage|Improvement}} feature to learn even more cantrips, or replace cantrips you know with new ones.
 
 
You can use your {{inpage|Improvement}} feature to learn even more cantrips, or replace cantrips you know with new ones.
 
  
 
=== Powered Spells Known ===
 
=== Powered Spells Known ===
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== Progeny ==
 
== Progeny ==
Starting at 12th level, your supernatural power has become so great that you can become a minor patron in your own right.
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Starting at 12th level, your supernatural power has become so great that you can become a minor patron in your own right.  You can imbue another creature with a small amount of magic power.
  
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With a willing creature who can speak the same language as you, you can conduct a 10-minute ritual that consumes 1,000 [[rupees]]' worth of [[gemstones]].  It gains the ability to cast one 2-point spell from your spell list once without expending magic points, and regains the ability to cast this spell with this feature when it finishes a [[long rest]].
 +
 
 +
You can conduct this ritual with up to three times, each with a different creature, but must finish a [[long rest]] between each ritual.  If you imbue the same creature a subsequent time, the new spell replaces the previous, but it still can't cast its progeny spell until it finishes a [[long rest]].
  
At 19th level...
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You can use your action to end any the effect of any of these rituals at any time. If you die, all of them end.
  
 
== Dispelling Touch ==
 
== Dispelling Touch ==
At 14th level, you learn to channel your supernatural powers to thwart the power of another.  As an action, you can touch a creature to end one spell or curse affecting that creature.  Once you use this feature to end a spell or curse, you must finish a [[long rest]] before it can be used again.
+
At 14th level, you learn to channel your supernatural powers to thwart the power of another.  As an action, you can touch a creature to end one [[spell]], curse, [[Sage#Bless or Bane|bless, or bane]] affecting that creature.  Once you use this feature to end an effect, you must finish a [[long rest]] before it can be used again.
  
 
If the creature is unwilling, you must succeed on a melee spell attack roll (using {{cha}}) to end the effect.  On a failed attack roll, your action is wasted, but you need not rest to use this feature again.
 
If the creature is unwilling, you must succeed on a melee spell attack roll (using {{cha}}) to end the effect.  On a failed attack roll, your action is wasted, but you need not rest to use this feature again.

Revision as of 22:29, 1 December 2020

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Hyrulean Class Balance
At a glance, a Hyrulean class will often appear more powerful and versatile than a traditional D&D class appears. This is by design.
     In the years since 5th edition was released, many powerful character builds have become commonly known: "sorcadian," a monk that can cast hex, a variant human that can deal over 20 damage at 1st level, a druid-cleric that can heal hundreds of hit points by 2nd level, outright broken bard-rogue ability checks, and so many more.
     Hyrulean characters are designed to minimize multiclass exploits, and to omit options that are so powerful they are ubiquitous, but are still meant to be playable alongside these powerful character builds. A Hyrulean character consequently may be unable to match the most optimized builds possible in official D&D, but with minimal effort a mono-classed Hyrulean character will often be much more powerful and versatile than a comparable minimal effort build in D&D.
This page or section is incomplete, and will eventually be expanded with more information.


Table: The Scion

Level Proficiency
Bonus
Features Spells    Magic   
Limit
MP
1st +2 Progenitor, Magic Meter, Spellcasting 2 2 Cha
2nd +2 Progenitor feature, Cantrip 3 2 Cha + 2
3rd +2 Progenitor feature 4 2 Cha + 4
4th +2 Improvement 4 2 Cha + 6
5th +3 Swift Spells 5 3 Cha + 8
6th +3 Intuition, Cantrip 5 3 Cha + 10
7th +3 Progenitor feature 7 4 Cha + 12
8th +3 Improvement 7 4 Cha + 14
9th +4 Resilience 8 5 Cha + 16
10th +4 Progenitor feature 8 5 Cha + 18
11th +4 Everflowing Spells (1st), Cantrip 9 5 Cha + 20
12th +4 Improvement, Progeny 9 5 Cha + 22
13th +5 Resilience 10 6 Cha + 24
14th +5 Dispelling Touch 10 6 Cha + 26
15th +5 Progenitor feature 11 6 Cha + 28
16th +5 Improvement, Immutable Form 11 7 Cha + 30
17th +6 Everflowing Spells (2nd) 12 7 Cha + 32
18th +6 Resilience (all) 12 7 Cha + 34
19th +6 Improvement 13 8 Cha + 36
20th +6 Everflowing Spells (3rd), Progenitor feature 13 8  Cha + 38 


Starting equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d8. Heart Containers are used primarily during short rests to recover heart points.

If your first class level is gained as a scion, your maximum heart points increases by 8 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your Constitution modifier to that number. Your maximum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Proficiency

If scion is your first class, you have proficiency with the following. These proficiencies are in addition to any from your progenitor and proficiency points.

Armor: Light armor
Weapons: Simple weapons, rods
Saving Throws: Constitution, Charisma

Proficiency Points

Background Alternative
Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes. If it is your DM's preference, you are instead proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any proficiencies from your background.

If your first class level is gained as a researcher, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new means.  Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.

If you multiclass, you can only re-invest points in accordance with your first class.

Progenitor

At 1st level, you choose a progenitor that is the source of your supernatural powers. This is the type of great being whose power you have inherited, whether through happenstance or choice, through ancestry or action, through violent means or a benevolent blessing. You likely do not still have contact with your individual progenitor, but perhaps you do. Your choice of progenitor functions as your scion subclass.

Your choice decides what spells you can learn, as different scions share very few spells with one another. Your progenitor also grants additional proficiencies, borne of the supernatural talents that your progenitor has seeded in you. As your capabilities grow and you better understand the powers of your progenitor, you gain additional features at 2nd, 3rd, 7th, 10th, 15th, and 20th levels.

Each progenitor is covered in detail on its own, separate page. To see how the scion class looks when merged with progenitor features, click one of the tabs near the top of this page.

  • An armos scion draws strength from ancient constructs such as armos, beamos, and guardians. Clever yet stalwart, these scions are effective at enduring dangers and overcoming the abnormal.
  • A dragon scion inherits the might of powerful dragons, ranging anywhere from aquamentus to dinraal. Aggressive abilities prove useful for tearing apart enemies.
  • A fairy scion receives the talents and blessings of fairies, from the slightest tiny fairy to possibly even the revered fairy queen. Not even sages can match a fairy scion's restorative powers.
  • A poe scion amasses power from undead monsters, most infamously poes and redead. Poe scions wield unmatched power over the barrier of life and death, and can even raise undead to their bidding.

Magic Meter

At 1st level, you gain a number of magic points equal to your Charisma modifier (minimum 0). If your Charisma later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 2 more magic points.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest. Some features and magic items can otherwise restore magic points.

Spellcasting

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, the following adjustments.
     Spell Slots (replaces Magic Meter or Magic Limit). You initially have two 1st-level spell slots to cast scion spells. Starting from 2nd level, you gain spell slots at the same rate the ranger and paladin classes do (see SRD or PHB).
     To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
     For example, if you know the 1st-level spell death and have a 1st-level and a 2nd-level spell slot available, you can cast death using either slot.
     Spells Known of 1st Level and Higher (replaces Powered Spells Known). You know two 1st-level spells of your choice from your progenitor's spell list. You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter. You can begin to learn 2nd-level spells when you reach 5th level, learn 3rd-level spells when you reach 9th level, learn 4th-level spells when you reach 13th level, and 5th-level spells when you reach 17th level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your spell list, which also must be of a level for which you have spell slots.

As an inheritor of supernatural power, you inherently know how to cast a small array of spells. Casting these spells is a talent that feels instinctive to you and grows stronger with practice.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases gradually with your level, as detailed in the scion table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Spellcasting Ability

Charisma is your spellcasting ability for your scion spells, as the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Charisma modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Charisma modifier.

Cantrips

You initially know two cantrips (or "unpowered spells") of your choice from your progenitor's spell list. You learn a third cantrip from this list at 2nd level, and one more cantrip every four levels thereafter: 6th, 10th, 14th, and 18th. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Powered Spells Known

At 1st level, you know two 2-point spells from your progenitor's spell list. You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter.

Starting from 5th level in this class, you can instead learn spells up to but not exceeding your current Magic Limit. At 5th level for example, you Magic Limit increases to 3, so the spell you learn at this level can be a 3-point spell or lower.

If you are multiclassing, you only learn spells up to your scion magic limit, not your combined magic limit.

You can use your Improvement feature to learn even more powered spells.

Each time you gain a level in this class, you can replace one scion spell you've learned with this feature with a new one you would be able to learn from your progenitor's spell list. The new spell cannot exceed your current Magic Limit.

Overpowering a Spell

You can cast a powered spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit.

For example, consider fly, a 5-point spell. If your Magic Limit is high enough, you can overpower it to affect multiple creatures instead of only one.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:

  • Increase one ability score of your choice by 2, or two ability scores by 1 each. You cannot increase any ability score above its maximum (initially 20) using this feature.
  • Gain a feat of your choice.
  • Learn two new powered spells per your Spellcasting feature. These spells cannot exceed your Magic Limit for this level. Gain 2 magic points.
  • Learn two more cantrips from your scion spell list. Gain 2 magic points.

Additionally, you can replace one cantrip you've learned from this class with a new one.

Swift Spells

At 5th level, you learn to weave your scion spells more efficiently with other spells or actions.

When you use your action to cast a powered scion spell, you can use your bonus action to make one attack with a weapon or an unarmed strike, to Disengage, or to cast one scion cantrip you know that normally has a cast time of 1 action.

Intuition

By 6th level, you gain a strong intuitive understanding of a certain kind of creature—your affinity—as detailed under your progenitor features. You become better able to understand the minds, the motives, and the physicality of these creatures. You are an expert on every Intelligence, Wisdom, and Charisma check made about or against creatures of this type.

Being an expert lets you add a bonus die to applicable ability checks. The size of the die depends on your proficiency bonus. A +3 bonus grants a d6, +4 grants d8, +5 grants d10, and +6 grants d12.

Resilience

Your increasing familiarity with supernatural forces and physiological changes slowly renders you more capable of avoiding unconventional harm.

At 9th level, you gain proficiency in your choice of either Dexterity or Wisdom saving throws.

At 13th level, you gain proficiency in any one saving throw of your choice.

Starting from 18th level, you are proficient in all saving throws.

Everflowing Spells

At 11th level, the supernatural power surging within you can be released effortlessly into some of your more familiar spells. Select one 2-point (1st level) scion spell you know to be an everflowing spell. The spell you choose must have a casting time of 1 action. You can cast the chosen spell without expending magic points (or a spell slot). Overpowering such a spell requires additional magic points (or a higher level spell slot), as normal. You can change your everflowing spell(s) whenever you finish a long rest. Any spell you cast using this feature does not restore heart points; if such a spell has other effects, such as alleviating negative conditions, those effects still occur.

Starting at 17th level, you can select select a second everflowing spell, which can be up to 3-points (2nd level).

At 20th level, you can select a third everflowing spell, which can be up to 5-points (3rd level).

Progeny

Starting at 12th level, your supernatural power has become so great that you can become a minor patron in your own right. You can imbue another creature with a small amount of magic power.

With a willing creature who can speak the same language as you, you can conduct a 10-minute ritual that consumes 1,000 rupees' worth of gemstones. It gains the ability to cast one 2-point spell from your spell list once without expending magic points, and regains the ability to cast this spell with this feature when it finishes a long rest.

You can conduct this ritual with up to three times, each with a different creature, but must finish a long rest between each ritual. If you imbue the same creature a subsequent time, the new spell replaces the previous, but it still can't cast its progeny spell until it finishes a long rest.

You can use your action to end any the effect of any of these rituals at any time. If you die, all of them end.

Dispelling Touch

At 14th level, you learn to channel your supernatural powers to thwart the power of another. As an action, you can touch a creature to end one spell, curse, bless, or bane affecting that creature. Once you use this feature to end an effect, you must finish a long rest before it can be used again.

If the creature is unwilling, you must succeed on a melee spell attack roll (using Charisma) to end the effect. On a failed attack roll, your action is wasted, but you need not rest to use this feature again.

Immutable Form

By 16th level, the extraordinary alterations to your senses and body are rooted firmly. You can no longer be magically transformed against your will, such as by the true polymorph spell, even if you are unconscious.


Scion Spell List

The following spells are available to all scions. The progenitor you choose at 1st level greatly expands your spell list. See the respective tab or page for that progenitor's full spell list: Armos, Dragon, Fairy, or Poe.


Cantrips (0-point)

Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.


1-point


2-point

Disguise Self Cause yourself to appear different for the duration.
Fog Cloud You create a sphere of fog within range.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.


3-point

Darkvision A creature you touch gains darkvision for 8 hours.


4-point

Magic Touch Your touch restores magic points or stamina points to another creature.


5-point

Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.


6-point

Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point


8-point