Compendium Gallery

From Legends of Hyrule
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The following gallery gathers almost all content from the compendium itself. System reference and lore are not included.

Contents

Creating a player-character

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Follow these steps below to create a legendary character — a hero — to represent yourself in the world of Hyrule.
     You and your fellow players each control a hero in the world of legends weaved by your narrator. Just like in a video game, your hero is defined in part by numbers representing what they can do and by what items they have, but also by their appearance, their personality, their bonds, and their actions. These rules focus on the numbers, but be sure to consider what kind of person you want to portray in your ensuing adventures.
     These rules are meant for a full campaign in Hyrule, with each game session representing a different adventure in the world explored by your party. If your campaign doesn't take place in Hyrule, use either the default character creation rules or whatever rules your narrator believes will work best for you. Whether creating a Hyrulean character or not, the first step is always to consult your narrator.
     To record your character's details, you can use any typical character sheet for D&D. You can also jot them down on any parchment or Sheikah Slate you have handy.

Step 1: Ability Scores

One of the most fundamental aspects of a your hero are their numerical ability scores. The six scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
     You can choose one of the four methods below to determine your ability scores. These methods are designed to be interchangeable. If one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison. However you generate your scores, be sure to record them.

Method A: Standard Array

You have six numerical scores: 14, 13, 12, 11, 9, and 8. You can assign these scores to your six abilities in whichever order you like.
     This method creates a very balanced character. These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.

Method B: Rolled Array

This is a good option if you want something a bit different, or want to take a chance at being above-average. If you would be disinterested in committing to a character with poor abilities, it is best if you choose a method other than this one. Considering this, your narrator might reasonably omit this option.
     Roll 4d4+1, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like—with one exception. If you roll a 7 or lower, you can't assign it to your Constitution.
     If you don't roll at least one result above 7, which is unlikely, you can re-roll a completely new array. This is the mercy rule.
     Probabilities. Before considering the mercy rule, this method's average result is 11, with a small chance of being as low as 5 or as high as 17. The most probable Rolled Array will be comparable to the Standard Array, but with possibilities for underpowered or overpowered spreads. There's a ~3% chance of scoring even a single 17 across all six rolls, and equally low odds of rolling a single 5. There's a ~30% chance you’ll roll a single score above 14.

 Score   Cost 
7 0
8 1
9 2
10 3
11 4
12 5
13 7
14 9

Method C: Point-Buy

This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character's capabilities.
     You have 27 points to spend on your ability scores. The cost of each score is shown in the adjacent table. For example, a score of 13 costs 7 points. When using this rule, you can't assign a score of 7 to your Constitution.
     This method cannot be used to decrease a score below 7 or increase a score above 14. You can't make an array quite as valuable as the Standard Array, but in exchange you get much more control over what your scores are.

Method D6 Spread

This can be a good option for an experienced player who is interested in creating a character around locked-in scores. All your ability scores start at 9. Roll 12d6, and tally the individual results of each d6.

  • For each 1, increase your Strength score by one.
  • For each 2 increase your Dexterity score by one.
  • For each 3, increase your Constitution score by one.
  • For each 4, increase your Intelligence score by one.
  • For each 5, increase your Wisdom score by one.
  • For each 6, increase your Charisma score by one.

This will end up with the same number of points in the Standard Array, minus 1. There’s a chance of very balanced scores or one extremely high locked-in score. Unlike the Rolled Array, there's no chance of all low scores or all high scores.

Step 2: Choose Class

Choosing a class has the most long-term impact on your hero's capabilities, especially those you employ in combat. Choose one from champion, opportunist, researcher, sage, and scion.
     Depending on your choice, there are other decisions to make regarding your class, as detailed on each class's page. Champion is perhaps the simplest option initially. If you choose sage or scion, you will need to choose a subclass right away, but other classes let you get a feel for it before you commit to a subclass.
     Speed. Your speed is how far you can move on each turn. You start with a walk speed of 30 feet, but your class and lineage may decrease or increase this distance. You might also gain different speed types, such as with a zora’s swim speed.

  • A champion utilizes weapons and relies on exemplary physical prowess to get the job done. Most incarnations of Link are champions, as are characters like Daruk, Revali, Ralph, the Hero’s Shade, Swiftblade, and Orca. Strength or Dexterity is usually a champion's most important ability score, followed by Constitution.
  • An opportunist wields finesse and tact to swiftly win hearts and exploit weaknesses. Sheik, Linkle, and even garo are various opportunists. Dexterity is typically an opportunist's most important ability score.
  • A researcher studies magic and casts spells from memorization and practice. Midna, Maple, Pura, Twinrova, and wizzrobes are researchers. Intelligence is a researcher's most important ability score.
  • A sage wields mysterious elemental powers and restorative magic bestowed by the gods. Most incarnations of Princess Zelda are sages, as are characters like Medli, Sidon, and Rauru. Wisdom is a sage's most important ability score.
  • A scion inherited supernatural power directly from a muse, a spirit, a calling, or a powerful being like a dragon or great fairy. Kass, the Happy Mask Salesman, Volga, and Wizzro are different scions. Charisma is usually a scion's most vital ability.

Step 3: Choose Lineage

The world of Hyrule is inhabited by countless different creatures, each of a lineage ranging from the familiar hylians, to stalwart gorons, to the alien twili. Your lineage is your species, and lineages described here are human-like—or “humanoid.” Your creature type is humanoid, unless your lineage says otherwise.
     As your lineage you can choose from the options detailed below. Your narrator might offer more options for lineages depending on the nature of your campaign. Your lineage affords several traits you may want to record on your character sheet.

  • Gorons are built like mountains, eat rocks, and wade through lava. Gorons are indomitable both as warriors and as friends. They treat each other as entirely male. Darunia, Daruk, Biggoron, Gorko, and Darbus are renowned gorons. Link once took the form of Darmani, a goron hero.
  • Gerudo are tall, powerful women who resemble hylians in many ways, but are taller and generally have stark red hair, deep tan skin, and tend to be much more athletic. Many adhere to a proud warrior culture. Most gerudo live deep in the desert. Ganondorf is the most infamous gerudo, but other renowned gerudo include Urbosa, Riju, Nabooru, Koume, and Kotake.
  • Hylians are the most widespread, influential, and industrious people of Hyrule. Most travelers and adventures hail from this familiar race. Unlike many folks, hylians are always expected to be fully clothed. Link, Zelda, Impa, and most well-known Hyrulean characters are hylians.
  • Rito are beaked avian folk, who are mostly able to fly on feathered wings. They settle on cliffs, mountains, and islands often beyond the reach of land-bound creatures. Revali, Tulin, Teba, Medli, and Quill are rito.
  • Zora are amphibious people somewhat resembling fish, who typically live along coastlines and rivers. Many among them can innately wield magic. Sidon, Mipha, Ruto, and Oren are some of the most renowned zora characters. Link once even took the form of Mikau, a sea zora musician.

The uncommon lineages below are not present in all legends of Hyrule, and even when they are, these folk are either less populous or tend to be less adventurous than common lineages.

  • Anouki are squat people with reindeer-like horns who almost universally wear parkas all day. They are most comfortable in wintery lands that most other races find unbearably cold. Though civilized and organized, they tend to live far away from most other races listed here.
  • Deku scrubs are Small wooden people with bark-like skin and leaf-like hair, who have many plant-like characteristics. Their tubular mouths are used to spit seeds as a means of defense. Some hylians consider scrubs to be wild monsters, but they may simply be misunderstood and perhaps paranoid. Link once took the form of a deku scrub.
  • Koroks are wooden dolls given live by the Great Deku Tree. These mysterious and reclusive folks have stubby limbs, and wear leaf-masks in lieu of faces. Most have an incredibly positive and innocent attitude, which may be why they are sometimes called "children of the forest" despite never really being children. Renowned koroks include Makar, Hestu, and Chio.
  • Twili are descended from brilliant mages who were once hylians, and as such share many features with hylians, but have some innate magical talents. Living in the eerie Twilight Realm for countless generations has gradually turned their bodies gray.
  • Zonai are an ancient and brilliant people with bodies shaped like hylians and gerudo, but covered in fur, with faces somewhat resembling sheep. Said to be the founders of Hyrule, until recently zonai were thought to be extinct or possibly even mythical.

Flexible Ability Scores

The Ability Score Increase feature your lineage represents typical folks, but heroes are rarely typical. If your narrator enables it, you may ignore your Ability Score Increase trait and instead assign ability score increases tailored to your character. To do so, take each Ability Score Increase you gain from your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.
     For example, if your race is sea zora you normally increase your Wisdom by 2 and your Charisma by 1, but if your narrator enables this option you could instead increase your Dexterity by 2 and your Constitution by 1. You couldn't however increase your Dexterity by 3.

Step 4: Improve

An improvement represents a particular area of training or aptitude for your hero, which may set you apart. As your improvement, you can gain one of the following benefits:

  • Gain one feat for which you qualify.
  • Increase two ability scores by 1 each.
  • Increase one ability score by 2, but only if your race's Ability Score Increase doesn't already increase that same score by 2.

This improvement cannot increase an ability score above its maximum, which is initially 20.

Step 5: Items

Some legendary heroes start without even so much as a sword, but thankfully your character has amassed some gear or wealth prior to the start of your adventure. You character always start with a set of common clothes, 2 rations, and 2 bottles of water.
     Additionally, you can either (a) select from with the Starting Equipment provided by your class or (b) pick out your own equipment using a budget of 1,000 rupees. Any rupees leftover from the the budget end up in your pockets.
     Finally, and optionally, you can start with any sentimental trinket you like that with negligible economic value, such as a ragdoll or a tiny wooden figurine.
     Your hero can carry a number of items equal to their Strength score, but you probably don’t start with that many. Any attire you’re wearing, like clothes or armor, doesn’t count against this limit. For your carry limit, up to 10 light items only count as 1 normal item.

Step 6: Statistics

By now you should have several statistics recorded including, your known languages, your heart points from your class, and any proficiencies you have with saving throws, skills, and tools. It's time to jot down a final few statistics of your character if you haven't already done so. Since you’re starting at 1st level, your proficiency bonus—or “PB”—is +2.

Armor Class

The higher your AC, the harder it is to hit you with an attack. If your first class is one chosen from this page, by your AC equals:
      8 + your PB + your Dexterity modifier + your armor + your shield
     All pieces of armor you’re wearing count towards your AC. However no more than one shield counts towards your AC; if you have more than one shield, you only use the highest bonus. If you don’t have a shield, it’s just 0. If your attire doesn’t include any armor, that’s treated as 0 too.
     Some lineages or classes have a feature which grants you an alternative AC, which you can use as it describes.

Weapons

For each weapon your character wields, it can be helpful to crunch some numbers in advance. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (only if you are proficient with the weapon) and the appropriate ability modifier.
     For a typical weapon attack or an unarmed strike, add your Strength modifier to attack rolls and damage rolls. For a weapon that has the finesse property, such as a broadsword, you can use your Dexterity modifier instead of your Strength modifier.
     For a weapon that has the aimed property, like slingshots and bows, you can’t add your Strength modifier and instead must add your Dexterity or Wisdom modifier.

Passive Perception

The higher your passive Perception, the harder it is for creatures to hide from your notice. Your passive Perception equals 10 + your Wisdom modifier. If you are proficient in the Perception skill, you also add your proficiency bonus.

Step 7: Describe

It's time to flesh out your hero as a person, if you haven't done so already, and design them as a character. You can describe your hero in as much or as little detail as you like: appearance, personality, backstory, flaws, and more. Your character's lineage and class can help to inspire characterization ideas, but you never need to adhere to them. Your character's personality and story are entirely yours to decide.
     You may also decide to give your character an alignment, though in Legends of Hyrule this is optional. Giving your character ideals to uphold and goals to achieve can help your narrator craft adventures tailored to your party. If your character has relationships to other characters you namedrop—family members, work associates, peers, and so on—this can help the narrator create better narratives, too.
     You should always at least decide on a name for your character. The description for your chosen lineage provides examples of common or renowned names for members of that lineage. Most Hyrulean characters only have a given name, but you can add a surname or family name if you like.

Final Step: Assemble

Legends of Hyrule is about heroes working together. This game assumes your character will be in a party of two to eight heroes each portrayed by a different player, all working together in a world described by your narrator.
     It's best to talk with your fellow players and narrator about how your characters would meet and interact, or how they might know each other from events that took place before the campaign even started. Your group may even prefer to build their characters under a joint concept, such as being from the same village or fighting for a shared cause. Even if your characters come from completely different backgrounds, teamwork and cooperation greatly enhance your success in Hyrule.
     After all, it's dangerous to go alone.


Races of Light

Races of Light

Deku Scrub

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Deku scrubs, sometimes referred to just as scrubs or deku, are squat humanoid
plants that primarily dwell in forests and swamps. Their bodies appear to be wood, leaves, and nuts. Forests are dotted by their glowing yellow eyes, peeking out from over a tubular mouth.

Most scrubs are extremely wary of other beings, and live reclusive lives. Often they are regarded as weak, paranoid, and sometimes even outright treated like monsters among the likes of hylians and gorons.

Paranoid Plant-People

An adult deku scrub stands between 2 and 4 feet tall, and weighs somewhere between 20 and 50 pounds. Scrubs have skin of tree-like bark, and they feature outgrowths of leaves used to absorb sunlight and perform a process similar to photosynthesis.

Nearly all deku scrubs have some form of leaves or shrubbery growing from atop their heads, and some of them style it like hair. Most scrubs also grow leaves below their neck and across their torsos, which other races might mistake for clothing. Though rare, deku scrubs can also grow flower petals alongside or in place of leaves.

e3Mnlj8.jpg
sabertoothwalrus
This art is presented with the permission of its creator.

Deku scrubs have yellow, orange, or red eyes which glow dimly and allow many of them to see in darkness. Rather than a nose or a mouth, their face features a short tubular 'snout' which can both smell and taste that which enters it. Most deku scrubs are able to move their snout from its default circular shape, especially with practice—and those who live among other races often do so to more easily convey emotions through smiling and frowning. These snouts are frequently used to spit nuts at high speed as a form of defense.

Monogendered

Like most plants, deku scrubs are effectively hermaphrodites, as there are no physiological differences to differentiate gender. Scrubs who are influenced by gendered races usually adopt a gender for themselves, but this usually depends only on whether the deku scrub feels like a more masculine or feminine individual. Male is chosen more often than not.

Seeding & Blooming

To a deku scrub, the seeds its body produces are more of a means of defense than reproduction. Creating a seed requires very little resources on behalf of the scrub, but it is draining enough that a deku scrub usually only does so when it feels threatened. When a scrub does spit one of its seeds, that seed rarely finds soil and nutrients enough to grow. On the odd circumstance it does, the seed gradually grows into a deku scrub in its own right, usually with no dependency on its parent. The concept of a special parent-child relationship is foreign to many deku scrubs.

After being planted, a deku scrub is initially immobile. It is dependent on the environment—or friendly caregivers—to receive sunlight, water, and other nutrients. During this time it may be affected by the pollen of other deku scrubs in the area, and consequently, might be influenced by their genes. After a few years of remaining immobile, the deku scrub grows legs, and its mobile body is able to separate from a rooted part of the plant—a "deku flower"—that is left behind where the scrub was planted. By this point, the deku scrub gains something resembling sentience.

The body of a young deku scrub only has legs, an abdomen, and a head. It doesn't gain arms until it reaches a certain age, usually at least a couple years after it grows legs. Some never grow arms at all, though this is usually an inherited trait.

Deku scrubs are most at home while nesting in their deku flowers, as the flowers are both physically comfortable and provide additional nutrients that are otherwise difficult to obtain. Many scrubs have spent their entire life comfortably resting inside their flowers. Some scrubs instead move from one flower to the next, renting and trading prime locations in the same way other races trade in real estate. A deku scrub can gain the same nutritional and nesting benefits from any deku flower. A rare few deku scrubs give up reliance on deku flowers entirely for the sake of independence.

Natural Hermits

Due to their means of reproduction, many deku scrubs don't think of themselves as part of a "society," and are inherently very individualistic. They usually only find family in other deku scrubs that were planted near them by happenstance and infrequently have hylian-like family roles such as parent, child, or sibling. They are inherently distrustful of any creatures not of this family, even other deku scrubs. Such scrubs instinctively spit nuts at strangers to ward them off, a habit which some of them have difficulty breaking.

Although this simple life is tradition, in the past few centuries some deku scrubs have learned to organize and culture themselves more like other races. A few families have even formed their own small kingdoms in swamps, forests, or other places of abundant flora. These kingdoms have adopted many cultural habits from other races, most notably hylians, such as building wooden structures or having family values.

There are a few rare scrubs who intermingle with hylians and other hospitable races. These deku scrubs tend to fancy themselves as businessmen and traders, or occasionally adventurers. Even these civilized scrubs have a tendency towards erratic behavior, paranoia, and other unusual habits compared to the likes of hylians.

Despite some overlapping history, deku scrubs do not have an inherent or particularly strong relationship to the Great Deku Tree nor the kokiri and koroks who revere this deity. Some legends nonetheless suggest these races share a common ancestor somehow. It is often falsely assumed by outsiders that deku scrubs must have some alliance or relationship with the Great Deku Tree and his children. Although scrubs sometimes share adjacent territory with these races, this is the exception rather than the norm.

Deku icon.png

Lineage details

Hybrid Type. Your creature type is both humanoid and plant. If an effect refers to either of your creature types, it affects you.
Size. Adult deku scrubs greatly vary in size. On average, one stands 3 feet tall and weighs 40 pounds. Your size is Small.
Age. Deku scrubs do not become mobile for 2 or 3 years after being planted and do not reach adulthood until the mid-teens. Most can live through the greater part of a century.
Alignment. Deku scrubs are often paranoid, often irrational, and tend to live selfishly. They have a strong inclination towards chaos and a slight leaning towards evil.
Diet. Each day you prefer to have at least 1 pound of food and 1 gallon of water. As a deku scrub, these requirements are met if you spend a short rest in a deku flower.
Names. Names are less important to deku scrubs than to most other intelligent beings. They are often born without a name, and usually only give themselves a name when interacting with hylians or other races with which names are important. Even then, it is usually some variation on "Deku," such as Dekki or Deppi. Within the most organized of deku scrub societies, different scrubs are usually referred to by their occupation or another title, such as "Deku King" or "Deku Butler." As their groupings are often isolated and rarely exceed a hundred, this can remain effective.


Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
1′ 10″ +2d12 20 lb. × 1

Character traits

Y3K9iL4.png
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This art is presented without the explicit permission of its creator.

As a deku scrub, you have the following traits:
Ability Score Increase. Increase your Dexterity score by 2.
Little Legs. Your walking speed is decreased by 5 feet.
Darkvision. A deku's glowing eyes are adapted to dim, dank forests and marshes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Armor. Your skin is a form of wood. While you aren’t wearing attire, your AC equals 12 + your Dexterity modifier, but any fire damage you take is maximized.
Seed Shot. Your funnel-like snout can shoot seeds that are naturally produced by your body, and you can shoot a seed as a ranged weapon attack without using your hands. This attack has a range of 20/60 feet. Add your Dexterity modifier and PB to the attack roll. On a hit, you deal bludgeoning damage equal to 1d4 + your Dexterity modifier.
Water Hop. A deku's wooden, buoyant body can skip across water briefly. When you Dash, you can traverse over the surface of water until the end of your turn. If your turn ends on water, you submerge into it as normal.
Languages. As a hero you can read, write, and speak both Deku and Hylian. It is common for deku scrubs to speak Hylian awkwardly, and many can't speak it at all.
Heritage. Deku scrubs are shaped drastically by the places and cultures in which they are planted. You have one heritage of your choice from business scrub, mad scrub, royal scrub, and woodland scrub.


Business Scrub

Business scrubs are generally those who live among or near societies of other races. Although they don't necessarily conduct business, most of them make a habit of basic trade—offering a small selection of wares that only deku scrubs could obtain easily. Although a minority of scrubs choose this life, business scrubs are the most common variety seen by hylians, gorons, and most other folk.

Ability Score Increase. Increase your Charisma score by 1.
Manipulative. You have proficiency in one of skill of your choice from Deception, Insight, Persuasion, and Sleight of Hand.
Scavenger. While many deku scrubs find what they need in the wild, you seem to find what you need in markets and bazaars. You have advantage on any ability check you make to find a buyer, a seller, or a specific item to buy.
Deku Flight. You know the petal glide spell. You can cast it once without expending magic points, and regain the ability to cast it this way when you finish a long rest. You can also cast it freely if you start your turn in a deku flower.
Extra Language. It's common for business scrubs to deal in cultures that are extremely foreign to most deku. You can speak, read, and write one extra language of your choice.

7AN4Fd8.png
richardcareylol
This art is presented without the explicit permission of its creator.


Mad Scrub

The wildest of scrubs are often called mad, but they may just be misunderstood. These swamp-dwelling scrubs are exposed to poisons and toxins abundant in certain marshes so frequently that they build up a potent tolerance.

Their scrubs' foliage is often of a brighter orange that stands out from their kin. Like their woodland cousins, they tend to be quite satisfied spending most of the day hiding in a hole and absorbing nutrients.

Ability Score Increase. Increase your Constitution score by 1.
Deku Resilience. You have resistance to poison damage, and you have advantage on any save to prevent or end the Poisoned condition on yourself.
Swamp Hop. When you Dash, until the end of this turn you aren't slowed by difficult terrain.  Swamp Sneak. You are proficient in your choice of either the Survival or Stealth skill. You have advantage on any Dexterity (Stealth) check and any Wisdom (Survival) check made in a swamp environment.


Royal Scrub

Royal scrubs originate from kingdoms or other communities that are better organized than the norm for their people, most famously the Deku Kingdom in Termina. These scrubs often have more education and compassion than is typically expected from scrubs. Some royal scrubs have even managed to construct impressive castles out of mere wood. The Deku Princess, Deku King, Deku Butler, and Deku Link himself are royal scrubs.

Ability Score Increase. Increase your Intelligence score by 1.
Disconcertion. Though scrubs tend to be apprehensive and paranoid, your royal lineage gives you a peculiar benefit from these tendencies. You cannot be Charmed or Jinxed.
Bottle Squeeze. Through a bizarre royal scrub secret, you can move through a gap as narrow as 1 foot without squeezing. If you do squeeze, you can fit your entire body into a container as small as a bottle.
Deku Flight. You know the petal glide spell. You can cast it once without expending magic points, and regain the ability to cast it this way when you finish a long rest. You can also cast it freely if you start your turn in a deku flower.
Deku Vocation. You have proficiency in one of the following tools of your choice: carpenter's tools, woodworker's tools, horns, or pipes.


Woodland Scrub

The most widespread of scrubs have deep green leafage and are well-adapted to a humble, isolated life in the forest. Such scrubs likely hail from a long line of scrubs who have lived this traditional lifestyle. Most woodland scrubs inherit, practice, and embody the means most defining of deku scrubs: hiding in a dimly-lit corner of a forest all day, only to spit nuts at anything and everything that gets too close. It's a simple life.

Ability Score Increase. Increase your Wisdom score by 1.
Dive Away. If a creature you can see hits you with a melee attack roll, you can use your own reaction to force the attacker to reroll the d20 and use the new result if it is lower. You can do this a number of times equal to your PB, and you regain all uses when you finish a long rest.
Fleet of Foot. Your walk speed increases by 5 feet, canceling out the decrease from Little Legs.
Woodlander. You are proficient in your choice of either the Survival or Stealth skill. You have advantage on any Dexterity (Stealth) check and any Wisdom (Survival) check made in a forest environment.


Lineage feats

The following feats are exclusive to members of this lineage.

Name Effects
Scrub Magician You have learned an esoteric form of magic innate to your race, and gain the following benefits:
  • Your seed shot's damage die increases to d8. It overcomes damage resistance and immunity as if it was magical.
  • You know two cantrips of your choice from acid bubble, druidcraft, pirouette, and summon instrument. Dexterity is your casting ability for these spells.
  • You can spend 10 minutes creating a deku flower in natural soil. Any flower created in this way lasts for 24 hours before withering. If you expend 500 rupees worth of appropriate spoils when creating the flower, it instead lasts permanently.



Classes

PDF icon.png This page is available as a stylized PDF.

Follow these steps below to create a legendary character — a hero — to represent yourself in the world of Hyrule.
     You and your fellow players each control a hero in the world of legends weaved by your narrator. Just like in a video game, your hero is defined in part by numbers representing what they can do and by what items they have, but also by their appearance, their personality, their bonds, and their actions. These rules focus on the numbers, but be sure to consider what kind of person you want to portray in your ensuing adventures.
     These rules are meant for a full campaign in Hyrule, with each game session representing a different adventure in the world explored by your party. If your campaign doesn't take place in Hyrule, use either the default character creation rules or whatever rules your narrator believes will work best for you. Whether creating a Hyrulean character or not, the first step is always to consult your narrator.
     To record your character's details, you can use any typical character sheet for D&D. You can also jot them down on any parchment or Sheikah Slate you have handy.

Step 1: Ability Scores

One of the most fundamental aspects of a your hero are their numerical ability scores. The six scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
     You can choose one of the four methods below to determine your ability scores. These methods are designed to be interchangeable. If one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison. However you generate your scores, be sure to record them.

Method A: Standard Array

You have six numerical scores: 14, 13, 12, 11, 9, and 8. You can assign these scores to your six abilities in whichever order you like.
     This method creates a very balanced character. These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.

Method B: Rolled Array

This is a good option if you want something a bit different, or want to take a chance at being above-average. If you would be disinterested in committing to a character with poor abilities, it is best if you choose a method other than this one. Considering this, your narrator might reasonably omit this option.
     Roll 4d4+1, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like—with one exception. If you roll a 7 or lower, you can't assign it to your Constitution.
     If you don't roll at least one result above 7, which is unlikely, you can re-roll a completely new array. This is the mercy rule.
     Probabilities. Before considering the mercy rule, this method's average result is 11, with a small chance of being as low as 5 or as high as 17. The most probable Rolled Array will be comparable to the Standard Array, but with possibilities for underpowered or overpowered spreads. There's a ~3% chance of scoring even a single 17 across all six rolls, and equally low odds of rolling a single 5. There's a ~30% chance you’ll roll a single score above 14.

 Score   Cost 
7 0
8 1
9 2
10 3
11 4
12 5
13 7
14 9

Method C: Point-Buy

This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character's capabilities.
     You have 27 points to spend on your ability scores. The cost of each score is shown in the adjacent table. For example, a score of 13 costs 7 points. When using this rule, you can't assign a score of 7 to your Constitution.
     This method cannot be used to decrease a score below 7 or increase a score above 14. You can't make an array quite as valuable as the Standard Array, but in exchange you get much more control over what your scores are.

Method D6 Spread

This can be a good option for an experienced player who is interested in creating a character around locked-in scores. All your ability scores start at 9. Roll 12d6, and tally the individual results of each d6.

  • For each 1, increase your Strength score by one.
  • For each 2 increase your Dexterity score by one.
  • For each 3, increase your Constitution score by one.
  • For each 4, increase your Intelligence score by one.
  • For each 5, increase your Wisdom score by one.
  • For each 6, increase your Charisma score by one.

This will end up with the same number of points in the Standard Array, minus 1. There’s a chance of very balanced scores or one extremely high locked-in score. Unlike the Rolled Array, there's no chance of all low scores or all high scores.

Step 2: Choose Class

Choosing a class has the most long-term impact on your hero's capabilities, especially those you employ in combat. Choose one from champion, opportunist, researcher, sage, and scion.
     Depending on your choice, there are other decisions to make regarding your class, as detailed on each class's page. Champion is perhaps the simplest option initially. If you choose sage or scion, you will need to choose a subclass right away, but other classes let you get a feel for it before you commit to a subclass.
     Speed. Your speed is how far you can move on each turn. You start with a walk speed of 30 feet, but your class and lineage may decrease or increase this distance. You might also gain different speed types, such as with a zora’s swim speed.

  • A champion utilizes weapons and relies on exemplary physical prowess to get the job done. Most incarnations of Link are champions, as are characters like Daruk, Revali, Ralph, the Hero’s Shade, Swiftblade, and Orca. Strength or Dexterity is usually a champion's most important ability score, followed by Constitution.
  • An opportunist wields finesse and tact to swiftly win hearts and exploit weaknesses. Sheik, Linkle, and even garo are various opportunists. Dexterity is typically an opportunist's most important ability score.
  • A researcher studies magic and casts spells from memorization and practice. Midna, Maple, Pura, Twinrova, and wizzrobes are researchers. Intelligence is a researcher's most important ability score.
  • A sage wields mysterious elemental powers and restorative magic bestowed by the gods. Most incarnations of Princess Zelda are sages, as are characters like Medli, Sidon, and Rauru. Wisdom is a sage's most important ability score.
  • A scion inherited supernatural power directly from a muse, a spirit, a calling, or a powerful being like a dragon or great fairy. Kass, the Happy Mask Salesman, Volga, and Wizzro are different scions. Charisma is usually a scion's most vital ability.

Step 3: Choose Lineage

The world of Hyrule is inhabited by countless different creatures, each of a lineage ranging from the familiar hylians, to stalwart gorons, to the alien twili. Your lineage is your species, and lineages described here are human-like—or “humanoid.” Your creature type is humanoid, unless your lineage says otherwise.
     As your lineage you can choose from the options detailed below. Your narrator might offer more options for lineages depending on the nature of your campaign. Your lineage affords several traits you may want to record on your character sheet.

  • Gorons are built like mountains, eat rocks, and wade through lava. Gorons are indomitable both as warriors and as friends. They treat each other as entirely male. Darunia, Daruk, Biggoron, Gorko, and Darbus are renowned gorons. Link once took the form of Darmani, a goron hero.
  • Gerudo are tall, powerful women who resemble hylians in many ways, but are taller and generally have stark red hair, deep tan skin, and tend to be much more athletic. Many adhere to a proud warrior culture. Most gerudo live deep in the desert. Ganondorf is the most infamous gerudo, but other renowned gerudo include Urbosa, Riju, Nabooru, Koume, and Kotake.
  • Hylians are the most widespread, influential, and industrious people of Hyrule. Most travelers and adventures hail from this familiar race. Unlike many folks, hylians are always expected to be fully clothed. Link, Zelda, Impa, and most well-known Hyrulean characters are hylians.
  • Rito are beaked avian folk, who are mostly able to fly on feathered wings. They settle on cliffs, mountains, and islands often beyond the reach of land-bound creatures. Revali, Tulin, Teba, Medli, and Quill are rito.
  • Zora are amphibious people somewhat resembling fish, who typically live along coastlines and rivers. Many among them can innately wield magic. Sidon, Mipha, Ruto, and Oren are some of the most renowned zora characters. Link once even took the form of Mikau, a sea zora musician.

The uncommon lineages below are not present in all legends of Hyrule, and even when they are, these folk are either less populous or tend to be less adventurous than common lineages.

  • Anouki are squat people with reindeer-like horns who almost universally wear parkas all day. They are most comfortable in wintery lands that most other races find unbearably cold. Though civilized and organized, they tend to live far away from most other races listed here.
  • Deku scrubs are Small wooden people with bark-like skin and leaf-like hair, who have many plant-like characteristics. Their tubular mouths are used to spit seeds as a means of defense. Some hylians consider scrubs to be wild monsters, but they may simply be misunderstood and perhaps paranoid. Link once took the form of a deku scrub.
  • Koroks are wooden dolls given live by the Great Deku Tree. These mysterious and reclusive folks have stubby limbs, and wear leaf-masks in lieu of faces. Most have an incredibly positive and innocent attitude, which may be why they are sometimes called "children of the forest" despite never really being children. Renowned koroks include Makar, Hestu, and Chio.
  • Twili are descended from brilliant mages who were once hylians, and as such share many features with hylians, but have some innate magical talents. Living in the eerie Twilight Realm for countless generations has gradually turned their bodies gray.
  • Zonai are an ancient and brilliant people with bodies shaped like hylians and gerudo, but covered in fur, with faces somewhat resembling sheep. Said to be the founders of Hyrule, until recently zonai were thought to be extinct or possibly even mythical.

Flexible Ability Scores

The Ability Score Increase feature your lineage represents typical folks, but heroes are rarely typical. If your narrator enables it, you may ignore your Ability Score Increase trait and instead assign ability score increases tailored to your character. To do so, take each Ability Score Increase you gain from your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.
     For example, if your race is sea zora you normally increase your Wisdom by 2 and your Charisma by 1, but if your narrator enables this option you could instead increase your Dexterity by 2 and your Constitution by 1. You couldn't however increase your Dexterity by 3.

Step 4: Improve

An improvement represents a particular area of training or aptitude for your hero, which may set you apart. As your improvement, you can gain one of the following benefits:

  • Gain one feat for which you qualify.
  • Increase two ability scores by 1 each.
  • Increase one ability score by 2, but only if your race's Ability Score Increase doesn't already increase that same score by 2.

This improvement cannot increase an ability score above its maximum, which is initially 20.

Step 5: Items

Some legendary heroes start without even so much as a sword, but thankfully your character has amassed some gear or wealth prior to the start of your adventure. You character always start with a set of common clothes, 2 rations, and 2 bottles of water.
     Additionally, you can either (a) select from with the Starting Equipment provided by your class or (b) pick out your own equipment using a budget of 1,000 rupees. Any rupees leftover from the the budget end up in your pockets.
     Finally, and optionally, you can start with any sentimental trinket you like that with negligible economic value, such as a ragdoll or a tiny wooden figurine.
     Your hero can carry a number of items equal to their Strength score, but you probably don’t start with that many. Any attire you’re wearing, like clothes or armor, doesn’t count against this limit. For your carry limit, up to 10 light items only count as 1 normal item.

Step 6: Statistics

By now you should have several statistics recorded including, your known languages, your heart points from your class, and any proficiencies you have with saving throws, skills, and tools. It's time to jot down a final few statistics of your character if you haven't already done so. Since you’re starting at 1st level, your proficiency bonus—or “PB”—is +2.

Armor Class

The higher your AC, the harder it is to hit you with an attack. If your first class is one chosen from this page, by your AC equals:
      8 + your PB + your Dexterity modifier + your armor + your shield
     All pieces of armor you’re wearing count towards your AC. However no more than one shield counts towards your AC; if you have more than one shield, you only use the highest bonus. If you don’t have a shield, it’s just 0. If your attire doesn’t include any armor, that’s treated as 0 too.
     Some lineages or classes have a feature which grants you an alternative AC, which you can use as it describes.

Weapons

For each weapon your character wields, it can be helpful to crunch some numbers in advance. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (only if you are proficient with the weapon) and the appropriate ability modifier.
     For a typical weapon attack or an unarmed strike, add your Strength modifier to attack rolls and damage rolls. For a weapon that has the finesse property, such as a broadsword, you can use your Dexterity modifier instead of your Strength modifier.
     For a weapon that has the aimed property, like slingshots and bows, you can’t add your Strength modifier and instead must add your Dexterity or Wisdom modifier.

Passive Perception

The higher your passive Perception, the harder it is for creatures to hide from your notice. Your passive Perception equals 10 + your Wisdom modifier. If you are proficient in the Perception skill, you also add your proficiency bonus.

Step 7: Describe

It's time to flesh out your hero as a person, if you haven't done so already, and design them as a character. You can describe your hero in as much or as little detail as you like: appearance, personality, backstory, flaws, and more. Your character's lineage and class can help to inspire characterization ideas, but you never need to adhere to them. Your character's personality and story are entirely yours to decide.
     You may also decide to give your character an alignment, though in Legends of Hyrule this is optional. Giving your character ideals to uphold and goals to achieve can help your narrator craft adventures tailored to your party. If your character has relationships to other characters you namedrop—family members, work associates, peers, and so on—this can help the narrator create better narratives, too.
     You should always at least decide on a name for your character. The description for your chosen lineage provides examples of common or renowned names for members of that lineage. Most Hyrulean characters only have a given name, but you can add a surname or family name if you like.

Final Step: Assemble

Legends of Hyrule is about heroes working together. This game assumes your character will be in a party of two to eight heroes each portrayed by a different player, all working together in a world described by your narrator.
     It's best to talk with your fellow players and narrator about how your characters would meet and interact, or how they might know each other from events that took place before the campaign even started. Your group may even prefer to build their characters under a joint concept, such as being from the same village or fighting for a shared cause. Even if your characters come from completely different backgrounds, teamwork and cooperation greatly enhance your success in Hyrule.
     After all, it's dangerous to go alone.


Fighter

This page is archived. It will receive no further updates, and internal links to it have been or will be removed.
For the current version, see Champion.


description

Quick Build
You can make a fighter quickly by following these suggestions.
  1. Make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or archery. Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Magic Knight subclass.
  2. For your Starting Equipment, choose the "a" options.
  3. For your Proficiency Points, choose Perception, Athletics, History, and smith's tools—or another artisan's tool if you prefer. You'll have points left over equaling 2 + your Intelligence modifier. You can invest these leftover points now or save them for downtime later.
  4. For your Fighting Style, choose Armored Defense.

Table: The Hyrulean Fighter

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Archetype
3rd +2 Archetype feature
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Archetype feature
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Archetype feature
12th +4 Improvement
13th +5 Indomitable (2 uses)
14th +5 Improvement
15th +5 Archetype feature
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable (3 uses)
19th +6 Champion
20th +6 Improvement, Archetype feature

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Fighter Archetype

At 2nd level, you choose an archetype that you strive to emulate in your combat prowess. The archetype you choose grants you features at 2nd level and again at 3rd, 7th, 11th, 15th, and 20th level.

Each archetype below is covered in full detail on its own, separate page.

  • A brute specializes in simple, brunt force. Hit hard and often.
  • A captain draws the attention of hostile threats in order to protect allies.
  • A darknut specializes in stalwart, heavily-armored defense. Your guard is virtually impenetrable.
  • A magic knight mixes the study of magic with the art of war. You cast a variety of spells, from fiery blasts to restorative magic.
  • A sharpshooter specializes in assaulting enemies with flurries of ranged attacks.
  • A tunic employs a wide range of useful battle techniques that draw on stamina.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Table: The Brute

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Mettle, Critical Ace
3rd +2 Brutal Blow
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Battle Instinct, Brutal Critical
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Endless Attacks (1)
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Brutal Finish, Barrier Breaker
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Endless Attacks (2)

This tab merges the fighter class features with those of the brute archetype. See Brute for a list of the brute archetype features in isolation.

Whether by bow, blade, or fist, the brute focuses on only one thing: tearing the enemy to shreds. With raw talent few can match, a brute strikes early, often, and with utter brutality. While others are prancing about and puzzling over what to do, the brute has already pulverized their enemies to dust. Becoming a brute is the clear choice for any fighter who wants to keep things straightforward and to-the-point, especially if that point is the tip of a sword.

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Mettle

Starting from 2nd level, all Heart Containers you gain from this class become d12s instead of d10s—including the one you gained at 1st level.

Your heart point maximum increases by 3, and it increases by an additional 1 every time you gain a fighter level after this.

Brutal Blow

At 3rd level, you learn to truly take out your pent-up aggression against your foes. After you hit a creature with a target strike, you can expend any number of stamina points to increase the damage by 3 for each point expended.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Instinct

From 7th level onward, add your proficiency bonus to your initiative if you don't already.

Brutal Critical

Starting from 7th level, whenever you score a critical hit, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 11th level, and three at 15th level.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Endless Attacks

Starting from 11th level, when you use the Attack action on your turn or use your action to execute a technique, you can use your bonus action to make one more attack. At 20th level, you can instead use your bonus action to make two more attacks.

You cannot add bonus dice to the attack or damage rolls of these bonus attacks.

Brutal Finish

Upon reaching 15th level, your attacks become so devastating they rend even the afterlife. Whenever you reduce a creature to 0 heart points with a weapon attack or unarmed strike, its body is destroyed to the point that in effect no corpse is left behind. The creature cannot be resurrected by a spell of fewer than 13-points (lower than 9th level), nor any other effect that doesn't first create a new body for the creature.

Barrier Breaker

Starting at 15th level, your attacks can smash or pierce through barriers both mundane and magical. You ignore any damage resistance (but not damage immunity) against your weapon attacks and unarmed strikes.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Table: The Captain

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Mettle, Courage
3rd +2 Duel
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Leadership, Inspire
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Conviction
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Inspired Leader, Beacon of Hope
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Heroic Presence

This tab merges the fighter class features with those of the captain archetype. See Captain for a list of the captain archetype features in isolation.

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Mettle

Starting from 2nd level, all Heart Containers you gain from this class become d12s instead of d10s—including the one you gained at 1st level.

Your heart point maximum increases by 3, and it increases by an additional 1 every time you gain a fighter level after this.

Courage

Starting from 2nd level, you have advantage on all saving throws against being charmed or frightened.

Duel

Starting from 3rd level, you can use your bonus action to compel a hostile creature within 30 feet of you to focus its aggression on you. To be affected, the target must be able to see you, and it can't already be compelled to duel another creature. A creature that can't be charmed is immune to this effect.

For 1 minute, a compelled creature target has disadvantage on attack rolls against creatures other than you. Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.

If you compel another creature to duel, the previous effect immediately ends. The effect also ends if you are incapacitated.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Leadership

At 7th level, your convictions can rouse your allies to even greater deeds. Whenever a friendly creature within 30 feet of you makes an attack roll or saving throw, you can expend 1 stamina point to add a d4 bonus die to that roll. The creature must be able to hear and understand you to gain this benefit.

Inspire

Starting from 7th level, you can impel your allies' will to fight. You can spend 1 minute inspiring up to 10 friendly creatures (optionally including yourself), granting each an amount of temporary heart points equal to your fighter level + your Charisma modifier. The recipients must be able to hear and understand you to gain this benefit.

You have enough moxie to inspire your allies up to three times before you must rest. You regain all uses of this feature when you finish a long rest.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Conviction

Starting from 11th level, you have resistance to all damage dealt to you by a creature you're compelling to a duel.

Inspired Leader

As an experienced captain, you are galvanized by the aid of your allies. Starting from 15th level, you gain 10 temporary heart points whenever another creature restores your heart points or uses the Help action to benefit you.

Beacon of Hope

Starting from 15th level, while a target is compelled to duel with you, no other creature can be charmed by or frightened of the target. If these conditions exist when your compulsion starts, they immediately end.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Heroic Presence

At 20th level, you can compel a creature to a duel whenever you roll initiative regardless of distance. Whenever you compel a new creature to a duel, doing so does not end the effect on the previous creature.

Table: The Darknut

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Mettle, Armor Expertise
3rd +2 Stalwart Defense
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Darknut Armor
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Body Blow, Steadfast
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Truly Indomitable, Snap Throw
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Impervious

This tab merges the fighter class features with those of the darknut archetype. See Darknut for a list of the darknut archetype features in isolation.

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Mettle

Starting from 2nd level, all Heart Containers you gain from this class become d12s instead of d10s—including the one you gained at 1st level.

Your heart point maximum increases by 3, and it increases by an additional 1 every time you gain a fighter level after this.

Armor Expertise

A darknut is often defined by the ability to forge and improve its own armor. Starting from 2nd level, you have proficiency with smith's tools, and are an expert on any ability check made with them to create, modify, or repair armor. If you are already proficient with these tools, you can either gain 1 proficiency point or become proficient in any other artisan's tool of your choice.

Stalwart Defense

At 3rd level, you gain the Armored Defense and Knuckle Defense fighting styles. If you already have either fighting style, in its place you gain an additional fighting style of your choice.

If you are wearing medium armor, you can add your Constitution modifier to your AC in place of your Dexterity modifier.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Darknut Armor

Starting at 7th level, you become able to enhance medium or heavy armor you can wear. You can do so over the course of a long rest if you have access to smith's tools. Armor you have enhanced is called “darknut armor.” While you wear your darknut armor, you gain two benefits:

  • Whenever you take damage other than poison or psychic, you can lose stamina points instead of heart points. For each stamina point lost, you lose 5 fewer heart points.
  • If a spell or magic effect specifically targets your armor (as opposed to you), you have advantage on any saving throw against that spell. If the spell does not allow a saving throw, you are afforded a Constitution saving throw to ignore the effect of the spell on your armor.

Your darknut armor is designed for your body and combat style. No one else gains these benefits if they wear the armor.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Body Blow

At 11th level, you learn to put the weight of your body and armor into your strikes. Whenever you hit with a target strike, you can add your Constitution modifier to the damage dealt. Objects and structures are vulnerable to the damage from your target strikes.

Steadfast

At 11th level, you learn to stand your ground with superhuman moxie. While you are wearing your darknut armor, you have advantage on any Strength ability check or saving throw made to avoid being moved or knocked prone.

Truly Indomitable

Starting at 15th level, whenever you use your Indomitable feature and your new saving throw fails, you can expend 5 stamina points to succeed instead.

Snap Throw

At 15th level, you learn to put your momentum and strength into a forceful weapon throw. When a creature moves within 30 feet of you, you can use your reaction to throw a melee weapon you're wielding at that creature. Make a ranged weapon attack roll using Strength, including your proficiency bonus. A hit deals the weapon's normal damage using Strength, and reduces the target's speed to 0 until the start of your next turn.

Once you make a snap throw, you can't attempt another one until you finish a short or long rest.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Impervious

At 20th level, your armor is honed into an unbelievably extraordinary barrier against all forms of damage, even those which aren't physical. While you wear your darknut armor, all attack rolls against you have disadvantage, and you have advantage on all saving throws made to reduce or avoid damage.

Table: The Magic Knight

Level Proficiency
Bonus
Features Magic
Limit
1st +2 Fighting Style, Stamina Gauge
2nd +2 Magical Proficiencies
3rd +2 Stamina Spellcasting 2
4th +2 Improvement 2
5th +3 Extra Attack 3
6th +3 Improvement 3
7th +3 Life, War Magic, Extra Cantrip 3
8th +3 Improvement 3
9th +4 Indomitable 4
10th +4 Improvement 4
11th +4 Action Surge, Spellstrike, Extra Cantrip 4
12th +4 Improvement 4
13th +5 Indomitable 5
14th +5 Improvement 5
15th +5 Improved War Magic 5
16th +5 Improvement 6
17th +6 Great Strikes 6
18th +6 Improvement, Indomitable 6
19th +6 Champion 7
20th +6 Improvement, Boundless Spellcraft 7

This tab merges the fighter class features with those of the magic knight archetype. See Magic Knight for a list of the magic knight archetype features in isolation.

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Magical Proficiencies

At 2nd level, your training with magic grants you additional proficiencies.

You gain proficiency with all rods. You can supply their magic point costs with stamina points instead.

You also gain proficiency with one skill from Arcana, History, Medicine, and Religion.

Stamina Spellcasting

When you reach 3rd level, you have begun to master the study of magic. Your practice requires extensive, practice and memorization. Although you learn and cast spells through the Intelligence of your mind, unlike most spellcasters your spells are powered by your physical stamina. Your magic knight spells are cast with stamina points as if they were magic points.

Magic Limit

Fighter
Level
Magic
Limit
3rd 2
5th 3
9th 4
13th 5
16th 6
19th 7
To cast a spell, you must expend a number of stamina 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 stamina points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at 5th, 9th, 13th, 16th, and 19th levels as shown in the magic knight table. If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Spellcasting Ability

Intelligence is your spellcasting ability for your magic knight spells, since the power of your magic relies on study, practice, and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magic knight spell you cast and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence 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 the magic knight spell list. You learn a third cantrip from this list at 7th level, and a fourth at 11th level.

Powered Spells Known

At 3rd level, you know two 2-point spells of your choice from the magic knight spell list.

Drawing from this list, you learn a new spell at every odd-numbered list thereafter. You must choose a 3-point spell at 5th, 7th, 9th, and 11th levels; a 5-point spell at 13th and 15th levels; one 6-point spell at 17th level; and one 7-point spell at 19th level. Your magic is less flexible than dedicated spellcasters, and consequently you cannot opt for a spell of lower or higher points.

Still, whenever you gain the Improvement feature from the fighter class, you can choose to replace one of these spells with another of the same point-value, so long as both spells appear on your magic knight spell list.

Overpowering a Spell

You can cast a powered spell with more stamina 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 stamina points in excess of your Magic Limit.

For example, consider fireball, a 5-point spell. If your Magic Limit is high enough, you can overpower it to increase the damage it deals.

Versatile Casting

You can supply the somatic components of your magic knight spells even when you have a weapon or shield in one or both hands.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Life

Starting at 7th level, you can use up some of your natural stamina reserves to enable more potent magical healing. As an action, you can expend one of your Heart Containers (or "Hit Dice") to cast the life spell without expending magic or stamina points, using Intelligence as your spellcasting ability. You cannot empower life when you cast it in this way, and it does not otherwise count as a magic knight spell.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

War Magic

Beginning at 7th level, when you use your action to activate a rod or cast a cantrip, you can use your bonus action to make one weapon attack.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Spellstrike

At 11th level, you learn to focus your spell attacks the same way you can target your weapon attacks. Just before making a spell attack roll with a rod or a magic knight spell, you can make it a spellstrike by expending 2 stamina points.

If a spellstrike hits, the damage roll is maximized (e.g., treat 1d10 simply as 10), including any extra dice rolled as part of a critical hit or from other sources. Your DM may enable alternate or additional effects for a spellstrike, as with target strikes.

Improved War Magic

Starting at 15th level, when you use your action to activate a rod or cast any magic knight spell, you can use your bonus action to make one weapon attack.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Boundless Spellcraft

At 20th level, learn two more cantrips, and learn three powered spells of your choice up to 7-points (or 5th level). These new spells can be from the magic knight spell list or any researcher spell list. You can cast these spells using stamina points instead of magic points, and Intelligence is your casting ability for them, but they otherwise do not count as as magic knight spells unless they appear on the magic knight spell list.

Whenever you finish a long rest, you can replace a magic knight spell you know with a new one. The new spell must have the same points (or be the same level) as the spell it replaces. You can replace both cantrips and powered spells with this feature.

Magic Knight Spell List

Cantrips (0-point)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Ice Shard You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
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.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Remote Bomb You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Shock Bolt You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.


2-point

Craft Rod You create a fire rod, ice rod, or lightning rod.
Dark Dive Grab hold of a creature with an electrocuting, life-draining palm.
Fairy Familiar Conjure a friendly, tiny fairy to help and assist you indefinitely.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Ganon's Fist You unleash a single, supernaturally-powerful punch that sends foes flying.
Glacier Crash You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Magic Missile Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Remote Bomb+ You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Conjure Wolf Spirit
Fairy You briefly transform into a fairy of navigation.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Scorching Ray Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Stasis You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.


5-point

Fireball You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Ice Cube At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Rod Spin With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod.
Thunder Bolt A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


7-point

Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Rauru's Shield A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour.

Table: The Sharpshooter

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Sharpshooting
3rd +2 Sharpshooting (2nd), Ammo Savvy
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Volley
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Battle Instinct, Barrage
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Maneuver, Ammo Expert
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Volley Storm

This tab merges the fighter class features with those of the sharpshooter archetype. See Sharpshooter for a list of the sharpshooter archetype features in isolation.

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Sharpshooting

At 2nd level, you gain one fighting style of your choice from Archery, Sniping and Potshot. At 3rd level, you gain another fighting style from these three.

Ammo Savvy

By 3rd level, you're sharp enough to always have enough ammunition on hand. You somehow always have enough ammunition available for your weapons, and do not need to expend pieces of nonmagical ammunition to attack with weapons that have the ammunition property.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Volley

At 7th level, you learn to unleash an unstoppable flurry of projectiles. After you use your Attack action to make two ranged weapon attacks, you use your bonus action to make a volley.

During this bonus action, you can make a number of attacks up to but not exceeding your proficiency bonus by expending 2 stamina points for each one. You can't move between volley attacks, and must decide on all attacks and targets before you make any attack roll for the volley.

Every hit of a volley deals 1d10 damage of the weapon's normal damage type. You only add your ability modifier or any other bonus to the damage roll if it's the first time this turn you've hit that creature.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Battle Instinct

From 11th level onward, add your proficiency bonus to your initiative if you don't already.

Barrage

At 11th level, you learn the Revali's Barrage technique.

Maneuver

Starting from 15th level, you can always escape to a better position. For every 5 feet you move, you can expend 1 stamina point to ignore difficult terrain and prevent that movement from provoking any opportunity attack.

Ammo Expert

At 15th level, you become an expert with woodworker's tools. Any attack you make that uses ammunition ignores damage resistance, and your ammunition is always considered a magic weapon for the purpose of overcoming damage immunity.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Volley Storm

At 20th level, when you make a volley, all attacks are automatically target strikes without needing to expend extra stamina points.

Table: The Tunic

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Tunic Proficiencies, Tunic Techniques (2 martial)
3rd +2 Courage
4th +2 Improvement
5th +3 Extra Attack, Tunic Techniques (2 martial)
6th +3 Improvement
7th +3 Stamina Vessel
8th +3 Improvement, Tunic Techniques (2 martial)
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Tunic Techniques (2 heroic)
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement, Tunic Techniques (2 heroic)
15th +5 Stamina Wheel
16th +5 Improvement
17th +6 Great Strikes, Tunic Techniques (two heroic)
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Tunic Techniques (legendary)

This tab merges the fighter class features with those of the tunic archetype. See Tunic for a list of the tunic archetype features in isolation.

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

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

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
While specialized fist-fighters are uncommon in Hyrule, you might count among them.
     You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

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

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

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Tunic Proficiencies

At 2nd level, your unconventional training grants you the Bomber fighting style. If you already have this style, you can gain another one of your choice.

You also gain proficiency with one musical instrument of your choice.

Tunic Techniques

Tunics are defined by their employment of fantastical combat maneuvers. Although all fighters can employ some techniques, none could hope to match your versatility and skill. At 2nd level, you can learn any two martial techniques of your choice. You can learn two more techniques every three fighter levels hereafter: 5th, 8th, 11th, 14th, and 17th.

From 11th onward, you can instead learn heroic techniques with this feature (but not with other features that can grant techniques, such as your Improvements). At 20th level, you can learn one legendary technique.

Courage

Starting from 3rd level, you have advantage on all saving throws against being charmed or frightened.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

This feature cannot increase any ability score above 20 unless you have a feature that increases your maximum score for that ability.

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stamina Vessel

At 7th level, you learn to exert your techniques and strikes to the point of injury. At the start of your turn, you can roll one of your Heart Containers and add your Constitution modifier to the roll. In doing so you regain stamina points equal to the result. The Heart Container you rolled is expended, and cannot be used during a short rest or for other features, but is still restored when you finish a long rest.

Once you use this feature, you must finish a short rest before you can use it again.

Indomitable

Beginning at 9th level, you can re-roll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Stamina Wheel

Like a wheel, once you get rolling you never stop. From 15th level onward, you regain 1 stamina point at the end of each of your turns. In other words, you recover 10 stamina points every minute and need not rest to do so.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

Techniques

Martial Techniques

Name SP Time Summary

Heroic Techniques

Name SP Time Summary

Legendary Techniques

Name SP Time Summary

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Opportunist

This page or section is incomplete, and will eventually be expanded with more information.
Quick Build
You can quickly make an opportunist with these suggestions.
  1. Make Dexterity your highest ability.
  2. For your second-highest choose Constitution if you want to focus on combat, Intelligence if you want to focus on investigation or crafting, Wisdom if you want to become a monk, or Charisma if you're keen on Persuasion or Performance.
  3. For your skills, reliable options for almost any opportunist are Perception, Persuasion, and Stealth. If your Intelligence is high enough, Deception and then Acrobatics are also strong options.
  4. As your starting items, choose all the options marked as (a).
  5. For your Fortes, choose Perception and Persuasion. If you like sneaking around or scouting ahead, Stealth is a solid choice too.
description

description

description

Table: The Opportunist

Level PB Features Sneakstrike
1st +2 Flank, Fortes (d4), Open Palm
2nd +2 Edge, Sneakstrike 1d8
3rd +2 Subclass 1d8
4th +2 Improvement 2d8
5th +3 Fortes (d6), Scheme (1st), Sharper Edge 2d8
6th +3 Subclass feature 3d8
7th +3 Elusive, Scheme (2nd) 3d8
8th +3 Improvement 4d8
9th +4 Scheme (3rd), Subclass feature 4d8
10th +4 Escape Artist, Fortes (d8) 5d8
11th +4 Grand Scheme 5d8
12th +4 Improvement, Many Masks, Subclass feature 6d8

Heart Points

Heart Dice: d8 per opportunist level
Heart Points at 1st Level: 8 plus your Constitution modifier
Heart Points at Later Levels: d8 (or 5) plus your Constitution modifier. If you roll a 1 on the d8, reroll it until you roll a result other than 1.

Armor Proficiency
In the Hyrule Ruleset, there is no armor proficiency: all heroes can wear any armor, and heavy attire only hinders spells and specific features—such as your Flank feature.
     In a campaign that doesn't use the Hyrule Ruleset, as an opportunist you're proficient with all armor.

Proficiencies

If opportunist is your initial class, you start with proficiency in the following:
      Saves: Dexterity and Intelligence
      Weapons: all simple weapons, all martial melee weapons with the finesse property, and the shortbow
      Skills: You have proficiency in any three skills of your choice, plus any one tool of your choice.
      Choose one more skill or tool if you have Intelligence 13 or higher, and yet one more if you have Intelligence 17 or higher. You also gain this benefit if your Intelligence score later increases to these amounts.

Starting Items

If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees (or 4d4 × 100 rp).

Reactions

If opportunist is your initial class, you can make these reactions:
      Landing Roll. When you hit the ground after Falling at least 10 feet, you can use a reaction to arrest your fall with an acrobatic roll. For each opportunist level you have, treat the fall as being 10 feet less than it is.
      Opportunity Attack. When a creature within 5 feet of you moves away from you, as your reaction you can make one melee weapon attack or unarmed strike targeting that creature. The attack is made right before the creature leaves a 5-foot radius around you.
      Rebound. If you are knocked Prone, you can use a reaction to immediately recover from being Prone.
      Take Cover. If a creature you can see targets you with a ranged attack, as your reaction you can either drop Prone, or move up to 5 feet if doing so gives you more advantageous cover against that attack. This reaction must be announced before the attack roll is revealed.

Flank

You can exploit an enemy’s split focus for more effective attacks. If you and an ally are both within 5 feet of an enemy, that enemy is “Exposed” to all attacks.
      While an enemy is Exposed, all attacks targeting it have a +2 bonus to the attack roll — unless the attack roll is affected by advantage, disadvantage, or cover. This is summarized in the Exposed condition.
      An ally can’t help you flank if it is Tiny, Incapacitated, or mounted. You can’t flank if you’re Incapacitated wearing more than 1 piece of heavy attire. (If your campaign isn’t using the Hyrule Ruleset, this means you can’t flank while wearing heavy armor.)

Fortes

If opportunist is your initial class, you can choose two skills or tools with which you are proficient to become your fortes. Whenever you make an ability check using one of your fortes, add a d4 bonus die to the result. “Bonus dice” don’t stack. If you have multiple effects granting bonus dice to a single roll, you apply only one of them.

  • At 5th level you gain one more forte of your choice, even if opportunist isn’t your initial class. The d4 also becomes a d6.
  • At 10th level you gain yet another forte of your choice, and the d6 becomes a d8.

Whenever you earn a forte, instead of gaining the normal benefit, you can instead choose to gain a savvy forte from the options in the table below.

Savvy Fortes

Each savvy forte is summarized below. Click a savvy forte's name for the full effect.

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


Open Palm

You can employ unexpected weapons and clever tricks to gain the upper hand in battle. While you aren’t wielding a shield, you gain these benefits:
      Disarm. When you use a free hand to hit a creature with an unarmed strike, instead of dealing damage you can force that creature to make a Dexterity save against your Dexterity DC. On a failure the creature is Disarmed: it drops a held item, object, or Grappled creature. If there are multiple, you decide which.
      Handy Finesse. You can add either your Strength or Dexterity modifier to attack and damage rolls of your unarmed strike and any improvised weapon.
      Surprise Weapon. When you first attack with an improvised weapon you acquired from the nearby environment since the start of your last turn, or a weapon you took from an enemy since the start of your last turn, the target is Exposed to the attack. You lose this benefit on all subsequent attacks with the same improvised weapon.

Sneakstrike

Starting from 2nd level, you can exploit an unguarded enemy to hit with a walloping blow or an exposed weak point.
     As an action, you can make a weapon attack or unarmed strike against a creature if it is Exposed to your attack or if you have advantage on the attack roll. The creature must also be within 20 feet of you.
      On a hit, add 1d8 damage as a bonus die. If multiple effects add bonus dice to a damage roll, they don’t stack—add only one of them. This bonus damage increases by 1d8 at every even-numbered opportunist level, as shown in the opportunist table.
      Some monsters have a “weak point” and suffer extra effects from a sneakstrike, as detailed in their stat blocks. Your narrator might otherwise add effects for sneakstrikes in some circumstances.

Edge

Also starting from 2nd level, you can gain an edge in combat. You either have an edge or you don't. It doesn't stack. You gain an edge whenever you accomplish any of the following:

  • Sneakstrike. You damage an enemy with your sneakstrike.
  • Help. An ally makes an attack roll with advantage thanks to your Help action. You gain the edge when they make the roll, not when you use the action.
  • Cover. Cover you have makes the difference between an enemy’s attack hitting you and missing.
  • Environmental Damage. You damage or knock Prone an enemy using objects or hazards in the environment. This includes using an improvised weapon you took from the environment since this combat began.

On Edge

While you have an edge, you're so swift and smooth that enemies can't use reactions triggered by your actions or movement (except for boss reactions).

Edge Action

While you’re on edge, you can take an extra action on each of your turns in combat called an Edge Action. This action can only be Dash, Hide, Search, or Use.

Push the Edge

Immediately before you make an attack roll, you can expend your edge (losing it) to gain advantage on that attack roll.

Over the Edge

If while you have an edge you would fall to 0 heart points, you can lose your edge and drop to 1 heart point instead. You must finish a rest before you can go over the edge again.

Losing the Edge

If your speed is reduced to 0, you can't gain an edge, and you lose any edge you have. You also lose your edge when combat ends.

Subclass

At 3rd level, you choose a specialty to adopt as your subclass. Your chosen subclass grants you features now and again at 6th, 9th, and 12th levels as shown in the opportunist table. .
      Decide one subclass from the following options. Each of these is detailed on its own page. On the opportunist table above you can select a tab to show the features provided by a subclass integrated into this class.

  • As an assassin, you infiltrate enemy territory to deliver a single lethal sneakstrike to an unsuspecting foe.
  • As a beastmaster, you tame a mighty beast as your cohort, who can help you flank.

  • As a face, you boldly lead your party through social situations—but you'll be relying on your party in combat.

  • As a garo, you wield supernatural arts like invisibility, walls of fire, and bombs. Sharp Intelligence is needed.
  • As an investigator, you excel at ability checks, ritual spells, and uncovering truths. You don't fight so well.
  • As a monk, your body is a temple capable of mystical powers and swift unarmed strikes. Wisdom is vital.
  • As a nomad, you scout, track, travel, and manipulate environments. But you don’t care much for combat.
  • As a skirmisher, you specialize in battlefield mobility and down-to-earth fighting skills.

Improvement

Tip: What to Improve?
If you’d prefer something reliable, focus on increasing your Dexterity. It's vital to your attacks and your main defense.

When you reach 4th level, your opportunistic competence grows. Gain one of the following improvements of your choice. This feature cannot increase any ability score above your ability score’s maximum, which is initially 20.

  • Ability Scores. Increase two of your ability scores of your choice by 1, or one ability score by 2.
  • Forte. Increase any of your ability scores by 1. Adopt another forte or savvy forte.
  • Feat. Gain a feat of your choice.
  • Synergized Feats. Gain 2 feats. Both feats must normally increase one of your ability scores by 1, and you must ignore this benefit from both feats.

You gain another improvement of your choice at 8th level and again at 12th level, as shown in the opportunist table.

Scheme

At 5th level, you employ a scheme from the options listed below. You employ another scheme of your choice at 7th and 9th level, as shown in the opportunist table. At 11th level you instead employ a grand scheme.

List of Schemes

Each scheme is summarized below. Click a scheme's name for the full effect.

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


Sharper Edge

Also at 5th level, you learn to put your Edge to even better use. You can use your Edge Action to either sidestep or make a handy strike.
      Sidestep. If you choose to sidestep, you have damage resistance to the first melee attack that hits you before the start of your next turn. Having resistance to damage means you lose half as many heart points from that damage.
      Handy Strike. Using a free hand, you make an unarmed strike. On a hit you can Disarm, Grapple, Shove, or knock Prone the target of your attack—but not deal direct damage.

Elusive

Beginning at 7th level, you can slip away from thunderous explosions and psychic barrages virtually unharmed. Whenever you would make any save to halve the damage you take, you instead take half damage on a failed save and no damage on a success.

Escape Artist

Starting from 10th level, you have advantage on every saving throw you make to end or escape an ongoing effect on yourself; such as a Dexterity save to end the Grappled condition, a Constitution save to end the Poisoned condition, or a Charisma save to escape the effect of an ongoing spell. This feature doesn't help you avoid the effect when it starts, but only to end or escape the effect once it has already started.

Grand Scheme

Upon reaching 11th level, you employ a grand scheme from the options below. Each grand scheme is only summarized in the table. Click a scheme's name for the full effect.

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

Many Masks

By 12th level you have become a master of countless skills and arts, and can switch between them with only a bit of preparation. From now on, as a downtime activity you can do any one of the following:
  • Replace one skill proficiency you have with another skill.
  • Replace one tool proficiency you have with another tool.
  • Replace one forte (or alternative forte) with another forte.
  • Replace one scheme you know with another scheme.
  • Replace your grand scheme with another grand scheme. This requires you to expend all of your Heart Dice, and they aren’t restored during this downtime.

Researcher

This page or section is incomplete, and will eventually be expanded with more information.
Quick Build
You can quickly make a researcher with these suggestions.
  1. Make Intelligence your highest ability, and Constitution your second-highest
  2. For your skill, choose Investigation, plus Lore if your Intelligence is high enough.
  3. As your starting items, choose all the options marked as (b).
  4. For your cantrips, choose razor tome and minor illusion.
  5. For your 1p spells, choose in order of priority ?, ?, ?, ?, and ?.
A researcher delves into ancient tomes, libraries, ruins, and more in the search for arcane knowledge. Most often a researcher's effort comes to fruition in a wide variety of magic.
     Unlike a sage or scion who is gifted their supernatural powers, a researcher proactively learns, studies, and practices the esoteric art of spellcasting. Because a researcher is a master of their own power, a researcher’s spells can be particularly potent, but they distinctly lack some of the defensive or restorative magic that can only be obtained from a higher power.

Clear Mind, Murky Reputation

In proper society, most researchers are considered oddballs at best and villains at worst. There are no formal universities of magical learning in Hyrule, meaning most researchers are either self-taught, learn in small cult-like groups, or learn magic from alien worlds like the Twilight Realm.
     Researchers’ unusual practices and weirdly inquisitive nature is often off-putting to common folk, but those aware of their supernatural powers have good reason to put respect on their name.
     When making your character, consider what could drive this passionate curiosity, or this reckless thirst for supernatural power, in a world that doesn’t understand it.

Table: The Researcher

Level PB Features Magic
Meter
Max
Spell
New
Spells
1st +2 Magic Meter, Spellcasting, Wise Defense 3 1p Int
2nd +2 Cantrips +2, School of Research, Upcasting 6 2p +2
3rd +2 Magic Recovery, Mighty Magic 9 3p +2
4th +2 Improvement 12 4p +2
5th +3 Cantrip +1 15 5p +2
6th +3 School feature, Studied Skill (d6) 18 5p +1
7th +3 Magic Jars 21 6p +2
8th +3 Improvement, Studied Skill (d8) 24 6p +1
9th +4 School feature 27 7p +1
10th +4 Spell Repel, Studied Skill (d10) 30 7p +1
11th +4 Cantrip +1, School feature 33 7p +1
12th +4 Improvement, Studied Skill (d12), Wonders 36 7p

Heart Points

Heart Dice: d4 per researcher level
Heart Points at 1st Level: 4 plus your Constitution modifier
Heart Points at Later Levels: d4 (or 3) plus your Constitution modifier. If you roll a 1 on the d4, reroll it until you roll a result other than 1.

Proficiencies

If opportunist is your initial class, you start with proficiency in the following:
      Saves: Intelligence and Wisdom
      Weapons: book, bug net, club, staff, slingshot
      Skills: You have proficiency in the Arcana skill, plus one skill of your choice from Engineering, Investigation, Lore, and Medicine.
      Choose one more skill if you have Intelligence 17 or higher. You also gain this benefit if your Intelligence score later increases to 17.

Starting Items

If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees (or 4d4 × 100 rp).

Reactions

If researcher is your initial class, you can make these reactions:
      Counter Spell. If a creature you can see within 60 feet of you uses its action to cast a spell or make a spell attack, you can expend 1 magic point to interfere with the casting. The creature must succeed on a Constitution save against your Intelligence DC or lose its action with no effect. The creature doesn't lose any resource it would have consumed to cast the spell, such as magic points or a material component.
      Shield. When you take damage from a creature you can see, as a reaction you can expend 1 magic point to surround yourself in a colorful barrier that gives you resistance to all damage dealt to you by that creature until the start of your next turn. You can’t use this reaction if you’re already wielding a shield.
      Study Spell. When you witness a spell being cast, as a reaction you can make an Intelligence (Arcana) check to identify the spell as it's being cast. The DC for this check equals 10 + the spell's point cost. On a success, you not only learn the spell's effects, but you also gain advantage on any save imposed on you by this casting of the spell.

Magic Meter

Magic meter.png
You initially have 3 magic points, and gain 3 more magic points each time you gain a new level in this class, as shown in the researcher table.
     You must expend magic points to cast spells of 1p or higher, and to use other class features like some of your reactions.
     If you camp as long rest, you regain magic points until you have half of your maximum. If you finish downtime as a long rest, you instead regain all magic points.

Spellcasting

As one who investigates and studies magic, you recite incantations and manipulate material components in ways that require mentally-demanding practice and memorization.

Spellcasting Ability

Intelligence is your casting ability for researcher spells, as you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.
      Saving Throws. When any creature makes a saving throw against any spell you cast, it's made against your Intelligence DC. Your Intelligence DC equals 8 + your PB + your Intelligence modifier. Whenever your PB or Intelligence modifier increases, your Intelligence DC increases too.
      Spell Attack Rolls. When you make a spell attack roll, you roll a d20 and add both your PB and your Intelligence modifier. A spell attack roll otherwise works just like making any other attack.

Max Spell

Multiclassing Max Spell
If you multiclass, your max spell is tracked separately for each class’s spells, but your magic points are shared between all spells.

Your max spell is the most powerful spell you can cast. Your max spell is initially 1p, meaning you can’t cast a powered spell that costs more than 1 magic point. As shown in the researcher table your max spell increases by 1 every level, until it reaches 5p at 5th level. After reaching 5p your max spell increases again only at 7th level and 9th level, becoming 6p and 7p respectively.

Cantrips

If researcher is your initial class, you initially know 2 cantrips, chosen from the options in the table below. You learn more cantrips as your level increases, as shown in the researcher table: two more at 2nd level, one more at 5th level, and finally one more at 11th level. Starting at 2nd level you can choose from cantrips provided by your school of research, in addition to the options below.

List of Starter Cantrips

Each cantrip is summarized below. Click each cantrip's name for the full effect.

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


Powered Spells Known

If researcher is your initial class, you know a number of 1-point spells equal to 1 + your Intelligence modifier, chosen from options in the table blow below. If your Intelligence modifier ever permanently increases, you learn another 1-point spell from these options. If researcher isn’t your initial class, you only learn 1 of these spells.

List of 1-Point Researcher Spells

Each spell is summarized below. Click each spell's name for the full effect.

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


More Powered Spells

Starting at 2nd level you learn spells of 2-points and higher from your chosen school of research, which are more powerful but also more taxing to cast.
     As shown in the researcher table, starting at 2nd level you learn 2 new spells. Starting at 6th level you only learn 1 new spell each level. At 12th level, you instead learn incredibly powerful wonders.
     Any new spells you learn this way must have a point-value equal to your current max spell, also shown in the researcher table.

Replacing Spells

As a downtime activity, you can replace one cantrip or powered spell you've learned from this class with another you would be able to learn. The new spell must have the same point-value as the one it replaces. Starting from 2nd level you can replace your starter cantrips with cantrips granted by your school of research, or vice versa.

Wise Defense

You can predict and read opponents' attacks to evade them, rather than rely primarily on your reaction time or nimbleness of movement.
     When you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You don't benefit if you already add your Wisdom modifier to your AC due to another effect, such as with a champion’s unarmored defense.

School of Research

When you reach 2nd level, you decide on a School of Research that represents the area of study or the type of magic upon which you focus your efforts the most. Your choice greatly expands your spell list, allowing you to learn from a wider variety of spells than before. Starting from this level you can choose cantrips and powered spells from your school's spell list.
      Aside from your expanded spell list your chosen school grants other features at 2nd level and again at 6th, 9th, and 11th level as shown in the researcher table.
      Decide on one school from the following options. Each of these is detailed on its own page. On the researcher table above you can select a tab to show the features provided by a school integrated into this class.

  • As a cultist, you devote yourself to a fanatical ideal, and exert this ideal through your Charisma. Your spells often manipulate the minds of others.
  • As a technomancer, you specialize in enhancing weapons and armor, and are more martially adept than most researchers.
  • As a twimage, you study arcane magic that was lost long ago when its practitioners were banished. Your spells manipulate space, light, and physics.

  • As a garo, you wield supernatural arts like invisibility, walls of fire, and bombs. Sharp Intelligence is needed.
  • As a witch, you have mastery over flight, poisons, and potions. Witchcraft is the only school with access to true healing spells.
  • As a wizzrobe, you hone an art of raw, destructive magic drawn from the elements. Many Hyruleans see wizzrobes as nothing but destructive monsters.

Upcasting

Some researcher spells you learn have an "Upcast" feature in their description. Starting from 2nd level, you can empower such spells by expending extra magic points when you cast them. The grease spell for example covers a wider area when upcast from 1p to 2p. The total number of magic points you expend on a spell still can't exceed your max spell.

Magic Recovery

Starting from 3rd level, whenever you expend one or more researcher Heart Dice as part of a short rest to regain heart points, you regain 1 magic point for each Heart Die expended this way.

Mighty Magic

At 3rd level, your max spell for researcher spells becomes 3p. Spells of 3-points and higher can be particularly powerful, but are particularly taxing to cast—until you get used to casting them.
      Whenever you cast a 3p spell, you must finish a short rest before you can cast another 3p spell. This applies to spells upcast to 3p as well.
      This limit only applies to your current max spell. For example once your max spell becomes 4p, you must rest between each casting of a 4p spell, but you no longer have a need to rest between 3p spells.

Improvement

Tip: What to Improve?
If you’d prefer something reliable, focus on increasing your Intelligence. Your Intelligence modifier directly improves the effectiveness of most spells you cast.
     If you're having difficulty staying above 0 heart points, increasing your Constitution can be even more useful.

When you reach 4th level, your studies come to fruition in an improvement. Choose from one of the following options. This feature cannot increase any ability score above 20, unless an effect first increases your maximum score for that ability.

  • Ability Scores. Increase one of your ability scores by 2, or two of your ability scores by 1 each.
  • Spells. Increase any ability score by 1. Learn two cantrips, two 1-point spells, or one of each. These can be either normal researcher options or options afforded by your school of research.
  • Extra Studies. Increase any ability score by 1. Gain one benefit from your Studied Skill feature.
  • Feat. Gain a feat.

You gain another improvement of your choice at 8th level and again at 12th level, as shown in the researcher table. You can gain the same improvement multiple times.

Studied Skill

At 6th level, your further studies grant you greater expertise in a practical area of study. Choose one skill from Arcana, Engineering, Investigation, Lore, Medicine, and Wilderness. If you're proficient in the chosen skill, you add a d6 bonus die to all ability checks made using that skill. “Bonus dice” don’t stack. If you have multiple effects granting bonus dice to a single roll, you apply only one of them.
      If you lack or lose proficiency in the chosen skill, you also lack or lose this benefit until you regain proficiency.
      Your studied skills improve at 8th, 10th, and 12th levels. At each of these levels you can gain another studied skill of your choice and the bonus die increases one step: becoming d8 at 8th level, d10 at 10th level, and d12 at 12th level.

Alternate Studies

Whenever you would gain a studied skill, instead of the normal benefit you can opt for one of the alternate studies below. Each alternate study is only summarized here; click on a study's name for the full effect.

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

Magic Jars

Once you reach 7th level, you can augment your magic recovery with specialized jars of your concentrated magic energy, and these jars can be used by others. Whenever you finish downtime, you create a number of magic jars equal to half your researcher level (rounded down). Each jar is a light item weighing 1 pound, and can't be sold.
     Whenever you or another creature finishes a short rest, they can consume a number of your magic jars up to the number of Heart Dice expended on the short rest. For each jar consumed, the creature regains d4 magic points (if they have any). If you drink a magic jar, this benefit adds to your magic recovery, so you regain d4 + 1 magic points.
      When you finish downtime, any jars that remain unconsumed will spoil and become useless, but are replaced with your new set.

Spell Repel

At 10th level, your talent and practice with spells enables you to repel damage from them with enviable ease. Spell attack rolls targeting you have disadvantage, and you have advantage on all saving throws against spells.

Wonders

Upon reaching 12th level, you learn two powerful spells called wonders, chosen from your school’s spell list. Although wonders are exceptionally powerful and draining, casting one doesn’t cost magic points and doesn’t count against your mighty magic rest limits. Instead, once you cast a wonder, you can't cast any wonder again until you finish downtime.

Sage

This page or section is incomplete, and will eventually be expanded with more information.
Quick Build
You can quickly make a sage with these suggestions.
  1. Make Wisdom your highest ability, and Constitution your second-highest
  2. For your skills, choose Persuasion, plus Wilderness if your Intelligence is high enough.
  3. As your starting items, choose all the options marked as (a).
  4. For your sage domain, choose Radiance.
  5. For your cantrips, choose [?], [?], and [?].
A sage specializes in astute use of sacred magic, with supernatural abilities gifted by nature's calling—or a higher power—that no one fully understands. Typically each sage draws power from a single aspect of nature, such as fire or lightning. In formal situations a sage is often titled after this aspect such as the Sage of Forest or the Sage of Water.
     Compared to other spellcasters like a researcher or scion, an experienced sage can change what spells they can cast relatively easily, allowing adaption to new situations each day.

A Tradition Touched by the Divine

In ancient times, the gods blessed a small handful of people with sacred magical power. Although these chosen few had little else in common, they all had sound judgment and uncanny wisdom. Due to these similarities, the chosen few have historically become known as the Sacred Sages. It is believed by some that these few eventually earned such immense magical power that they became immortal and now dwell eternally in the Sacred Realm as guardians of our reality.
      In the countless generations that have passed, few beings have been granted the immense and distinct power of these legendary Sacred Sages. Nonetheless, there have been a few who have manifested similar magical capabilities of a mysterious, seemingly divine origin. Usually but not always, these magical capabilities originate when the individual completes a great task of faith or willpower, such as a pilgrimage or an act of self-sacrifice. For some, the powers awaken upon earning a mystical gemstone or another powerful treasure that unlocks their latent abilities. From the point this supernatural power manifests, that individual is known as a sage. It is believed by some that all sages can somehow trace their lineage back to the Sacred Sages, whether by blood or spirit.

Table: The Sage

Level PB Features Magic
Meter
Max
Spell
Prep'd
Spells
1st +2 Life or Death, Magic Meter, Sage Domain 3 - -
2nd +2 Domain feature, Spellcasting 6 2p Wis
3rd +2 Bless or Bane (1), Mighty Magic 9 3p Wis +1
4th +2 Improvement 12 4p Wis + 1
5th +3 Cantrip +1, Duality 15 5p Wis + 2
6th +3 Domain feature 18 5p Wis + 2
7th +3 Sacrifice 21 6p Wis + 3
8th +3 Improvement 24 6p Wis + 3
9th +4 Immortal Body 27 7p Wis + 4
10th +4 Domain feature 30 7p Wis + 4
11th +4 Cantrip +1, Greater Duality 33 7p Wis + 5
12th +4 Improvement, Miracles 36 7p Wis + 5 

Template:Sage/1st

Scion

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


description

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

Heart Containers: 1d8 per scion level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per scion level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

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; you can use Charisma as your casting ability with rods instead of Intelligence
Saving Throws: Constitution, Charisma

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a scion, 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, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, 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. Your progenitor 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—this is something you can decide with your DM. Your choice of progenitor functions as your scion subclass.

Your choice of progenitor 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 linked in the list below. Each subclass of scion also has an affinity for certain creatures as highlighted in the list. Your affinity type may affect features and spells you gain at later levels.

  • 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 unrivaled power over the barrier of life and death, and can even raise undead to their bidding.

To see how the scion class looks when merged with progenitor features, click one of the tabs near the top of this page.

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 another cantrip from this list at 2nd level, 6th level, and 11th level. 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 as shown in Scion Table.

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.

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.

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

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 double your proficiency bonus to applicable ability checks.

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 (or 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. Both of your everflowing spells can be up to 3-points (2nd level).

At 20th level, both of your everflowing spells 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. You can choose a specific spell or curse if you're aware of one affecting the target, otherwise the highest-level spell is affected. 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


Table: The Armos Scion

Level Proficiency
Bonus
Features Spells    Magic   
Limit
MP
1st +2 Sentinel Spells, Magic Meter, Spellcasting 2 2 Cha
2nd +2 Armo Senses, Cantrip 3 2 Cha + 2
3rd +2 Ambush Strike, Stone Skin 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 Armos Body Statuesque 7 4 Cha + 12
8th +3 Improvement 7 4 Cha + 14
9th +4 Resilience 8 5 Cha + 16
10th +4 Stone Sentinel 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 Guardian Body 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), ??? 13 8  Cha + 38 

This tab merges the scion class features with those of the armos Scion subclass. See Armos Scion for a list of the subclass features in isolation.

Starting equipment

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


Hearts

Heart Containers: 1d8 per scion level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per scion level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiency

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

Armor: All armor and shields
Weapons: Simple weapons, rods, pikes, glaives, and halberds; you can use Charisma as your casting ability with rods instead of Intelligence
Saving Throws: Constitution, Charisma
Languages: Ancient (or another language of your choice if you already know Ancient)

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a scion, 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, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

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

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 Armos 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 Armos Scion Spell List. You learn another cantrip from this list at 2nd level, 6th level, and 11th level. 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 Armos Scion Spell List. You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter as shown in Armos Scion Table.

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.

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 Armos Scion Spell List. The new spell cannot exceed your current Magic Limit.

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

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.

Sentinel Spells

When casting a scion cantrip, you may use Strength in place of your normal spellcasting ability.

You can provide the somatic components of your scion spells even while wielding weapons or a shield in one or both hands.

Armo Senses

At 2nd level, your eyes take on a subtle white glow. You gain tremorsense out to a range of 10 feet.

Wearing medium or heavy armor no longer imposes disadvantage on your Dexterity (Stealth) checks made to move quietly.

Ambush Strike

Starting from 3rd level, the first time in a round you hit a creature that has yet to act in combat, add your scion level to the damage dealt. If the creature is surprised, if your attack hits it is automatically a critical hit.

Stone Skin

Starting from 3rd level, whenever you are hit by a weapon attack you can use your reaction to halve the damage you take from that attack. If you use this reaction, you automatically succeed on any saving throw made to maintain concentration caused by the attack.

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 constructs—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 double your proficiency bonus to applicable ability checks.

Altered Body

At 7th level, your body blends the lines between what is and what isn't construct. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect constructs.

You gain resistance to poison damage and psychic damage. You have advantage on any saving throw to avoid being poisoned or paralyzed.

You can hold your breath for up to 1 hour.

If you choose, your appearance also becomes significantly more stoic and statuesque: skin that is hard or cold, steely eyes, an artificial-sounding voice, or eerie motionlessness, among other possibilities your DM permits. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Statuesque

Starting from 7th level, you are indistinguishable from an inanimate statue while you remain motionless and don't breathe.

If you haven't moved, cast a spell, or made an attack roll since the start of your last turn, any attack roll you make has advantage.

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.

Stone Sentinel

By 10th level, your stone-skinned endurance and ever-watchful gaze has become such that no man nor monster can escape your guard.

  • A creature provokes an opportunity attack from you even if it takes the Disengage action before leaving your reach.
  • A creature provokes an opportunity attack from you if it hits you with an attack, or targets a creature other than you with an attack.
  • A creature provokes an opportunity attack from you if it casts a spell within your reach.

When you would be able to make an opportunity attack against a creature, you can instead cast a scion spell on that creature. The spell must have a casting time of 1 action and must target only that creature. When casting a spell in this way, you can choose for Strength to replace your normal spellcasting ability.

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 (or 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. Both of your everflowing spells can be up to 3-points (2nd level).

At 20th level, both of your everflowing spells 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. You can choose a specific spell or curse if you're aware of one affecting the target, otherwise the highest-level spell is affected. 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.

Guardian Body

At 15th level, your body becomes as invincible as a guardian stalker's. You have immunity to poison and psychic damage, and cannot be poisoned or paralyzed.

You have no need to breathe, eat, drink, or sleep, but you can still fall unconscious. To gain the benefits of rest, you can remain conscious throughout but must only engage in restful activity for the duration.

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.

20th

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

Armos Scion Spell List

The following spells are available to all armos scions.


Cantrips (0-point)

Beamos Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Eldin Fist You transmute the hands of yourself or a willing creature you touch into stone and flame.
Light 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 An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Luminous Lure A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
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.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Remote Bomb You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.


1-point

Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Disguise Self Cause yourself to appear different for the duration.
Fog Cloud You create a sphere of fog within range.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Remote Bomb+ You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Barkskin Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Elemental Barrier
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Laser Focus Your supernatural focus into a creature grants improvements to checks and damage rolls targeting it.
Magic Lock You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.


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.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.


6-point

Daruk's Magmatic Smite Your next melee attack blasts away the target with an explosion of magma.
Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Polymorph Transform a creature in range into a beast for up to 1 hour.
Stone Shape You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Stoneskin A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.


7-point

Antilife Shell For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Arcane Hand You summon a Large hand to do your bidding for up to 1 minute.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Protection from Projectiles A creature you touch gains resistance to ranged attacks for up to 1 hour.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Electric Wreath A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Guardian Laser You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Radiant Weapon A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.


Table: The Dragon Scion

Level Proficiency
Bonus
Features Spells    Magic   
Limit
MP
1st +2 Raw Power, Magic Meter, Spellcasting 2 2 Cha
2nd +2 Dragon Senses, Cantrip 3 2 Cha + 2
3rd +2 Dragon Rage 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 Draconic Body, Swift Dash 7 4 Cha + 12
8th +3 Improvement 7 4 Cha + 14
9th +4 Resilience 8 5 Cha + 16
10th +4 Dragon Shape 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 Dragon Shape (two) 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), Great Dragon 13 8  Cha + 38 

This tab merges the scion class features with those of the dragon Scion subclass. See Dragon Scion for a list of the subclass features in isolation.

Starting equipment

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


Hearts

Heart Containers: 1d8 per scion level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per scion level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiency

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

Armor: Light and medium armor
Weapons: Simple weapons, rods; you can use Charisma as your casting ability with rods instead of Intelligence
Saving Throws: Constitution, Charisma
Skills: One of your choice from Animal Handling, Arcana, Athletics, and Intimidation
Languages: Lizal (or another language of your choice if you already know Lizal)

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a scion, 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, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

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

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 Dragon 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 Dragon Scion Spell List. You learn another cantrip from this list at 2nd level, 6th level, and 11th level. 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 Dragon Scion Spell List. You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter as shown in Dragon Scion Table.

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.

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 Dragon Scion Spell List. The new spell cannot exceed your current Magic Limit.

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

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.

Raw Power

At 1st level, the bestial power of dragons enhances your physical and magical prowess with two benefits.

When you hit with an unarmed strike, you can deal damage bludgeoning equal to 1d6 + your Strength modifier. If both hands are free, the 1d6 is instead a 1d8.

When casting any scion cantrip, you may use Strength in place of your normal spellcasting ability.

Dragon Senses

At 2nd level, your eyes take on a bold glow. You gain darkvision out to a range of 60 feet. If you already have darkvision due to race, its radius increases by 60 feet.

You gain proficiency in the Perception skill. If you are already proficient, you can instead gain proficiency in any other skill of your choice.

Dragon Rage

Although many dragons can be graceful or even serene, pity those who incur their wrath. Starting at 3rd level, you learn to supernaturally bolster your defenses in the throes of battle. Whenever you damage another creature with a powered scion spell (a scion spell that isn't a cantrip), you gain resistance to bludgeoning, piercing, and slashing damage from the damaged creature(s) until the start of your next turn.

You can maintain continuous resistance by causing damage every turn with powered scion spells.

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 dragons—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 double your proficiency bonus to applicable ability checks.

Altered Body

By 7th level, your body has undergone deep physiological changes. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect dragons.

If you choose, your appearance becomes significantly more draconian from now on: sharp eyes, fangs, small horns, or even some scaled body parts, among other possibilities your DM permits. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Swift Dash

Starting from 7th level, when you use your action to cast a powered scion spell, you can use your bonus action to Dash.

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.

Dragon Shape

By 10th level, you've learned to transform parts of your body into those of a dragon. At the start of each of your turns, you can grow one of the following adaptions:

  • Fangs. Claws, fangs, and tail—or any combination thereof—grow from your body. While at least some of these are grown, your unarmed strike can deal slashing damage equal to 1d12 + your Strength modifier.
  • Wings. A pair of draconic wings emerge from your back. While present these wings grant you a fly speed of 40 feet. If while flying you are knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move, you immediately fall.
  • Gills. You grow aquatic adaptations such as gills and fins. While present these grant a swim speed of 60 feet and allow you to breathe underwater as well as on land.
  • Legs. Four dragon limbs replace your legs, turning you into something of a draconic centaur. While present these give you a walking speed of 50 feet.
  • Eyes. A pair of keen, glowing dragon eyes replace your own. While present you can use your action to gain truesight to a range of 10 feet until the end of your next turn.
  • Lungs. A powerful pair of lungs fill your chest, surging with supernatural energy. While present, you can hold you breath for up to 1 hour. A creature that fails a saving throw against your breath of dragons spell takes half the spell's damage. Once per turn, when you cast a scion spell with breath in its name, add a d6 bonus die to the damage roll.

You can only have one of these adaptions at a time, but you can change which one at the start of each of your turns.

Starting at 15th level, you can maintain two of these adaptations at once, but can still change only one of them at the start of each of your turns.

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 (or 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. Both of your everflowing spells can be up to 3-points (2nd level).

At 20th level, both of your everflowing spells 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. You can choose a specific spell or curse if you're aware of one affecting the target, otherwise the highest-level spell is affected. 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.

Great Dragon

You learn to take the greatest form of dragon conceivable, likely far surpassing any dragon that could have served as your own progenitor. At 20th level, you can briefly assume the shape of a Gargantuan dragon at the start of your turn if you are able to take actions, lasting until the start of your next turn. Within this duration:

  • You gain the benefits of all your Dragon Shape adaptions at once, and each adaption with a speed has double its normal speed.
  • You are immune to all damage other than poison and psychic, and have advantage on all saving throws.
  • Your attack rolls all have advantage, and any creature that makes a saving throw against one of your scion spells has disadvantage on the save.
  • Any scion spell you cast costs 0 magic points (and does not consume a spell slot), and its damage dice are maximized.
  • If you make a Strength (Athletics) check or a Charisma (Intimidation) check, you roll a 20 on the d20 automatically.

Once you use this feature, you must finish a long rest before you can do so again.

Dragon Scion Spell List

The following spells are available to all dragon scions.


Cantrips (0-point)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Breath of Dragons You exhale a gout of elemental energy in a 10-foot cone.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Ice Shard You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
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.
Produce Flame You hurl a mote of fire at a creature or object within range.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Igniting Impact Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.


2-point

Disguise Self Cause yourself to appear different for the duration.
Dragon Claws Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Fog Cloud You create a sphere of fog within range.
Ganon's Fist You unleash a single, supernaturally-powerful punch that sends foes flying.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Darkvision A creature you touch gains darkvision for 8 hours.
Dragon Rend You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes.
Elemental Barrier
Flame Charge Your body is launched forward with fiery force up to 30 feet, and you can strike every creature in your path.
Flaming Sphere You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Illumination Create daylight out to a wide radius for 10 minutes or longer.


4-point

Magic Touch Your touch restores magic points or stamina points to another creature.
Roaring Breath Your tremendous roar deals thunder damage to creatures in a 15-foot cone, frightening them.


5-point

Breath of Dinraal A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
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.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.


6-point

Breath of Naydra A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Daruk's Magmatic Smite Your next melee attack blasts away the target with an explosion of magma.
Fire Shield For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Polymorph Transform a creature in range into a beast for up to 1 hour.
Wall of Fire 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.


7-point

Breath of Farosh A stroke of lightning-breath tears through a 30-foot line in front of you, potentially causing momentarily paralysis.
Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Wizzbolt Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.


8-point

Breath of Malice You blast a cone-shaped detonation of pure hatred in a 60-foot cone to deal damage.
Dragon Punch With the greatest draconic power, you send a creature flying with a devastatingly awesome blow.
Incinerating Impacts Your bonus action enhances a weapons with fiery magic.


Table: The Fairy Scion

Level Proficiency
Bonus
Features Spells    Magic   
Limit
MP
1st +2 Fairy Defense, Magic Meter, Spellcasting 2 2 Cha
2nd +2 Fairy Senses, Cantrip 3 2 Cha + 2
3rd +2 Great Fairy of Healing, Fairy Fountain 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 Fey Body, Self-Regeneration 7 4 Cha + 12
8th +3 Improvement 7 4 Cha + 14
9th +4 Resilience 8 5 Cha + 16
10th +4 Radiant Surge 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 Great Fairy of Magic 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), Royal Fairy 13 8  Cha + 38 

This tab merges the scion class features with those of the fairy Scion subclass. See Fairy Scion for a list of the subclass features in isolation.

Starting equipment

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


Hearts

Heart Containers: 1d8 per scion level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per scion level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiency

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

Armor: Light armor
Weapons: Simple weapons, rods; you can use Charisma as your casting ability with rods instead of Intelligence
Saving Throws: Constitution, Charisma
Skills: Two of your choice from Acrobatics, Animal Handling, Medicine, Nature, Performance, and Stealth
Tools: One musical instrument of your choice
Languages: Deku (or another language of your choice if you already know Deku)

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a scion, 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, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

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

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 Fairy 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 Fairy Scion Spell List. You learn another cantrip from this list at 2nd level, 6th level, and 11th level. 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 Fairy Scion Spell List. You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter as shown in Fairy Scion Table.

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.

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 Fairy Scion Spell List. The new spell cannot exceed your current Magic Limit.

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

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.

Fairy Defense

Your body shimmers with a thin veil of force that thwarts attacks, akin to armor. Your AC cannot be lower than 10 + your Dexterity modifier + your Charisma modifier. You can add a shield's bonus to this AC.

Fairy Senses

At 2nd level, you gain an innate understanding of the creatures around you, not unlike a fairy of navigation. You have advantage on any Intelligence check made to identify a creature's capabilities.

You also learn the light cantrip, and it does not count against your cantrips known. If you already know this cantrip, you can instead learn another cantrip of your choice from the Fairy Scion Spell List. When you cast light, its duration becomes "until dispelled."

Great Fairy of Healing

Fairies are exceptionally effective healers, and this begins to show in your capabilities at 3rd level. Whenever dice are rolled to determine the heart points regained from a scion spell you've cast, the roll is maximized. The creature regains the maximum heart points possible from the dice and you need not roll. This effect also applies to any scion spell you cast that grants temporary heart points.

Fairy Fountain

At 3rd level, those resting near you recover rapidly from their injuries. Whenever you or a creature within 60 feet of you finishes a short rest and expends Heart Container to regain heart points, the number rolled for each Heart Container cannot be lower than your Charisma modifier. Example: If a creature rolls a 1d8 for its Heart Container and lands a 2, but your Charisma modifier is +3, the roll is treated as a 3.

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 fairies—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 double your proficiency bonus to applicable ability checks.

Altered Body

By 7th level, your body has undergone deep physiological changes. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect fairies, fey, or celestials.

If you choose, your appearance becomes significantly more fairy-like from now on: hair of pastel colors, movements that shimmer or glow, smooth and pristine skin, graceful movements, or even fairy wings, among other possibilities. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Whether you gain wings or not, from now on you have a fly speed of 40 feet. If you already have a fly speed, or otherwise gain one (such as from the fly spell), that speed increases by 20 feet.

Self-Regeneration

At 7th level, you learn to draw out latent magical energy to heal yourself. When you cast any scion spell, you regain heart points equal to the number of magic points you expended. If you are already at full heart points, the excess is gained as temporary heart points. As normal, temporary heart points doesn't combine—any larger amount simply replaces a lesser amount.

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.

Radiant Surge

At 10th level, you learn to exert your healing capabilities into a powerful weapon. If you would restore heart points to a creature with a scion spell you've cast, you can instead cause that spell to deal harm. If you do so, the creature must make a Charisma saving throw against your spell save DC. On a failed save, a creature takes damage equal to the heart points the spell would otherwise restore to the creature if it was humanoid. On a successful save, the creature takes half as much damage if it is undead or a fiend, and no damage if it is another creature type.

If a spell you've cast restores heart points to several creatures at once (such as lotus of life), you must choose for the spell to harm or heal—it cannot heal some creatures while damaging others. If a spell causes heart points to regained multiple times (such as great fairy's grace), a creature makes a separate saving throw for each time it would be affected, but you must decide whether the spell harms or heals when you first cast it.

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 (or 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. Both of your everflowing spells can be up to 3-points (2nd level).

At 20th level, both of your everflowing spells 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. You can choose a specific spell or curse if you're aware of one affecting the target, otherwise the highest-level spell is affected. 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.

Great Fairy of Magic

At 15th level, your healing magic reaches even greater pinnacles. You gain two benefits:

  • Overflowing Life. If you cast an instantaneous scion spell that restores one creature to its maximum heart points, you can redirect any excessive heart point regeneration to another creature in range of the spell. Example: If you cast life to restore 15 heart points to a creature that is only missing 10 heart points, you can redirect 5 heart points of healing to another creature you can touch.
  • Magical Rest. Whenever you or a creature benefiting from your Invigorating Rest expends a Heart Container to regain heart points, that creature may also regain 1 magic point if that Heart Container isn't otherwise used to restore magic points.

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.

Royal Fairy

Your legacy as a fairy take shape in one of the following features, which you choose upon reaching 20th level:

  • Boundless Magic. You learn to overpower your scion spells past your magic limit. You can overpower your scion spells to 15 magic points (or 10th level), so long as you have magic points to spare.
  • Eternal Life. You learn mass heal, true resurrection, and eternal youth as if they were scion spells. You can cast these spells regardless of your magic limit. These spells cannot be used with your Radiant Surge feature.
  • Great Fairy's Gift. When you cast a scion spell with a duration of at least 1 minute that doesn't restore heart points, you can increase its duration to "concentration, until dispelled."

Fairy Scion Spell List

The following spells are available to all fairy scions.


Cantrips (0-point)

Aegis A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Blades of Grass Your transform up to two blades of grass into daggers or sickles.
Dancing Lights Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Deku Pirouette Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Luminous Lure A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
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.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Rushing Wave A wave of water crashes into a creature to cause damage and push it away.
Sacred Flame Flame-like radiance descends on a creature that you can see within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sparkle For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Jump A creature's jump distance is tripled until the spell ends.
Petal Glide You are hurled 30 feet into the air, then glide for up to 1 minute.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Brink Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Entangle Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save.
Fairy Familiar Conjure a friendly, tiny fairy to help and assist you indefinitely.
Fairy Fire Surround creatures and objects with pastel lights, granting advantage on attack rolls targeting them.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Snaring Strike Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Darkvision A creature you touch gains darkvision for 8 hours.
Fairy You briefly transform into a fairy of navigation.
Great Fairy's Grace Your bonus action creates an aurora that restores heart points to you or friendly creatures which touch it.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hearty A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Lotus of Life You take a minute to restore more than 2d10 heart points to up to six different creatures.
Mercy Your reaction brings back to life a creature that has just died.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.


4-point

Control Beast You attempt to control a beast to do your bidding for up to 1 minute.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Magic Touch Your touch restores magic points or stamina points to another creature.
Restoring Winds Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Whip Winds For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures.


5-point

Bestowed Magic You send your magic to any creature you can see or name, granting it one of several small boons.
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.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Life Resonance For 1 minute, each turn you can use your bonus action to restore 10 heart points to a creature within 30 feet of you.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.


6-point

Blinding Radiance You emit a bright flash, damaging and blinding nearby creatures.
Death Ward
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Freedom of Movement A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Mipha's Healing Rain For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points.
Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point

Antilife Shell For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Great Fairy Fountain You magically enhance a spring to provide healing to any who enter it.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


Table: The Poe Scion

Level Proficiency
Bonus
Features Spells    Magic   
Limit
MP
1st +2 Poe Tricks, Magic Meter, Spellcasting 2 2 Cha
2nd +2 Stal Senses, Cantrip 3 2 Cha + 2
3rd +2 Poe Flight, Poe Vanish 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 Undead Body, Moa Flight 7 4 Cha + 12
8th +3 Improvement 7 4 Cha + 14
9th +4 Resilience 8 5 Cha + 16
10th +4 Necrotic Power 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 Eternal Body, Sacrificial Magic 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), Melody of Darkness 13 8  Cha + 38 

This tab merges the scion class features with those of the poe Scion subclass. See Poe Scion for a list of the subclass features in isolation.

Starting equipment

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


Hearts

Heart Containers: 1d8 per scion level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per scion level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiency

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

Armor: Light armor
Weapons: Simple weapons, rods; you can use Charisma as your casting ability with rods instead of Intelligence
Saving Throws: Constitution, Charisma
Skills: One of your choice from Deception, Intimidation, Persuasion, Religion, and Stealth
Languages: Ancient (or another language of your choice if you already know Ancient)

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a scion, 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, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

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

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 Poe 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 Poe Scion Spell List. You learn another cantrip from this list at 2nd level, 6th level, and 11th level. 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 Poe Scion Spell List. You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter as shown in Poe Scion Table.

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.

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 Poe Scion Spell List. The new spell cannot exceed your current Magic Limit.

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

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.

Poe Tricks

If you hold a hooded lantern or similar item, you can wield as a club or a hammer instead of an improvised weapon.

When you consume a poe soul, you always regain the maximum amount of heart points from it, and you are filled as if eating a hearty meal.

Stal Senses

At 2nd level, your eyes take on a faint eerie glow. You gain darkvision out to a range of 60 feet. If you already have darkvision due to race, its radius increases by 60 feet.

If a creature you can see is within the range of your darkvision, you can discern without fail if the creature is alive, dead, undead, or construct. You gain no special insight into detecting or tracking this creature, only sensing its nature.

Poe Flight

At 3rd level, you gain a fly speed of 30 feet. This speed cannot be used to ascend more than 5 feet above the ground, but you can use it to prevent falling. You can maintain a constant altitude even over chasms or cliffs. If while flying you are knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move, you immediately fall.

Poe Vanish

Starting from 3rd level, when you use your action to Dodge, you become invisible until the start of your next turn. You can maintain constant invisibility if you use this action at the start of every turn.

You cannot take a bonus action on a turn you use Poe Vanish, and you cannot use a reaction until the start of your next turn.

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 undead—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 double your proficiency bonus to applicable ability checks.

Altered Body

By 7th level, your body has undergone deep physiological changes. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect undead.

You gain resistance to poison damage and necrotic damage. You have advantage on any saving throw to avoid being poisoned or jinxed.

Increase your Constitution score by 10 (and your modifier by 5) when determining you long you can go without breath, food, or water without ill effects.

You gain a fly speed of 30 feet, which is unrestricted by altitude or ascension. You hover in place effortlessly, even if your speed is reduced to 0, you are knocked prone, or you fall unconscious. This effectively enhances or replaces your Poe Flight.

If you choose, your appearance also becomes considerably more ghastly or undead from now own: sullen red eyes, gangling limbs, black fingernails, or even an otherworldly black mist in your shadow, among other possibilities your DM permits. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

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.

Necrotic Power

At 10th level, your power over necrotic magic surges. Any scion spell you cast that deals necrotic or psychic damage has those damage dice increased one step. For example, if a spell would normally deal 4d8 necrotic damage, it instead deals 4d10 necrotic damage when you cast it. You cannot increase a damage die above d12 with this feature.

In addition to dealing more damage, your necrotic spells also rip through resistances more easily. Your scion spells ignore any damage resistance a creature has to necrotic damage. Your scion spells treat any immunity to necrotic damage as though it was damage resistance instead.

At 20th level, your necrotic power is so overwhelming that your damage dice instead increase by two steps; 4d8 becomes 4d12, for example.

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 (or 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. Both of your everflowing spells can be up to 3-points (2nd level).

At 20th level, both of your everflowing spells 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. You can choose a specific spell or curse if you're aware of one affecting the target, otherwise the highest-level spell is affected. 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.

Eternal Body

At 15th level, your body surpasses the limits of life, death, and undeath. You have immunity to poison and necrotic damage, and cannot be poisoned or jinxed.

You have no need to breathe, eat, drink, or sleep, but you can still fall unconscious. To gain the benefits of rest, you must engage in only restful activity for the duration of the rest period even if you remain conscious throughout.

Sacrificial Magic

At 15th level, you learn to sacrifice your own life energy to fuel your magical powers. As a bonus action, you can sacrifice any number of Heart Containers to regain magic points for each one. The Heart Containers are lost as if you expended them to recover during a short rest, and are regained as normal when you complete a long rest.

Once you decide how many Heart Containers to sacrifice, roll the die for each, then regain magic points equal to half of the combined result. You can only regain magic points that were expended on scion spells or features.

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.

Melody of Darkness

At 20th level, your mere presence can drain energy and life of that which surrounds you. If a creature you detect starts its turn within 120 feet of you, you can choose for it to take 2 necrotic damage at the start of its turn. At the start of your turn, you can choose any plant objects to take this damage as well; grass withers instantly, and trees rot within minutes.

Poe Scion Spell List

The following spells are available to all poe scions.


Cantrips (0-point)

Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chill Touch A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery.
Dancing Lights Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Dispirit A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Drain Vitality You drain the life from a creature to bolster your own vitality.
Ember 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.
Jolt Corpse Compel a dead or undead creature into a sudden, jerking motion.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Malevolent Mockery Debilitating doubts deal psychic damage and impose disadvantage on an attack roll.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Necrotic Ray You sling a ray formed from necrotic energy to wither matter and rot the soul. A hit with this ranged spell attack deals 1d8 necrotic damage.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
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.
Produce Flame You hurl a mote of fire at a creature or object within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Spook A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Wizzward Your reaction grants a creature minor protection against some damaging spells cast by its allies.


2-point

Brink Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws.
Dark Dive Grab hold of a creature with an electrocuting, life-draining palm.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
False Life Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary heart points for 1 hour.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Icy Gale Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Poe's Hand A creature you touch gains an extra arm and hand for up to 1 hour.
Snaring Strike Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained.
Waver Your reaction imposes disadvantage on attack rolls targeting you.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Dead Hands Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Ray of Enfeeblement The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spiritual Weapon Use your bonus action to summon and attack with a spectral weapon.
Web You conjure a mass of webbing that restrains creatures caught in it.
Withering Ray You sling up to three necrotic rays at one target or several. Each deals 2d6 necrotic damage on a hit.
Wizzwall A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Magic Touch Your touch restores magic points or stamina points to another creature.
Nightmare Visage A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks.
Poltergeist For the duration, you are surrounded with swirling objects that damage those who approach, and can use your action to pelt creatures with ghastly force.


5-point

Bestow Curse At your touch, you afflict a creature with a debilitating curse.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Dispel Magic You attempt to end a spell effect in range.
Fear Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Floormaster's Grasp You transform part of your body into a giant hand to violently grab hold of a creature.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Shroud of Spirits
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Sphere of Death A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Stinking Cloud 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.
Vampiric Touch For up to 1 minute, your touch deals 3d6 necrotic damage and heals you for half the damage dealt.


6-point

Blight Necromantic energy washes over a creature of your choice that you can see within range.
Death March You empower yourself and nearby allies with the life-draining force of death.
Death Ward
Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point

Antilife Shell For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Arcane Hand You summon a Large hand to do your bidding for up to 1 minute.
Baleful Regression Transform a creature into an infantile version of itself.
Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Contagion You poison and then disease a creature you touch.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.
Wizzro's Beam You push both hands forward to blast a searing beam of life-draining energy.


8-point

Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


Languages

Your species indicates the languages your character can speak by default. You might learn additional languages through your class or other features. The following table lists the languages you are most likely to encounter in Hyrule.


Language  Other Names Typical Speakers Script  Equivalent d12
 Ancient  Ancient Hylian, Sheikah Gods, sheikah, researchers, some undead Ancient  Abyssal or Celestial 1
 Blin  Beastspeak, Demise, Moblin Blins and allies of Ganon Blin  Goblin or Undercommon 2
 Deku  Treetongue, Sylvan Deku scrubs, koroks, kokiri, fairies Ancient  Elvish and Sylvan 3
 Eldish  Goro, Subrosian Gorons, mogma, subrosians Common  Dwarvish, Ignan, and Terran 4
 Gerudo  — Gerudo, zuna, desert-dwellers Gerudo  Orc 5
 Hebric  Anouki, Tundran, Yook Anouki, yeti, ice or wind elementals Common  Giant and Auran 6
 Hylian  Common, Hyrulean Hylians and their allies Common  Common
 Lizal  Draconic, Saurian Lizalfos and most intelligent reptiles Lizal  Draconic 7
 Mudoran  Mudora No known surviving speakers Mudoran  —  —
 Minish  Picoran Minish and other diminutive creatures Minish  Gnomish 8
 Sign  Hylian Sign Language  Deaf hylians and their allies; silent professionals Hands  — 9
 Sky  Sky Writing Oocca and a few researchers Sky  — 10
 Twilight  — Twili, twilit, Twilight denizens Ancient  Deep Speech 11
 Zoran  Aquan Zora, parella, aquatic creatures Common  Elvish and Aquan 12

If a DM would prefer to use Hyrulean content in a more traditional Dungeons & Dragons setting, it is best if the Hyrulean languages above are replaced with their listed equivalent.

Ancient

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

Ancient—formally "Ancient Hylian" and sometimes "Sheikah"—is the progenitor of most modern languages, but its use has been forgotten among most people. Among hylians and their allies, it is sometimes spoken by sects of Sheikah, and is sometimes learned by those who research ancient history or magic. The rare creature who remembers events of millenia ago—guardian spirits and some undead—may still be able to understand and speak it. Some say it is still spoken by the gods in the Sacred Realm.
     Ancient script parallels modern Common or "Hylian" script in that it reads from left to right and its characters have similar, often overlapping meaning. Ancient has noticeably fewer characters.
     Ancient is not spoken consistently. It is clear that those who remember Ancient—gods and spirits—speak it with a slower and bolder cadence than the choppier pace spoken by those who have only learned it with modern education.

Blin

Blin is perhaps the most widely spoken language across the known realms, but it is closely associated with monsters and Ganon himself. As this language's most populous speakers appear to be blins, the language itself has become known as blin. Indeed, Blin is spoken by various monsters from lynel to taros, and is even commonly spoken in the Dark World. Hylians and their allies usually only learn it for espionage purposes, or to study monsters, as even speaking it is viewed with suspicion. Veterans don't easily forget achemen and other spies of Ganon.
     Because it is so widespread among otherwise isolated groups, Blin has a wide variety of accents and dialects. Blin-speakers often have a very difficult time understanding those from far realms, or with fundamentally different physiology.
     Blin script is unique to itself. As with spoken Blin, written Blin comes in extremely diverse forms—it isn't even consistently written right to left, left to right, or top to bottom. There are very few scrolls or any long written works of Blin, leaving even less room for scholars to agree on any kind of standardization. When a moblin is observed struggling to read "its own language" because of the language's inconsistencies, hylians and even lizal are often quick to dismiss this as merely the renowned stupidity of moblins.
     

Deku

In the common language of Hylian, Deku is named after the Great Deku Tree and deku scrubs, and the language as a whole is widely associated with forests and plants. The Great Deku Tree seems to be the progenitor of this language, or at least the oldest widely-known speaker of it. As it is spoken by several races populating the Light World's many woodlands and forests, Deku is one of the more abundant and diverse languages in the realm. It is even the primary language spoken by most fairies. Deku's use is occasionally associated with adventurers and tradesmen, due in part to being the native tongue of Business Scrubs.
     The roots of the Deku tongue clearly lie in Ancient, as many languages do. Its structure is remarkably similar to Hylian and Gerudo, other languages closely tied to Ancient—it is thus relatively easy for speakers of Hylian, Gerudo, and Deku to learn each others' languages. Unlike most descendants of Ancient however, Deku retains a script nearly identical to Ancient itself.

Eldish

In the common language of Hylian, Eldish is named after the Eldin region where its speakers are abundant. When spoken, it incorporates many short but sharp consonants such as "k" and "g"; there is a a noticeable emphasis on vowel sounds, particularly "ah," "oh" and "oo."
     Subrosians speak it universally, but among Light Worlders it is most closely associated with gorons and sometimes mogma. It is a common language among races that live underground, in tunnels, in mountains, or among active volcanoes. The tongue is closely associated with earth and fire, and elementals such as magmanos or podoboos will often understand it innately.
     The roots of this language may lie underground, as it commonly spoken even in the subterranean continent of Subrosia. In modern use it shares a nearly identical script to Hylian, but this practice has only been around a few centuries—in days long past it used a script that more closely resembled Ancient.

Gerudo

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

The Gerudo language finds its roots in Ancient and shares structural similarities with Hylian. Compared to Hylian, when spoken has a noticeably greater use of consonants which use teeth in the pronunciation, such as "f" or "s" but especially "v."
     It is believed that Hylian and Gerudo languages branched in a manner similar to how hylians and gerudo may have branched from what was once one race, many millenia ago.
     Unlike the commonly spoken Hylian language, today Gerudo is rarely spoken except by gerudo themselves and a few other desert-dwellers such as zuna and some lizal. It is rarely if ever the only language a creature knows. Because of its structural similarity to Hylian, almost all native Gerudo speakers have branched out to learn the much more commonly spoken Hylian tongue as a second language.

Literal translations

Sarqso. "Thank you."
Vasaaq. "Greetings."
Sav'otta. "Good morning." Typically used when the sun is rising, especially at amicable temperatures.
Sav'aaq. "Good day" or "good afternoon." A greeting typically used when the sun is high, especially when the day is hot.
Sav'saaba. "Good evening." Typically used when the sun is setting, especially at amicable temperatures.
Sav'orr. or "good night." A greeting typically used when the sun is setting or has set, especially on a cold night.
Sav'orq. "Goodbye."
Vai. "Woman" or "female adult."
Voe. "Man" or "male adult." In modern usage it almost always refers to a hylian man.
Vehvi. "Daughter." Sometimes used to refer to children with a maternal disposition, similar to "niece" or "little one."
Vaba. "Grandmother." Sometimes used to refer to an elderly person with a personal familiarity.
Vure. "Bird" or sometimes "rito." Sometimes paired with "vure voe" or "vure vai" to more distinctly or respectfully refer to a rito adult.
Sa'oten. An exclamation. Sometimes erroneously translated to be vulgar.

Hebric

In the common language of Hylian, Hebric is named after the Hebra region where its speakers are abundant, though the roots of this language originate from much further away. When heard aloud, there is a distinctly greater emphasis on consonants than vowels. In modern use Hebric shares the same script as Hylian, but this practice has only been around a few centuries—in days long past it used a script that more closely resembled Ancient.
     Hebric is spoken almost universally among anouki and yeti, but many other people living in the far north speak it as well. Creatures born of cold or ice magic, such as chilfos, often understand it innately.

Hylian

The Hylian language—also known as Hyrulean, Common, or the common tongue—is one of the most abundantly spoken languages in the Light World, and is understood by virtually all hylians and allies of hylians. It is sometimes regarded as "everyone's second language." Many races such as gorons and gerudo are typically fluent in it, but prefer their own regional or cultural language except when dealing with hylians.
     Like the hylian race themselves, the Hylian language may have originated in some form from the goddess Hylia. She is known to primarily speak Hylian, while other deities of her status typically speak Ancient or other more esoteric languages. Across space and time, Hylian remains understandable through many spoken dialects, but its scripts and style of writing has diverged so many times that it may be difficult for even the most well-versed Hylian speaker to read scripts from centuries ago or from the other side of the world.

Literal translations

Chu. [choo]. An onomatopoeia for "squeak" sounds. Often used in words related to mice and certain oozes. Examples include bombchu and chuchu.

Demise. [dih-mahyz]. Though it originated as the name of Demise, historically a proper noun, this word has since become synonymous with death—especially an untimely death, or doom in general.

Geldo. [gel-doh]. (Archaic, Vulgar). A mistranslation of gerudo, which is now seen as an ignorant or disrespectful name for the race. "Geldo" has a connotation with sand and deserts, much like the most renowned gerudo. Geldo is still used in the names of monsters such as geldarm and geldman.

-fos. [dohs] or [fohz]. The suffix "fos" is often applied to the names of anthropomorphic monster species. Examples include chilfos, lizalfos, stalfos, and wolfos.

Lizal

This language is commonly named for its most abundant speakers, lizal themselves. Its distinctive sound includes many consonants which rely on the tongue and teeth (ss, t, th, l, etc) and few if any which rely on lip movement (p, b, m, etc). It is most commonly associated with dragons, reptiles, and amphibians. Reptilian races often take a certain pride in speaking and writing it. Mammalian races who attempt to use it—such as hylians or blins—are often regarded with ire for doing so. Such races often have difficulty enunciating certain consonants with the correct accent due to their "preoccupation with lips."
     Lizal uses a unique script, though it seems to be distantly related to Ancient script.

Minish

Minish is a relatively secret language spoken almost exclusively by beings who are smaller than a hylian's hand. Its primary speakers, the minish themselves, are even thought by many to be mythical as few adult humanoids can even perceive such creatures normally. As such it is very rarely spoken by most humanoids, and is instead spoken almost exclusively by minish, some tiny fairies, and what few other intelligent beings stand under mushrooms.
     When spoken properly, Minish carries a very high pitch. There are many instances of the "pi" and "co" sounds, to the point Minish themselves are sometimes called "Picori" by foreigners due to the sounds they make. Those unfamiliar with the Minish language may be unable to distinguish its high pitched syllables from the squeaks and scratching noises that mice and similar pests might produce. Like Minish themselves, this language is so subtle that a Medium-sized humanoid often won't even notice it.
     The Minish script is not used by any other language. Though the script includes many nuanced characters, only a small portion of these are routinely used. Consisting of fine lines, Minish script is characteristically "written" by using tiny hands to scratching hidden messages into rupees, leaves, seeds, shoe laces, and other objects most humanoids would consider to be small.

Mudoran

This language was supposedly used by the ancient Zonai tribe, but it has no known modern speakers. Mudoran survives only as script, consisting of complex hieroglyphs clearly unlike any other language of the Light World. Its pronunciation is unknown even to the most erudite historians. Any player-character who knows this language, of course, only knows how to read and write it—not how to speak it.

Sign

This language can't be spoken or heard, and doesn't have a script. Instead uses visual hand gestures to communicate messages based on the Hylian language. While individual script characters and some messages can be portrayed with one hand, clear communication at a pace comparable to spoken Hylian generally requires two hands.

The earliest roots of Sign may be only a few centuries old, and are rumored to have been created by hylian thieves to communicate silently in secret. Regardless of its origin, the language is now used in deaf communities across Hyrule and even neighboring regions as a much more practical form of communication than writing everything out.

Sky

Often called "Sky Writing," this language is today rarely spoken today by any but the esoteric oocca. A vanishingly small number of twili and hylians speak it as a secondary language passed down through generations. There are a number of written books using Sky Writing, and a few interested historians strive to retain this language before it is "forgotten" like Mudoran. It is similar to Ancient and languages descended from it, so much so a handful of words could be understood through the language barrier.

Twilight

The Twilight language is the most abundant language spoken in the Twilight Realm, and is infrequently spoken in the Light World. Usually only those with ties to the realm speak it, including twilits and twili themselves. Indeed, it is the language of the twili, and its etymological roots overlap with the Hylian language. Both Twilight and Hylian are rooted in a common ancestral tongue which itself is derivative of Ancient.
     To Light Worlders, when Twilight is spoken spoken it often sounds like scrambled Hylian, but there is too little in common to clearly communicate messages. Those unaccustomed to hearing Twilight often claim it sounds as though it echoes.
     The script used in Twilight is nearly identical to that used by ancient.

Zoran

In the common language of Hylian, Zoran is of course titled after the aquatic race of the same name. Though most renowned through zora themselves, Zoran is by far the most recurring tongue used among aquatic and amphibious people. The roots of this language may lie underwater, as it commonly spoken even at the bottom of the ocean by parella. The language is clearly designed for aquatic use, as it lacks any sounds which cannot be easily pronounced and understood underwater.
     In modern use, Zoran adopts the Hylian script, with some accents to annotate different pronunciations. This practice is relatively recent and may be a result of alliances between hylian and zora royalty.
     For many millennia Zoran had no lasting script. Unlike most languages, Zoran was made to be spoken underwater—and of course, erosion occurs much faster underwater. Modern historians believe that if any uniquely Zoran script ever existed, it would have been used less frequently than dry scripts, and any instances of it are unlikely to survive in the historical record.
     Zoran is one of the most common languages spoken in the Light World thanks the abundance of aquatic creatures found in rivers, lakes, and the Great Sea who do not rely on any other language.

Equipment


In Hyrule, an adventurer relies on their weapons, armor, tools, and similar goods to succeed. Proper equipment can mean the difference between life and death in a dungeon or the wild. This section details the basics of items, equipment, and the currency used to buy or sell them.

Rupees

Common currency comes in the form of uniformly-shaped gems called "rupees." Rupees are of different colors that denote their values. The most common green rupee is for example worth 1 rupee, while a less common yellow rupee is worth "10 rupees." Each rupee is equal in value to one silver piece, or one-tenth of a gold piece. Below is a list of the most well-known rupee denominations.
Green Rupee 1 rp
Blue Rupee 5 rp
Yellow Rupee 10 rp
Red Rupee 20 rp
Purple Rupee 50 rp
Silver Rupee 100 rp
Gold Rupee 300 rp
     With 1 rupee, a character can buy unskilled labor for at least an hour, a humble meal, 10 torches, or one night's rest at a struggling inn.
     With 10 rupees, a character can buy a bedroll, 50 feet of hemp rope, or two days of hearty rations. A skilled artisan can earn 10 rupees or more in a day.
     Rupees are the standard unit of measure for wealth. When merchants discuss deals that involve thousands of rupees, the transactions often don't involve the exchange of individual rupees. Rather, the rupee is the standard measure of value, and the actual exchange is made with gemstones, letters of credit, or other valuable goods.
     Rupees are used throughout the Light World and are not tied to a single government or continent. It is rare for an intelligent Light Worlder to not know of their commonly accepted value.

Selling Items

Opportunities abound to find treasure, equipment, weapons, armor, and more throughout ruins or monster camps. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find interested buyers.
     As a general rule, most equipment will fetch half its cost when sold in a market. Exceptions include gemstones and trade goods. These items have inherent value and can always be bought or sold at their full price. Gemstones and ores are often used as currency in the same way rupees are. Trade goods include commonly exchanged commodities like salt or gold which can effectively be used as currency.
     These rules assume your party will sell and buy items during the "trade" downtime activity, but your DM might instead facilitate buying and selling items in the midst of an adventure.

Carrying Capacity

See Strength and Encumbrance (variant rule).

     If you are a Medium or Small bipedal creature, your carrying capacity is your Strength score multiplied by 15. This is the weight in pounds that you can carry, which is high enough that most characters don’t usually have to worry about it.

Strength Pounds
7 105
8 120
9 135
10 150
11 165
12 180
13 15
14 210
15 225
16 240
17 255
18 270
19 285
20 300

Armor

Adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in Hyrule and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

Armor Qualities

     Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
     Strength Requirements. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, your Strength score must be at least as high to wear the armor proficiently. If your Strength falls short, you are restricted as if you weren't proficient with the armor, even if you otherwise have proficiency.
     Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. If you aren't wearing armor and don't have a special feature for AC, your Armor Class is 10 + your Dexterity modifier.
     Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.
     Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly.

Armor Categories

Armor comes in three broad categories: light, medium, and heavy.
     Light. Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
     Medium. Medium armor offers more protection than light armor, but it also impairs your movement more. If you wear medium armor, you ass your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
     Heavy. Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient, strong warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

List of Armor

Click any of the armor types below for a more detailed page focusing on that armor type.

Armor Cost Armor Class (AC) Strength Stealth Properties Weight d20
Light Armor
Partial armor 100 rp      11 + Dex modifier 10 lb.      1-3
Armored tunic 450 rp      12 + Dex modifier 13 lb.      4-6
Medium Armor
Hide 50 rp      12 + Dex modifier (max 2) 12 lb.      7-8
Chain shirt 500 rp      13 + Dex modifier (max 2) 20 lb.      9
Scale 500 rp      14 + Dex modifier (max 2) Disadvantage 45 lb.      10
Breastplate 4,000 rp      14 + Dex modifier (max 2) 20 lb.      11-12
Half plate 7,500 rp      15 + Dex modifier (max 2) Disadvantage 40 lb.      13
Heavy Armor
Ring 300 rp      14 40 lb.      14
Chain 750 rp      16 Str 13 Disadvantage 55 lb.      15-16
Splint 2,000 rp      17 Str 15 Disadvantage 60 lb.      17
Plate 15,000 rp      18 Str 15 Disadvantage 65 lb.      18-20
Shield
Wooden 20 rp      +2 Flammable1 3 lb.      1-4
Iron 80 rp      +2 6 lb.      5-16
Deflecting 200 rp      +3 No Melee2 3 lb.      17-18
Heavy 350 rp      +3 Str 15 Disadvantage Heavy Proficiency3 35 lb.      19-20

1. If you take damage from being ignited while wielding a wooden shield, it is irrevocably destroyed. You can prevent this by using your action to end the ignited condition.
2. The AC bonus from a deflecting shield is ignored by melee attacks.
3. To wield a heavy shield proficiently, you must have at least 15 Strength and be proficient with heavy armor.

Donning and Doffing Armor

     Category      Don      Doff
     Light Armor      1 minute      1 minute     
     Medium Armor      5 minutes      1 minute     
     Heavy Armor      10 minutes      5 minutes     
     Shield      1 action      1 action     
The time it takes to put on or remove armor depends on the armor's category. See the adjacent table.
     Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
     Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Weapons

This page or section is incomplete, and will eventually be expanded with more information.
Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
     The Weapons table shows the most common weapons used in Hyrule, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Proficiency

Your first class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Other features like your race or feats can grant you proficiency with types of weapons, or certain categories of weapons. The two categories are simple and martial.
     Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
     Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have properties which affect their use, as shown in the Weapons table.
     Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to shoot from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. A piece of ordinary ammunition such as an arrow or bolt costs 1 rupee and weighs less than 14 pounds. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Generally, any ammunition you use in an attack is destroyed beyond use.
     Aquatic. If you make a melee weapon attack while underwater, your attack roll has disadvantage unless your weapon has the aquatic property. If a creature has a swim speed, any attacks it makes with unarmed strikes or natural weapons are aquatic. A ranged weapon attack automatically misses a target beyond the weapon’s normal range while underwater; even against a target within normal range, the attack roll has disadvantage unless the weapon has the aquatic property.
     Dire. If you make an attack roll with a dire weapon with which you are proficient, you do not add your proficiency bonus to your attack roll. You instead add your proficiency bonus to your damage roll if you hit.
     Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
     Light. Up to 10 light items count as 1 normal item for your carry capacity. Light weapons are also ideal for two-weapon fighting.
     Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
     Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
     Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
     Returning. A weapon with the returning property has a special design that allows it to return to the thrower when thrown. If you make a ranged attack with a returning weapon, you catch it at the end of your turn if you are proficient with the weapon and you have a free hand.
     Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description. See either the page for the weapon, or the Special Weapons section below.
     Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity since the dagger has the finesse property.
     Two-Handed. This weapon requires two hands when you attack with it. Attempting to attack with it otherwise treats it as an improvised weapon and may lower its damage dice to as low as 1d4.
     Versatile. This weapon can be used with one or two hands when making a melee attack. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. If you make a ranged attack with this weapon, you can only use one hand.<

List of Weapons

Click any of the weapon types below for a more detailed page focusing on that weapon type.

Weapon Damage Cost Weight Properties d100
Simple Melee Weapons
Bug-catching net 1 bludgeoning 50 rp      2 lb      Light, special 1
Club 2 (1d4) bludgeoning 1 rp      2 lb      Light 2-3
Dagger 2 (1d4) piercing 20 rp      1 lb      Aquatic, finesse, light, thrown (range 20/60) 4-5
Gauntlet 2 (1d4) bludgeoning 100 rp      4 lb      Special 6
Handaxe 3 (1d6) slashing 20 rp      2 lb      Light, thrown (range 20/60) 7
Javelin 3 (1d6) piercing 5 rp      2 lb      Aquatic, thrown (range 30/120) 8
Staff 3 (1d6) bludgeoning 20 rp      4 lb      Versatile (1d8) 9
Sickle 3 (1d6) piercing 5 rp      2 lb      Light 10
Hammer 3 (1d6) bludgeoning 10 rp      3 lb      Thrown (range 20/60), versatile (1d8) 11-14
Spear or trident 3 (1d6) piercing 15 rp      3 lb      Aquatic, thrown (range 20/60), versatile (1d8) 15-18
Crusher 3 (1d6) bludgeoning 200 rp      12 lb      Dire, two-handed 19
Greatclub 4 (1d8) bludgeoning 2 rp      10 lb      Two-handed 20
Scythe 4 (1d8) piercing 20 rp      6 lb      Two-handed 21
Simple Ranged Weapons
Blowgun 1 piercing 10 rp      1 lb      Ammo (range 25/100), special 22
Dart 2 (1d4) piercing 1 rp      14 lb      Finesse, thrown (20/60) 23
Slingshot 2 (1d4) bludgeoning 3 rp      1 lb      Ammo (range 30/90), aquatic, two-handed 24-25
Shortbow 3 (1d6) piercing 250 rp      2 lb      Ammo (range 80/320), two-handed 26-33
Light crossbow 4 (1d8) piercing 250 rp      5 lb      Ammo (range 80/320), aquatic, loading, two-handed 34-35
Martial Melee Weapons
Whip 2 (1d4) slashing 100 rp      3 lb      Finesse, reach, special 36-37
Shortsword 3 (1d6) piercing 200 rp      2 lb      Aquatic, finesse, light 38-42
Scimitar or cutlass 3 (1d6) slashing 200 rp      2 lb      Finesse, light 43-44
Lizal boomerang 3 (1d6) slashing 500 rp      3 lb      Aquatic, finesse, returning (range 20/80) 45
Broadsword 4 (1d8) slashing 250 rp      2 lb      Finesse 46-50
Rapier 4 (1d8) piercing 250 rp      2 lb      Finesse 51-52
Flail 4 (1d8) bludgeoning 100 rp      3 lb      53
War pick 4 (1d8) piercing 100 rp      3 lb      54
Battleaxe or longsword 4 (1d8) slashing 200 rp      3 lb      Versatile (1d8) 55-59
Morningstar 4 (1d8) piercing 200 rp      3 lb      Versatile (1d10) 60
Warhammer 4 (1d8) bludgeoning 200 rp      3 lb      Versatile (1d10) 61-63
Ball and Chain 4 (1d8) bludgeoning 500 rp      18 lb      Dire, thrown (range 20/60), two-handed 64-65
Moblin spear 4 (1d8) piercing 350 rp      6 lb      Dire, reach, two-handed 66
Pike 5 (1d10) piercing 50 rp      18 lb      Aquatic, reach, two-handed 67-68
Glaive or halberd 5 (1d10) slashing 200 rp      6 lb      Reach, two-handed 69
Giant boomerang 5 (1d10) bludgeoning 500 rp      7 lb      Returning (range 20/80), two-handed 70
Lance 6 (1d12) piercing 100 rp      6 lb      Reach, special, two-handed 71
Greataxe 6 (1d12) slashing 300 rp      7 lb      Two-handed 72
Claymore  d12 slash 500 rp      7 lb      Two-handed 73-77
Maul 7 (2d6) bludgeoning 500 rp      10 lb      Two-handed 78
Martial Ranged Weapons
Boomerang 3 (1d6) bludgeoning 10 rp      1 lb      Finesse, light, returning (range 20/80) 79-85
Hand crossbow 3 (1d6) piercing      750 rp      3 lb      Ammo (range 30/120), aquatic, light, loading 86
Longbow 4 (1d8) piercing 500 rp      3 lb      Ammo (range 150/600), two-handed 87-98
Duplex bow 5 (2d4) piercing 900 rp      2 lb      Ammo (range 30/120), two-handed, special 99
Heavy crossbow 5 (1d10) piercing 500 rp      18 lb      Ammo (range 100/400), aquatic, loading, two-handed  100

Special Weapons

The following weapons each have a special property.
     Blowgun. When you hit with a ranged attack using using Dexterity for your attack roll, you can add either your Dexterity or your Constitution to the damage roll of a blowgun.
     Bug-catching net. A Tiny creature hit by this weapon takes no damage, but is restrained while you maintain one hand on this net. Amorphous creatures are unaffected. A creature can use its action to make a DC 10 Strength check, with a success freeing itself or an adjacent creature from the net. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
     Duplex bow. As ammunition a duplex bow uses two arrows for each attack. If an attack with this weapon uses one arrow instead of two, a hit deals only 1d4 damage instead of 2d4.
     Gauntlet. A gauntlet is worn around your hand, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a gauntlet, but you can only attack with the gauntlet if that hand is unoccupied.
     Lance. You have disadvantage on attack rolls with a lance if you attack a target within 5 feet of you, unless you are Large or otherwise can wield Large weapons without penalty. You can wield a lance with only one hand if you are mounted, or if your size is Large or larger.
     Whip. If you are proficient with whips and wielding one, you can use your action to shove a creature within the reach of your whip. When shoving a creature in this way, you can only pull the creature 5 feet towards you or attempt to knock it prone.

Silver and Adamantine Weapons

Some monsters with immunity or resistance to the damage from nonmagical weapons are susceptible to weapons made with silver or adamantine. While silver weapons are reasonably common, adamantine doesn't exist in Hyrule. Some specific weapons like a cobble crusher or guardian weapon are nonetheless are the equivalent of an adamantine weapon.
     A silver weapon costs 1,000 rupees more than a normal weapon of its type. A single piece of silver ammunition costs 100 more rupees than normal. A silver weapon gains the aquatic property and doesn't rust.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead miniblin.
     Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
     An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Adventuring Gear

Click an item's name to see a page describing that item.

Ammunition

Bows, slingshots, and blowguns need ammunition for attacks.


 Item
Cost
in rupees
Weight
in pounds
 Arrow 1 0.1
 Arrow (20) 20 2
 Arrow, fire 200 0.1
 Bolt 1 0.1
 Bolt (20) 20 2
 Bullet 0.02 0.1
 Bullet (50) 1 5
 Seed, ember 200 0.1
 Seed, scent 500 0.1


Bombs and Traps


 Item
Cost
in rupees
Weight
in pounds
 Bear trap 50 25
 Bomb 200 1
 Bombchu 500 5
 Bombling 500 5
 Caltrops (bag of 20) 10 2
 Cast net 10 3
 Water bomb 220 1


Clothes

Every character has at least one set of clothes, often worn under armor.


 Item
Cost
in rupees
Weight
in pounds
 Common clothes 5 3
 Costume 50 4
 Fine clothes 150 6
 Robes 10 4
 Traveler's clothes 20 4


Containers

While an adventurer typically carries their gear in a backpack or adventure pouch, with a bottle or waterskin for drinking water, there are a few other options.


 Item

Capacity
Cost
in rupees
Weight
in pounds
 Adventure pouch 225 L 600 1
 Backpack 30 L 20 5
 Barrel 110 L 20 70
 Basket 55 L 4 2
 Bottle 1 L 20 2
 Bucket 15 L 1 2
 Case or quiver 10 1
 Chest 350 L 50 25
 Pouch 7 L 5 1
 Flask or tankard 0.5 L 0.2 1
 Jug or pitcher 4 L 0.2 4
 Sack 30 L 0.1 0.5
 Vial 0.1 L 10
 Waterskin 2 L 2 1

 Item

Capacity
Cost
in rupees
Weight
in pounds
 Adventure pouch 8 cubic feet 600 1
 Backpack 1 cubic foot 20 5
 Barrel 4 cubic feet 20 70
 Basket 2 cubic feet 4 2
 Bottle 0.25 gallons (32 fluid oz.) 20 2
 Bucket 0.5 cubic feet 1 2
 Case or quiver 10 1
 Chest 12 cubic feet 50 25
 Pouch 0.25 cubic feet 5 1
 Flask or tankard 16 fluid ounces 0.2 1
 Jug or pitcher 1 gallon (128 fluid oz.) 0.2 4
 Sack 1 cubic foot 0.1 0.5
 Vial 4 fluid oz. 10
 Waterskin 0.5 gallons (64 fluid oz.) 2 1

Animals

Adventurers occasionally buy a beast to serve as a mount, to pull vehicles, or to carry extra gear. Generally you can only maintain control over one animal at a time, and it won't fight in combat unless you have a special feature. An animal normally requires feed or stabling (each 1 rupee per day), and you can equip one with barding if you buy it separately.
     Any of the creatures below can be used as a mount by a humanoid of the listed size(s). Any ridable mount you buy comes with an appropriate saddle. See Mounted Combat.
     Only commonly-bought animals are listed here. Some animals are just too violent to be tamed, while others like loftwings are usually only bestowed under special circumstances. Your DM might offer rare animals as treasure if your campaign uses the Abundant Animals variant rule.


 Animal
Rider
Size
Cost
in rupees
Carry
Capacity
 Dog Small 250 180 lb.
 Dolphin Small 1,000 165+ lb.
 Goat Small 150 180 lb.
 Horse Medium 500 480 lb.
 Horse, giant Medium or Large 20,000 1,200 lb.
 Mule Small or Medium 80 420 lb.
 Loovar Medium 3,000 360+ lb.
 Pony Small 300 225 lb.
 Sand seal Small or Medium 200 300 lb.

Illumination

Most adventurers need a way of lighting up dark caverns and dank dungeons.


 Item
Cost
in rupees
Weight
in pounds
 Blue candle 600
 Bullseye lantern 100 2
 Candles (10) 1
 Hooded lantern 50 2
 Magnifying glass 1000
 Oil (1 pint flask) 1 1
 Tinderbox 5 1
 Torches (10) 1 10


Medicines and Potions

In Hyrule you can typically ingest a potion with a bonus action, or administer it to an unconscious creature as an action.


 Item
Cost
in rupees
Weight
in pounds
 Air potion 200 2
 Antitoxin 500 1
 Healer's kit (10 uses) 50 3
 Medicine of life 500 2
 Medicine of magic 500 2
 Sneaky Elixir (10 minutes) 200 2
 Wake-up mushroom 200 0.5


Other Gear

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

 Item
Cost
in rupees
Weight
in pounds
 Adhesive 100 0.1
 Bedroll 10 7
 Blanket 5 3
 Block and tackle 10 5
 Book 250 5
 Boots, iron 600 20
 Chain (10 feet) 50 10
 Chalk (10 pieces) 1 0.5
 Clock 1000 1
 Crowbar 20 5
 Grappling hook 20 4
 Hammer 10 3
 Hourglass 250 1
 Ink pen or quill 1
 Korok leaf 600 1
 Lock 100 1
 Manacles 20 6
 Mess kit 2 1
 Mirror, steel 50 0.5
 Paper (1 sheet) 1
 Pick, miner's 20 10
 Pot, iron 20 10
 Power bracelet 600
 Ram, portable 40 35
 Rations (1 day) 5 2
 Rope (50 feet) 10 10
 Rope, cheval (20 feet) 600 4
 Scale 50 3
 Shovel 20 5
 Small key 200
 Soap 0.2
 Spike, iron 1 0.5
 Spyglass or telescope 1000 1
 Tent 20 20
 Whistle 1
 Zora flippers 600 2

Tools and Vehicles

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your class, species, feats, or other game features can grant you proficiency with one or more tools. Proficiency with a tool lets you add your proficiency bonus to any ability check that uses the tool for its intended purpose. You can still use a tool even if you aren't proficient with it, but may be unable to add your proficiency bonus to checks which use it.
     Tools are not governed by any individual ability score. Use of a musical instrument for example might require an Intelligence check to play in an orderly orchestra, but a Charisma check for an original and impromptu solo performance.
     Tools usually have narrower, more specific applications than skills. Many tools cover niches that are not covered by skills, such as crafting items or maneuvering vehicles. Being proficient with a tool may make you an expert on certain skill checks if your narrator employs the Tool Expertise variant rule.
     The list of tools below is not intended to be exhaustive. Your narrator may decide that your legend of Hyrule includes an electric guitar as a musical instrument, that bombsmith's tools can be used to craft firearms, or even that you can become proficient with a mere shovel, among many other possibilities.



Artisan's Tools

Proficiency with an artisan's tool represents training in how to craft appropriate objects with the relevant tools, and repair such objects if applicable. Without proficiency, any attempts to craft or repair items with the tools are of noticeably lower quality. One of the most lucrative uses of downtime involves crafting items. If your campaign lacks much downtime, your narrator might use the Craft During Rest variant rule instead.
     Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expertise variant rule.

Tool Cost Weight Summary d20
Bombsmith's tools 300 rp 8 lb.    Gear for crafting bombs, cannons, or other items that make use of explosive powder. 1‑2
Brewer's supplies 200 rp 9 lb.    A jug, a siphon, tubing, glassware, and materials for beer, potions, and other drinks. 3
Calligrapher's supplies 100 rp 5 lb.    Ink, parchment, and quills for delicate, beautiful, and precise writing. 4
Carpenter's tools 80 rp 6 lb.    A hammer, nails, a hatchet, a saw, a square, a ruler, an adze, a plane, and a chisel. 5
Cartographer's tools 150 rp 6 lb.    Partment, ink, quills, calipers, a ruler, and a pair of compasses all for map-making. 6
Cobbler's tools 50 rp 5 lb.    A knife, a small hammer, thread, and other gear for making boots and shoes. 7
Cook's utensils 10 rp 8 lb.    A pot, knives, forks, spoons, a ladle, and other utensils for culinary arts. 8-9
Glassworker's tools 300 rp 5 lb.    Tweezers, blocks, a blowpipe, a marver, flint, and steel for glassblowing and shaping. 10
Jeweler's tools 250 rp 2 lb.    Pliers, tweezers, files, a tiny hammer, and a small saw used to work gemstones. 11
Leatherworker's tools 50 rp 5 lb.    Leather scraps, a knife, a mallet, a hole punch, an edge, and thread. 12
Mason's tools 100 rp 8 lb.    A chisel, a hammer, a trowel, a square, and brushes for construction from stone. 13
Painter's supplies 100 rp 5 lb.    Brushes, paints, charcoal, a palette, and canvas for works of art both fine and broad. 14
Potter's tools 50 rp 3 lb.    Calipers, a knife, scrapers, ribs, needles, and other gear for pots and ceramics. 15
Smith's tools 200 rp 8 lb.    Hammers, tongs, rags, a whetstone, and charcoal, all used to shape heated metal. 16‑17
Tinker's tools 500 rp 10 lb.    Various tiny hand tools for fine machine work: glue, tweezers, thread, and more. 18
Weaver's tools 10 rp 5 lb.    Thread, needles, and bits of cloth used to tailor clothing and work fabric. 19
Woodcarver's tools 10 rp 5 lb.    A carving knife, a tiny saw, and other hand tools for finely shaping wood. 20

Professional Tools

Proficiency with a professional tool represents training in how to how to perform a given profession, trade, or service. Without proficiency, you may be unable to perform anything but the simplest of tasks with the relevant tool. While there are a plethora of professional tools used throughout the Light World, those listed below tend to be the most useful for adventurers.
     Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expertise variant rule.

Tool Cost Weight Summary d8
Disguise kit 250 rp 3 lb.    Cosmetics, dyes, clothing, and small props used to create a disguise for yourself. 1
Fishing tackle 10 rp 4 lb.    A fishing rod with silken line, steel hooks, bobbers, sinkers, and some netting. 2
Forgery kit 150 rp 5 lb.    Inks, papers, seals, sealing wax, and hand tools to replicate official documents. 3
Gardening kit 100 rp 12 lb.    Clippers, a trowel, a spade, a rake-hoe, and more used to tend or harvest crops and plants. 4
Navigator's tools 250 rp 2 lb.    A compass, a ruler, a sextant, parchment, ink, and a quill used for naval navigation. 5
Prospector's kit 200 rp 12 lb.    A miner's pick, a hammer, a shovel, a pan, a tiny lens, and a small brush. 6
Rancher's kit 80 rp 10 lb.    A crook, 20 feet of rope, a cattle prod, a bucket, and either shearing scissors or a saw. 7
Thieves' tools 250 rp 1 lb.    Lock picks, a tiny mirror on handle, pliers, a file, and tweezers for thwarting locks and traps. 8

Musical Instruments

The live play of music is not only incredibly popular in Hyrule, but music has ties to spirits and supernatural forces. Sages and especially bards might rely on a musical instrument to invoke their powers, but many adventurers play music for its own sake. The most renowned and practical instruments for adventurers are listed below. Vocal music—song—instead relies solely on the Performance skill.

Instrument Cost Weight Description d20
     Brass
Deku pipes 90 rp 12 lb.    A set of horns, each of a different pitch, bound together. Though quite large as a set,
  special wood keeps their weight manageable. Popular among scrubs and skull kids.
1
Horn 30 rp 2 lb.    Small but needs a deep breath. Often used for battle calls. Keyed horns are known as trumpets. 2
Saxophone 120 rp 5 lb.    An ornate, keyed horn renowned for its use in smooth jazz renditions of well-known music. 3
Trombone 90 rp 5 lb.    A long, large horn distinguished by its sliding component to alter its the pitch produced. 4
Tuba 150 rp 30 lb.    A huge keyed horn renowned for its incredibly low, rumbling pitch. Its size is hard to manage. 5
     Percussion
Bell 30 rp 2 lb.    A big two-handed bell or a set of bells; ring with different intensity and timing. 6
Drum 60 rp 3 lb.    A snare drum or string of small drums worn around the body or waist, played by
  rhythmically beating with sticks or by hand. Their sound is a favorite among goron musicians.
7
Glockenspiel 200 rp 20 lb.    Tuned keys affixed to a board held in one hand, played by striking the keys with a mallet. 8
Maracas 30 rp 1 lb.    A pair of wooden rattles, shaken like bells to create music and rhythm. 9
     String
Guitar 400 rp 5 lb.    A long-necked lute; became famous in the hands of popular musicians like the Indigo-Gos. 10
Harp 300 rp 2 lb.    Among the most ancient instruments, harps and lyres are favored by many sages. 11
Hurdy-Gurdy 500 rp 10 lb.    Preparing the innards of this box takes work, but playing it just requires turning a handle. 12
Lute 350 rp 2 lb.    Strummed strings—sometimes plucked—resonate against a plump, hollow wooden body. 13
Viol 300 rp 1 lb.    A violin, fiddle, ukulele, undersized cello, etc. Played with a sliding bow or plucking fingers. 14
     Woodwind
Accordion 400 rp 15 lb.    A handheld "squeezebox" that is played by pressing and pulling its two sides.
  Different maneuvers create different sounds. It's particularly popular among rito.
15
Bagpipes 300 rp 6 lb.    A "bag" of blown air continuously feeds a few reeds ("pipes"), creating uninterrupted sound. 16
Flute 20 rp 1 lb.    Recorder, whistle, etc. Blow into a pipe with holes; covering holes produces different notes. 17
Oboe 300 rp 2 lb.    A complex, double-reeded, keyed instrument that superficially resembles a large flute. 18
Ocarina 20 rp 1 lb.    Of ancient origin and favored by a legendary hero, it is in practice a simpler form of flute. 19
Pan flute 120 rp 2 lb.    A few pipes bound together; blowing pipes of varying lengths creates different notes. 20

Tool Expertise

If using the Tool Expertise variant rule, being proficient with any musical instrument makes you an expert in:

  • Any Charisma (Performance) check that incorporates a musical instrument in which you are proficient.
  • Any Intelligence check made to identify or recall lore about anything closely related your musical instrument, including music played with your musical instrument and spells which use it as a material component.

Vehicles

You can either be proficient with horse-drawn land vehicles (land vehicles) or aquatic vehicles drawn by sail or pushed by oar (water vehicles), or both. Being proficient adds your proficiency bonus to ability checks made to maneuver and maintain vehicles of the relevant type.
     Damage. Vehicles are objects, and thus have heart points and AC. Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. Vehicles are immune to conditions and to psychic damage but otherwise have no damage resistances or vulnerabilities. Larger or tougher vehicles have a damage threshold; if an attack hits the vehicle but deals less damage than the threshold, then the vehicle loses no heart points as a result of that attack.

Land Vehicles

Land vehicles are usually drawn by draft horses, but some other four-legged creatures can be substituted if their combined size and Strength is sufficient. The costs below assume such a creature is not included. Unless pulling a chariot, a creature pulling a land vehicle has its base walking speed drop to 40 feet (equal to a draft horse) before other modifiers apply.

Vehicle Cost Weight AC hp Threshold
Cart 150 rp 200 lb.  11 25 5
Sled 200 rp 300 lb.  11 50 5
Wagon 350 rp 400 lb.  13 100 5
Carriage 1,000 rp 600 lb.  15 200 5
Chariot 2,500 rp 100 lb.  17 300 10

     Cart. This simple two-wheeled vehicle is designed to be pulled by a single draft horse. It barely has enough room for two Medium or smaller creatures, and is meant mostly for moving cargo. There's no room for a driver to sit, who instead is usually guiding the beast that pulls it.
     Sled. Similar to a wagon, but on runners for moving through snow, over ice, or across bogs too thick for wheels to handle. It generally requires two draft horses if there's more than one Medium creature or object being towed, other than the driver. Like a wagon, if properly pulled it can fit as many as six Medium or Small humanoids including the driver.
     Wagon. This four-wheeled, open-top vehicle is for transporting heavy loads of cargo but can be fitted for passengers. It generally requires two draft horses if there's more than one Medium creature or object being towed. If pulled by two or more draft horses, it can move up to six Medium creatures or objects including the driver.
     Carriage. This four-wheeled, closed-top vehicle provides unmatched shelter and comfort; you can even sleep in it overnight while it is driven. Its bulk requires at least two draft horses to operate. Up to six Medium or Small humanoids can inside the cabin, but a driver must sit outside the cabin to guide the carriage.
     Chariot. Built for speed and for combat, a two-wheeled chariot is the ideal choice for a war vehicle. It can barely hold three Medium or Small creatures—one to drive and one or two to attack—but unlike other drawn vehicles one or two riding horses or other fast beast can pull with its full speed if the load isn't too heavy. Its driver and riders have half cover, and the vehicle's steel plating makes it very difficult to damage. There's no room for cargo.

Water Vehicles

The waterways of the Light World are maneuvered by many different ships, but the most renowned and relevant varieties are listed below. Though these ships draw some parallels to real-world vessels, it's important to consider how different the sea can be in Hyrule. Most ships in this realm are designed primarily to fight sea monsters, not other ships. The Kingdom of Hyrule mostly focuses on internal affairs, so its navy (usually) won't compare to the greatest navies of real-world history. While ships are most closely associated with hylians and gerudo, naval combat often incorporates zora spies and either rito or aeralfos bombers. Warships in this realm are typically outfitted ballistas, archers, harpoons, explosives, and other weapons to deal with the various threats of the Great Sea—rarely does one of respectable size merely have cannons or "guns." The most impressive ships even incorporate weaponized spells, illusions, magical defenses, or a crew supplemented by conjured creatures.
     Speed. Sailing speed varies immensely based on waters and winds, and the number represented here represents modest winds. Favorable winds could do as much as double a ship's speed, while the rare instance of no wind could render the ship practically unable to move. Ships pushed by muscle—whether it be oars from passengers, or zora swimming into the ship—can rarely exceed 5 feet per round, or 12 mph—with the exception of canoes. Although larger ships are quite fast in a straight line, it's generally assumed any ship larger than a lion boat won't have time to turn in combat. Naval battles are especially swift; each ship firing half of its siege weapons at once is often enough to decide a battle.
     Crew. This represents the minimum number of skilled workers (each of whom would expect at least 20 rp per day) required to maintain speed, provide upkeep, and make living on the ship possible. This crew can maintain speed for about 8 hours per day, but requiring constant speed throughout the day would require a crew of twice the size.
     Pax. Pax, or passengers, are the number of Medium or Small humanoids the vessel can carry in addition to the minimum crew. This number represents uncomfortably close quarters both for work and for sleep, and can scarcely be strained any further without risking exhaustion. Individual cabins for each passenger would at least quarter the number of passengers possible.
     Cargo. The approximate amount of goods in weight the ship can safely ferry with a minimum crew and no siege weapons.

Vehicle Cost Length Speed Crew Pax Cargo (lb.) AC hp Threshold
Raft 100 rp  5 feet 5 feet (12 mph) 1 1 300 11 10
Canoe 500 rp  10 feet 25 feet (3 mph) 1 3 600 11 30
Lion Boat 5,000 rp  10 feet 60 feet (7 mph) 1 1 1,000 13 50 5
Sailboat 30,000 rp  30 feet 45 feet (5 mph) 2 8 5,000 13 100 5
Caravel 200,000 rp  80 feet 60 feet (7 mph) 5 60 100,000 15 300 10
Clipper 600,000 rp  160 feet 100 feet (11 mph) 10 60 150,000 15 300 15
Galleon 800,000 rp  160 feet 70 feet (8 mph) 20 200 1,000,000 15 400 15
Ironclad 1,000,000 rp  160 feet 80 feet (9 mph) 20 100 300,000 17 800 20
S.S. Linebeck?
In Legends of Hyrule, the default setting assumes steam power is not robust and widespread enough to support steam ships like the S. S. Linebeck as it appears in Phantom Hourglass. Similarly, all sea-worthy ships are presumed to have sails.
     If your narrator permits these technically advanced ships, simply add 90 feet (10 mph) to the speed of the four best ships—caravel, clipper, galleon, and ironclad—and halve the necessary crew, then optionally increase their cost by 400,000 rupees to each steam version of each ship. This additional cost includes the cost of coal or whatever fuel the ship needs to produce steam. Such a ship gains only a small speed boost from favorable winds, perhaps 2 mph (or 20 feet per round).
     Under these changes, the S.S. Linebeck would fit as a steam caravel.

     Raft. Little more than a few planks or logs bound together with rope, a raft is the most meager of water vehicles. One is usually only used for crossing calm rivers, by pushing along the ground with a pole. The cost of a raft includes one suitable pole or oar. You have disadvantage on ability checks which rely on your raft, and it will surely capsize and sink before long on open waters.
     Canoe. Weighing only about 50 pounds, a canoe has enough room for a couple passengers and can be used to navigate rivers, lakes, and coastal waters—but there's hardly enough room to even lay down inside of one. Its speed can only be maintained for as long as oars are used to actively row. Rowing into deep ocean will surely capsize the vessel. The greatest ships are so large they cannot safely travel up to a beach, and so are stocked with one or more canoes used to disembark on coasts without a formal port.
     Lion Boat. Named for the now-famous boat used by a legendary hero, a lion boat is even smaller than a typical canoe but is of sturdier construction and its deck is dominated by a sail larger than the rest of the boat. Designed for speed, when skillfully maneuvered a lion boat can match the pace of much larger vessels. In exchange for this speed, any lion boat will be capsized frequently; any time the boat is hit by an attack or hit by a particularly strong wind, all riders are dumped into adjacent water. It is a risky yet cost-effective way to speed between nearby oceanic isles, but its small size prevents any journey that would take more than a day.
     Sailboat. With a single sail and a tiny one-room cabin, a typical sailboat is considered a mere toy by most professional sailors. Still, a sailboat can ferry a small group across open waters for a few days and can carry enough weight to ferry all the treasure for a single dungeon raid, or enough supplies to set up a respectable shop. With meager speed and paltry defenses, it has no chance against pirates and would be easily capsized by sea monsters—taking one through the Great Sea is a huge risk, and the cost of cargo is too inefficient for a typical merchant to consider it. A sailboat includes one canoe.
     Caravel. Though humble compared to modern top-of-the-line ships, a caravel was once one of the best designs in the world. With several triangular sails and a sizable area below deck, it is well-suited for weeks or even months at sea. It can support 15 Medium siege weapons (half on each side), or 7 Large weapons. A caravel can haul loads, fight off monsters, and speed away from threats, accomplishing everything adventurers would need from a ship. Still, it's too slow to outrun most pirates, isn't suited to naval battles, and is not very cargo-efficient. A caravel includes two canoes stowed on-board.
     Clipper. Built for speed, the clipper is the fastest type of ship in the world. Its deck is adorned with as many sails as possible, and its body is exceptionally narrow to cut through the ocean. In pirate-infested waters, it is favored for its ability to outrun any ship weighed down with guns or heavy loads. Still, the galleon makes for a more cost-efficient merchant ship, and the ironclad is built for war. A clipper can support about 30 Medium siege weapons (half on each side), or 15 Large ones. If outfitted for more, its signature speed may drop significantly. A clipper includes four canoes stowed on-board.
     Galleon. The largest ship on the seas, the master-crafted galleon is a merchant ship through and through, with storage efficiency at the forefront, with speed and durability not far behind. Its absolutely colossal area under deck could even fit lesser ships and carry them. Built primarily for cargo, a galleon can still support a huge defense arsenal: about 50 Medium siege weapons (half on each side), or 25 Large ones. A galleon includes five canoes stowed on-board—barely enough to fit its minimum crew.
     Ironclad. Built for war, a ship-of-the-line, an ironclad is of course named because its hull is plated with iron. Almost invincible compared to most other ships, it sacrifices surprisingly little speed and cargo space. An ironclad can support about 70 Medium siege weapons (half on each side), or 35 Large ones. Built with damage in mind, ironclads often carry enough repair materials to—according to legend—build an entire second ironclad by hand. An ironclad includes five canoes stowed on-board—barely enough to fit its minimum crew.

Tool Expertise

If you are using the Tool Expertise variant rule, being proficient with a relevant vehicle grants the following benefits:

  • If maneuvering a vehicle during combat, you add your proficiency bonus to the vehicle's AC.
  • You are an expert in any Intelligence check made about vehicles of the relevant category.
  • While inspecting a vehicle with which you are proficient, you are an expert in any ability check made to notice or analyze any aspect of the vehicle, including any check made to appraise its value.


Potions and Poisons

Potions and Poisons

Mounts and Animals

Mounts and Animals

Other Goods and Services

Goods are a special type of item that player-characters often find as treasure or otherwise earn as rewards in place of rupees. There are three main categories of goods: gemstones, spoils, and trade goods.

Gemstones

d8
Gemstone
1 Amber
2 Opal
3 Topaz
4 Emerald
5 Ruby
6 Sapphire
7 Star Fragment
8 Diamond

Gemstones include any valuable crystalline minerals from amber to diamonds. Gemstones are so valuable that collectors, nobility, and the otherwise rich sometimes use them as currency in lieu of rupees. Unlike most gear adventurers come across, gemstones retain their full value when bought or sold. Monsters—especially silver and golden monsters—evaporate into valuable gemstones when they are slain, so adventurers and mercenaries often supply and use them as well.
     Aside from being used as currency, gemstones have inherent magical power. Like spoils, they supply their full value when used as materials in crafting. Some spells even use gemstones as a material component, and some spells specify diamonds in particular. The adjacent table lists the most renowned types of gems in Hyrule, but there could certainly be more beyond these.
     Minerals with overt magical effects, like luminous stones, are considered magic items instead of gemstones. Items that are formed by a creature, from raw pearls to masterwork jewelry, are instead considered spoils. Minerals of value without special properties are usually considered trade goods instead of gemstones.

MveQvtq.png

Trade Goods

Most wealth is not held in rupees or even gemstones. Practical wealth is often measured in land, grains, livestock, minerals, tax collection rights, or exclusive access to mines or other resources. Wealth sometimes comes in the form of paintings, sculptures, and other art objects appreciated for their aesthetic value. These commonly exchanged goods—trade goods—normally retain their full value when bought and sold, unlike most equipment adventurers come across.
     While there are countless kinds of trade goods spread across Hyrule and neighboring realms, the following table includes some of the more renowned and constant trade goods. The goods below are particularly steadfast; one can expect a similar price whether selling to a goron trader on a remote isle of the Great Sea, or buying from a noblewoman in Castle Town.

 Rupee
 Value

     Item
0.1      1 pound of Tabantha wheat, hylian rice, or firewood
0.2      1 pound of flour
0.5      1 pound of rock salt
1      1 pound of iron ore, 1 pound of lumber, or 1 square yard of canvas 
5      1 pound of copper or 1 square yard of cotton cloth 
10      1 pound of ginger
20      1 pound of cinnamon, pepper, or goron spice
50      1 pound of silver or 1 square yard of linen
100      1 square yard of silk
500      1 pound of gold
5000      1 pound of platinum

Spoils

Spoils includes any valuable remains that are left behind by a monster when it is slain, but lack any immediate use like a weapon or a potion. Spoils could include animal meat, jewelry, or even chu jelly. Creature pages might suggest possibilities for what types of creature spoils could be dropped by different creatures, but ultimately the narrator is free to improvise whatever spoils seem appropriate if any.
     Spoils can be sold, used as the material component of some spells, or used as materials in crafting. If sold, spoils fetch half their value in rupees, like most gear adventurers come across. If used as the component for a spell or for crafting, the spoils instead use their full value as a material cost. Your narrator may allow others uses such as using an lizalfos tail as an improvised weapon, or using chu jelly as a lubricant.
     When using spoils as a material, your narrator may or may not require the item to be somehow related to the intended effect. Chu jelly could be used for a potion for example, but it might be implausible to describe how it is useful for crafting an arrow.


Spoils

Goods are a special type of item that player-characters often find as treasure or otherwise earn as rewards in place of rupees. There are three main categories of goods: gemstones, spoils, and trade goods.

Gemstones

d8
Gemstone
1 Amber
2 Opal
3 Topaz
4 Emerald
5 Ruby
6 Sapphire
7 Star Fragment
8 Diamond

Gemstones include any valuable crystalline minerals from amber to diamonds. Gemstones are so valuable that collectors, nobility, and the otherwise rich sometimes use them as currency in lieu of rupees. Unlike most gear adventurers come across, gemstones retain their full value when bought or sold. Monsters—especially silver and golden monsters—evaporate into valuable gemstones when they are slain, so adventurers and mercenaries often supply and use them as well.
     Aside from being used as currency, gemstones have inherent magical power. Like spoils, they supply their full value when used as materials in crafting. Some spells even use gemstones as a material component, and some spells specify diamonds in particular. The adjacent table lists the most renowned types of gems in Hyrule, but there could certainly be more beyond these.
     Minerals with overt magical effects, like luminous stones, are considered magic items instead of gemstones. Items that are formed by a creature, from raw pearls to masterwork jewelry, are instead considered spoils. Minerals of value without special properties are usually considered trade goods instead of gemstones.

MveQvtq.png

Trade Goods

Most wealth is not held in rupees or even gemstones. Practical wealth is often measured in land, grains, livestock, minerals, tax collection rights, or exclusive access to mines or other resources. Wealth sometimes comes in the form of paintings, sculptures, and other art objects appreciated for their aesthetic value. These commonly exchanged goods—trade goods—normally retain their full value when bought and sold, unlike most equipment adventurers come across.
     While there are countless kinds of trade goods spread across Hyrule and neighboring realms, the following table includes some of the more renowned and constant trade goods. The goods below are particularly steadfast; one can expect a similar price whether selling to a goron trader on a remote isle of the Great Sea, or buying from a noblewoman in Castle Town.

 Rupee
 Value

     Item
0.1      1 pound of Tabantha wheat, hylian rice, or firewood
0.2      1 pound of flour
0.5      1 pound of rock salt
1      1 pound of iron ore, 1 pound of lumber, or 1 square yard of canvas 
5      1 pound of copper or 1 square yard of cotton cloth 
10      1 pound of ginger
20      1 pound of cinnamon, pepper, or goron spice
50      1 pound of silver or 1 square yard of linen
100      1 square yard of silk
500      1 pound of gold
5000      1 pound of platinum

Spoils

Spoils includes any valuable remains that are left behind by a monster when it is slain, but lack any immediate use like a weapon or a potion. Spoils could include animal meat, jewelry, or even chu jelly. Creature pages might suggest possibilities for what types of creature spoils could be dropped by different creatures, but ultimately the narrator is free to improvise whatever spoils seem appropriate if any.
     Spoils can be sold, used as the material component of some spells, or used as materials in crafting. If sold, spoils fetch half their value in rupees, like most gear adventurers come across. If used as the component for a spell or for crafting, the spoils instead use their full value as a material cost. Your narrator may allow others uses such as using an lizalfos tail as an improvised weapon, or using chu jelly as a lubricant.
     When using spoils as a material, your narrator may or may not require the item to be somehow related to the intended effect. Chu jelly could be used for a potion for example, but it might be implausible to describe how it is useful for crafting an arrow.


Feats

Either Hyrulean Feats or D&D Feats, Not Both
Many feats here are parallels to those found in Player's Handbook and other official content subject to copyright. For the sake of balance, it is suggested a character cannot gain both Hyrulean feats and official Dungeons & Dragons feats. A party with mixed feats would still be perfectly fine.

A feat represents an aptitude or special ability that gives a player-character exceptional capabilities. It embodies training, experience, and abilities beyond what a class provides. Under Hyrulean character creation, a player-character can gain a feat at 1st level. At later levels, your class can grant a feat as an option for the Improvement feature.

You can take each feat only once, unless the feat specifies otherwise. You must meet any prerequisite specified in a feat to take that feat.

The following tables detail all feats available in Legends of Hyrule. Your DM may enable feat options beyond those listed here.


General feats

Listed below are feats without prerequisites or restrictions.

Name Effects
%PAGE% You have mastered an ancient and infamous form of sleep deprivation, rendering sleep unnecessary for you. You gain the following benefits:
  • Increase your Constitution score by 1. This cannot increase your ability score above its maximum.
  • You never need to sleep. You still must limit yourself to restful activity to gain the benefits of rest, such as reading or keeping watch.
  • Magic can't render you unconscious. You otherwise have advantage on any ability checks and saving throws made to avoid falling unconscious.
  • Unless your eyes are damaged, you have no need to blink. You have advantage on saving throws to avoid being blinded.
%PAGE% You are well-trained in guerilla warfare, and gain the following benefits:
  • You have advantage on initiative checks. If your campaign uses static initiative, you instead add a +5 bonus which doesn't stack with any other bonus.
  • When the first attack roll you make in a combat targets a creature which has yet to have a turn, your attack roll has advantage.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
%PAGE% You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
  • You have advantage on Strength-based melee attack rolls against any unmounted creature that is at least one size category smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a saving throw to reduce the damage it takes, your mount instead takes no damage if it succeeds on the saving throw, and takes reduced damage if it fails.
%PAGE% You specialize in one damage type of your choice from from acid, cold, fire, lightning, necrotic, poison, and radiant.
  • When you deal damage of the chosen type, it ignores damage resistance.
  • When you cast a damage-dealing spell using a number of magic points equal to or less than you proficiency bonus, you can change one of the spell's damage types to your chosen type.
  • When you see a creature take damage of your chosen type, you can use your reaction to magically flux the element's impact on that creature: either add your proficiency bonus to the damage dealt, or subtract your proficiency bonus from the damage dealt (as damage reduction).
%PAGE% You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:
  • The first 5 feet you move on your turn never provokes opportunity attacks.
  • When you use your action to Dash, your movement does not provoke opportunity attacks until the end of your turn. You don't gain this benefit if using a bonus action or other means to Dash.
  • If you are hit with a melee attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks from that creature. This movement is subtracted from any you would be able to make before the end of your next turn.
%PAGE% Whether hunting game or hunting bounties, you are a specialist in the hunt of your chosen foe. As your chosen foe, choose a creature type from beasts, dragons, fiends, monstrosities, or undead. You can elect to instead choose two humanoid races (such as blins and lizal). Your DM may enable other options suited to the campaign. You gain the following benefits:
  • You have advantage on Wisdom (Survival) checks made to track your chosen foe, and any Intelligence checks made to recall lore about them.
  • You add a d4 bonus die to every damage roll you make against your chosen foe.
  • You add a d4 bonus die to any saving throw you are forced to make by your chosen foe.
  • When you are targeted by an attack from your chosen foe, you can use your reaction to impose disadvantage on the attack roll.

If different features add bonus dice to your roll, they don't combine. Add only the highest.

%PAGE% You have developed impeccable mimicry and acting skills. You gain the following benefits:
  • Increase your Charisma score by 1, if doing so does not exceed your maximum score for that ability.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  • You have advantage on Charisma checks made to pass yourself off as a different creature.
  • You gain proficiency with the disguise kit.
%PAGE% Through instinct or study, you have mastered impressive but fundamental spellcasting ability. You gain the following benefits:
  • Your magic point maximum increases by 2.
  • Choose a class and subclass from researcher or sage. You learn one cantrip of your choice from that subclass's spell list. In addition, choose one 2-point spell from that same list. You learn that spell and can cast it by expending magic points as normal. Your spellcasting ability for these spells depends on the class you chose: Intelligence for researcher, or Wisdom for sage.
%PAGE% With training and cunning, you have become exceptionally agile on the field of combat. You gain the following benefits:
  • Your walking speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement until the start of your next turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
%PAGE% You have spent much time honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:
%PAGE% You have learned to sprint with the forceful intensity of a legendary beast. You gain the following benefits:
  • If you move at least 10 feet in a straight line immediately before you make a melee weapon attack or a shove, you gain advantage on the damage roll or ability check. You can only gain this benefit once per turn.
  • If you use your action to Dash, you can use your bonus action to make one melee weapon attack or one shove.
  • If you have a running start, the distance of your long jump increases by 10 feet.
%PAGE% Drawing on your combat experience, you learn any one martial technique that draws upon 2 or fewer stamina points, and can use this technique by expending stamina points as normal. If you have no stamina points, you can use the technique once without stamina points, and regain the ability to use it when you finish a short or long rest.


Proficiency feats

Listed below are general feats which grant proficiency with weapons, armor, skills, tools, or languages.

Name Effects
%PAGE% You have trained all varieties of weapons, to the point you can pick up almost anything and wield it like a master. Gain two of the following benefits of your choice:
  • Gain proficiency with all simple weapons.
  • Gain proficiency with all martial weapons. You must be proficient with all simple weapons, or choose that as your other benefit.
  • Gain proficiency with bombs. You must be proficient with all simple weapons, or choose that as your other benefit.
  • Add your proficiency bonus to attack rolls with improvised weapons.
  • You can choose for your unarmed strike to deal bludgeoning damage equal to 1d6 + your Strength modifier.
  • Increase your Strength, Dexterity, or Constitution score by 1, if doing so does not exceed your maximum score for that ability.

You can gain this feat multiple times.

%PAGE% You have trained extensively with armor. Gain two of the following benefits of your choice.
  • Gain proficiency with light armor.
  • You gain proficiency with medium armor, and with shields (but not heavy shields). You must be proficient with light armor to choose this benefit, or choose light armor proficiency as your other benefit.
  • You gain proficiency with heavy armor and all shields. You must be proficient with medium armor to choose this benefit, or choose medium armor proficiency as your other benefit.
  • Increase your Strength, Dexterity, or Constitution score by 1, if doing so does not exceed your maximum score for that ability.

You can gain this feat multiple times.

%PAGE% Alert to the traps and treasures present in many dungeons, you gain the following benefits:
%PAGE% As a studied linguist, you have mastered many tongues and scripts. Gain any three of the following benefits:
  • Speak, read, and write 4 more languages of your choice. You can choose this benefit multiple times.
  • Increase your Intelligence, Wisdom, or Charisma score by 1. This cannot increase your ability score above its maximum, which is initially 20.
  • Gain proficiency with calligrapher's supplies and the forgery kit.
  • As a downtime activity, you can expertly create a written encrypting cipher for any written language you know. No one can decipher a cipher you've created this way without knowledge you know have, a key you provide, or magic.
  • You can spend an hour translating up to one page of any language you don't know into a language you do know. This can translate rarely-known languages like Mudoran and Sky Writing but cannot translate secret languages. The hour requires your full focus and a separate page to write down the translation.
  • After listening to someone speak a language you know for at least 10 seconds, you can tell if the language is native to the speaker or one they learned after maturing. You can also tell if someone is able to speak the language only because of a spell or magic effect.
%PAGE% You gain proficiency in any two skills of your choice. You also gain one of the following benefits, as you decide:
  • Gain proficiency in a third skill.
  • Gain proficiency in any two tools, learn two languages, or one tool and one language.
  • Increase one of your ability scores by 1. The ability must either be Intelligence, or an ability that governs at least one of the skills you chose.

Feats with prerequisites

The list below includes only feats with prerequisites but excludes feats which require any specific race.

Name Prerequisites Effects
%PAGE% The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning tricks that grant you the following benefits:
%PAGE% Proficiency with cook's utensils You have become so talented with the culinary arts that you can prepare dishes with seemingly supernatural benefits. You become an expert in cook's utensils.
     When you have access to these utensils, you can spend 1 hour preparing any one of the following special dishes. When you prepare one of these special dishes, you can prepare any number of servings of that dish. Each serving requires you to consume 500 rupees' worth of appropriate ingredients or spoils in the cooking process. Any creature that consumes one of these servings before it spoils has sufficient food for the day. While your meals may be best best enjoyed over time, a creature can consume one serving as an action. Any uneaten serving you prepare spoils after 8 hours, becoming inedible.
  • Tasty Meal. A creature that consumes a serving regains heart points equal to your level plus your proficiency bonus.
  • Hearty Meal. A creature that consumes a serving gains temporary heart points equal to your proficiency bonus.
  • Energizing Meal. A creature that consumes a serving regains stamina points equal to your proficiency bonus or magic points equal to half your proficiency bonus, rounded down.
  • Sneaky Meal. If a creature consumes a serving, for 1 hour it gains advantage on Dexterity (Stealth) checks made to hide or move quietly.
  • Hasty Meal. If a creature consumes a serving, for 1 hour its base walking speed becomes 40 feet if it would otherwise be lower.
  • Spiced Meal. When you prepare this meal, choose either fire damage or cold damage. A creature that consumes a serving gains resistance to the chosen damage type for 1 hour.
  • Mighty Meal. If a creature consumes a serving, it can add a d4 bonus die to the first Strength-based damage roll it makes on each of its turns for 1 hour. (If different features add bonus dice to your damage roll, they don't combine. Add only the highest.)

Most creatures need time to digest and grow hungry before gaining such special benefits again. Regardless of how many meals or servings you prepare, a creature can only gain the benefits of one special meal, and regains the capability to do so when it finishes a long rest.

%PAGE% Proficiency with the disguise kit and an artisan's tool Incomplete. See downtime.
%PAGE% At least 1 magic point You are able to store magic power more efficiently than others. When you gain this feat increase your magic point maximum by 2 + half your current character level (rounded down). Your magic point maximum increases by 1 at every even-numbered level you gain after this.
%PAGE% The ability to cast at least one spell with magic points You've learned to manipulate and transform the spells you cast, using a practice called metamagic. When you cast a spell, you can expend 1 extra magic point when you cast it to give it one of the following effects. This extra magic point is subject to your Magic Limit.
  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your spellcasting ability modifier. A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you double the range of the spell. When you cast a spell that has a range of touch, the range becomes 30 feet.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you double its duration, to a maximum duration of 24 hours.
  • Subtle Spell. You cast the spell without any somatic or verbal components.
%PAGE% The ability to cast at least one spell You have learned to direct your physical power into some of your spells, gaining several benefits:
%PAGE% 20 heart points or more Whether through intentional training or pure luck, you always seem to cling to consciousness even when you are at death's door. You gain the following benefits:
  • Increase your Constitution score by 1, if doing so does not exceed your maximum.
  • When a single attack or effect reduces your heart points from 20 or more to 0, but doesn't kill you outright, you are reduced to 1 point instead. You must complete a short or long rest before this feature can be used again.
  • You are proficient in death saving throws, and add your proficiency bonus to these rolls.
%PAGE% The ability to cast at least one spell with the ritual tag Instead of casting a spell as normal, you can increase its casting time by 10 minutes, but only if the spell has the ritual tag. You need not expend magic points (or spell slots) to cast the spell when casting it in this way. When casting it in this way, you cannot overpower the spell (nor cast it with a higher level spell slot).
%PAGE% Magic points, and proficiency with at least one rod You learn the craft rod spell and can cast it with the magic points you have. Whenever you would expend charges from a rod, you can instead expend an equal number of your own magic points. This feat can't be used with any effect that draws upon a number of charges that exceeds your proficiency bonus.
%PAGE% The ability to cast at least one spell You have mastered tricks to enhance your attacks with certain kinds of spells, gaining the following benefits:
%PAGE% Strength 13 or higher Your combat training has awakened in a unique style of fighting you adopt as your specialty. Gain any one fighting style of your choice.


Racial feats

The following feats can normally only be acquired by members of a specific race. Consequently, only a small portion of characters have access to any particular one of these feats.

Name Prerequisites Effects
%PAGE% Rito lineage, character level 4th Through training and perhaps even physical transformation, you have learned to fly effortlessly. It is easy for you to rapidly switch between flapping your wings and using your hands even while maintaining flight. This gives you the following benefits:
  • You gain a fly speed of 60 feet. If you have the Labored Flight trait, this feat effectively replaces that trait.
  • If your heritage is coastal or highland, increase your Strength or Constitution score by 1. This cannot increase your ability score above its maximum.
%PAGE% Goron lineage Among the incredibly stalwart gorons, there some even more resilient than their peers. Whether the result of intense training or natural aptitude, you gain the following benefits:
%PAGE% Kokiri race You have learned an esoteric form of combat using simple weapons easily found and made in your woodland home:
  • You gain proficiency with all simple weapons, plus the shortsword.
  • When you wield a club or slingshot the damage die is increased to a d6 if it would otherwise be lower.
  • After you use your action to attack with a shortsword or any simple weapon and miss the target, you can use your bonus action to make one more attack with that weapon. If you wouldn't add your ability modifier or any bonus dice to the damage roll of the missed attack, you don't add them to the additional attack either.
%PAGE% Lynel race, proficiency with all martial weapons You have learned a brutally powerful form of archery, gaining several benefits when you attack with a shortbow.
  • You can add your Strength modifier to attack and damage rolls instead of your Dexterity modifier.
  • Your shortbow attacks ignore half cover and three-quarters cover.
  • As an action, you can make one shortbow attack against a target you can see, which automatically hits without rolling the d20. Once you use this action, you must finish a long rest before you can do so again.
%PAGE% Goron race Through arduous training you have learned to roll effortlessly, switching between walking and rolling in the blink of an eye. Your speed has become the envy of any racing goron. You gain the following benefits:
  • Your base walking speed increases to 50 feet.
  • When you use your action to Dash, moving through nonmagical difficult terrain costs you no extra movement.
  • When you use your action to Dash, you can use your bonus action to make one unarmed strike. This unarmed strike can deal slashing damage instead of its normal damage type.
%PAGE% Deku scrub race You have learned an esoteric form of magic innate to your race, and gain the following benefits:
  • Your seed shot's damage die increases to d8. It overcomes damage resistance and immunity as if it was magical.
  • You know two cantrips of your choice from acid bubble, druidcraft, pirouette, and summon instrument. Dexterity is your casting ability for these spells.
  • You can spend 10 minutes creating a deku flower in natural soil. Any flower created in this way lasts for 24 hours before withering. If you expend 500 rupees worth of appropriate spoils when creating the flower, it instead lasts permanently.
%PAGE% Sunlight Sensitivity racial trait After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:
%PAGE% Lizal race You have trained to be an elite warrior among lizal, embodying traditional combat styles and tactics of your people. You gain the following benefits:
  • Martial Advantage. When you use the Attack action to hit a creature with a melee attack, if that creature is within 5 feet of your ally and that ally isn't incapacitated, you can use your bonus action to deal an extra 1d6 damage to the creature you hit.
  • Shield Breaker. If you score a critical hit hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.
  • Skill Proficiency. You gain proficiency in your choice of either Athletics or Stealth.
%PAGE% Zora race Your fins have been trained to slice through water and foes alike, granting you the following benefits:
  • Using your razor-sharp fins, you can choose for your unarmed strike to deal 1d8 slashing damage + your Strength modifier.
  • You can make a ranged weapon attack by throwing one of your attachable fins. This attack has the finesse and returning (range 20/80) properties. A hit deals 1d8 slashing damage + your Strength or Dexterity modifier.
  • If using zora's natural armor, increase your AC by 1.
  • While using your swim speed, you can use your bonus action to Dash.



Techniques

Gallery of Techniques

Spells

The following gallery details all spells found in Legends of Hyrule. Click on any spell's name for a page dedicated to that spell. For a summarized and sortable list, see Table of Spells. For details about how spells generally function, see Spellcasting.

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Magic Items

The following gallery details all magic items found in Legends of Hyrule. For a summarized and sortable list, see Table of Magic Items. For details about how magic items generally function, see Magic Item Overview.

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Creatures

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


The following table summarizes all creatures in Legends of Hyrule. Click any of the names below for full details for that creature.

See creature overview for a general explanation of creatures, creature stat blocks, and how they work.

Name CR Size Type Subtype Summary
%PAGE% 2 Medium humanoid lizal A winged anthropomorphic lizard related to other lizal such as dinolfos. Their tactful swooping attacks can be difficult to fight against.
%PAGE% 3 Large dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams.
%PAGE% 0.5 Small construct armos A magically animated stone statue, it watches over ruins like an alarm. It isn't much of a threat unless provoked to explode.
%PAGE% 2 Medium construct armos A magically animated stone statue covered in armor, it stands guard over ruins long after the nearby structures have crumbled.
%PAGE% 1 Small beast critter The hard shell of this fire-spewing scorpion is almost impenetrable to swords and hammers.
%PAGE% 1/8 Small dragon dodongo A Small dragon that attacks with reckless leaping bite attacks. It detonates like a bomb when it dies.
%PAGE% 1/2 Small fiend keese A Small, bat-like fiend that swoops down with a powerful bite.
%PAGE% 0 Tiny beast
%PAGE% 1/8 Tiny beast
%PAGE% 1/2 Large beast
%PAGE% 0 Tiny beast critter
%PAGE% 3 Large beast octo
%PAGE% 2 Large beast skulltula A spider of monstrous size with an abdomen that resembles a human skull. It aggressively attacks with tackles, bites, and even shots of web.
%PAGE% 18 Large giant lynel
%PAGE% 13 Large giant lynel
%PAGE% 1 Medium beast tektite
%PAGE% 0 Tiny aberration A Tiny ball of wispy black smoke or white snow, one is eerie but mostly harmless. They hide in crevices in large numbers and seem to appear out of nowhere.
%PAGE% 0.125 Medium humanoid blin Pig-faced sadistic monsters that isn't even well-respected among monsters.
%PAGE% 0 Small ooze A small, oblong spherical blob of goo. It can barely hop about but it's still quite aggressive.
%PAGE% 0.25 Medium humanoid blin Well-organized bandits that are known to raid hylian villages. They attack with clubs and fiery arrows, often from the backs of bullbos.
%PAGE% 0.5 Medium humanoid blin A bulblin born with the magical powers of a sage.
%PAGE% 1 Large beast A Large boar-like monster known for its endurance and ferocity. They are very commonly used by bulblins as mounts.
%PAGE% 2 Medium humanoid blin This bulblin commands respect from its peers, through greater strength and competence.
%PAGE% 0 Tiny beast These generally docile mammals are found among hylian villages where they help deter rodents, bugs, and other pests.
%PAGE% 5 Large elemental A slim-bodied warrior made of regenerating ice. It's the most formidable chilfos there is.
%PAGE% 2 Small fiend keese A Small fiend comprised of a single huge eye and flapping bat-like wings. At close proximity, its stare can shatter one's mind.
%PAGE% 2 Large elemental A slim-bodied warrior made of ice. They disguise themselves as icicles on the ceiling and drop down when a foe draws near.
%PAGE% 11 Gargantuan monstrosity octo These gargantuan sea squids can sink ships just by breaching the ocean's surface.
%PAGE% 1/4 Large beast This Large, heavy-bodied, non-venomous python subdues its prey by squeezing them to death.
%PAGE% 0 Tiny beast A crab, plain and simple.
%PAGE% 2 Medium humanoid blin The sheer bloodlusting tenacity of this bokoblin makes it much more formidable in combat than its peers.
%PAGE% 4 Medium humanoid lizal A winged anthropomorphic lizard. Its powerful weapons and clever tactics make it more formidable than most aeralfos.
%PAGE% 1/4 Tiny fiend keese A skeletal bat-like monster animated by necromancy. Its bite inflicts a momentary curse.
%PAGE% 8 Medium humanoid lizal Imbued with dark power, this dinolfos is a bit more powerful than most of its kind. It can even spew necrotic energy.
%PAGE% 5 Gargantuan monstrosity This Gargantuan sea snake's maw can crunch boulders and tear apart ships, but a skilled warrior can hit its weak point for massive damage.
%PAGE% 1/4 Large beast deer
%PAGE% 0.125 Medium plant baba A carnivorous plant with a mean bite. Its rooted in one spot, though, making it easy to slay or avoid if it doesn't ambush you.
%PAGE% 0.25 Small plant deku scrub
%PAGE% 6 Huge plant baba
%PAGE% 5 Medium humanoid lizal A lizal warrior that masterfully wields swords and axes, and can even breathe fire.
%PAGE% 6 Large dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. It's significantly stronger than most aquamentus.
%PAGE% 5 Large dragon dodongo A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 1/4 Large beast horse These larger horses are breed for hard labor, making them more powerful but less fast than the more ubiquitous riding horse.
%PAGE% 1 Medium monstrosity
%PAGE% 0.125 Medium beast avian A Medium bird native to volcanic regions. It doesn't fly, but can run incredibly fast on its two powerful legs.
%PAGE% 1/4 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. Its body is cloaked in crackling electricity.
%PAGE% 0 Tiny fairy tiny fairy A tiny, darting sprite with healing magic. As a benevolent pacifist, it has almost no combat capability.
%PAGE% 0 Tiny fairy tiny fairy A tiny, darting sprite with a clever mind. As a benevolent pacifist, it has almost no combat capability.
%PAGE% 7 Medium humanoid lizal A winged anthropomorphic lizard. Unlike most aeralfos, this one can breathe fire and wields draconic power.
%PAGE% 1/4 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. Its body is eternal aflame.
%PAGE% 2 Medium monstrosity An aggressive, tadpole-like monster that spits fire from the surface of magma rivers.
%PAGE% 1 Tiny monstrosity serpent A venomous snake imbued with powerful magic that rapidly flashes into and out of this realm.
%PAGE% 1 Medium aberration A giant hand that crawls along the floors of dungeons. It can split into three when struck.
%PAGE% 11 Medium humanoid rito This flightless rito is a legendary warrior, among the most mighty fighters in the Light Realm. Their kind has historically sided against Hyrule.
%PAGE% 0.5 Medium humanoid rito While flightless rito are renowned as monstrous warriors, this one makes a peaceful living as a scout and hunter of game.
%PAGE% 6 Medium humanoid rito A flightless rito that excels at high-leaping combat. They can even shoot beams from their blades.
%PAGE% 0.25 Medium elemental A slim-bodied warrior made of ice. It's particularly frail compared to most chilfos, but its icy spear is still deadly.
%PAGE% 0 Tiny beast frog
%PAGE% 0 Tiny ooze A tiny, sticky slime that attacks prey by slowing them down—making them weaker for zols or other monsters to defeat.
%PAGE% 1 Medium undead ghost A pasty-white, one-eyed, semitransparent ghost that attacks with a huge tongue.
%PAGE% 1/4 Medium beast
%PAGE% 1/2 Small beast critter
%PAGE% 0.5 Large beast pig
%PAGE% 1/8 Small beast
%PAGE% 1/8 Small beast bovid A quadruped mammal known for its stubborn temperament and ramming headbutts. They are often domesticated like cattle.
%PAGE% 5 Large monstrosity gohma
%PAGE% 3 Medium beast skulltula
%PAGE% 16 Large humanoid lizal This winged anthropomorphic lizard wields the legendary might of a golden monster, making it an almost invincible warrior and probably the most powerful aeralfos ever.
%PAGE% 3 Tiny beast critter
%PAGE% 7 Medium humanoid blin Imbued with the legendary power of a golden monster, this might be the mightiest bokoblin to ever live.
%PAGE% 28 Large giant lynel
%PAGE% 4 Medium monstrosity octo A rare golden-colored variety of the more common octorok. Their strength, stamina, and speed are the stuff of legend.
%PAGE% 7 Tiny monstrosity serpent A venomous snake imbued with the legendary might of a golden monster. It's the most powerful rope there is.
%PAGE% 3 Medium monstrosity tektite
%PAGE% 12 Medium monstrosity wolf
%PAGE% 3 Large beast ungulate A blue-furred rhino native to cold regions, whose namesake horn weighs down its powerful body. A single strike from this two-foot horn can be lethal.
%PAGE% 7 Huge monstrosity mothula
%PAGE% 7 Huge dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams.
%PAGE% 9 Gargantuan monstrosity This Gargantuan sea snake can snap apart ships with a single bite. Unlike lesser varieties, it doesn't have a weak point.
%PAGE% 9 Huge plant baba
%PAGE% 8 Huge dragon dodongo A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 6 Large giant horsehead This horse-headed warrior wields great strength, able to send warriors flying with a single strike of its hammer.
%PAGE% 2 Medium aberration A Small, flying parasite that crackles with electricity and attacks with energy-draining bites.
%PAGE% 1 Large beast
%PAGE% 1/8 Tiny beast critter
%PAGE% 1/8 Large beast horse Quadrupeds that are commonly used for transport, whether rode or used to pull wagons. They can be found either domesticated or in the wild.
%PAGE% 3 Large giant horsehead This giant, horse-headed warrior has been twisted by the evil magic of those who revere Ganon. His immense strength now works for evil.
%PAGE% 1/4 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. Its body is cloaked in icy, freezing magic.
%PAGE% 2 Small monstrosity
%PAGE% 1/8 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. It can absorb elements to empower itself.
%PAGE% 5 Large humanoid blin The leader of a bulblin army or tribe, this towering king wields daunting horns and weapons.
%PAGE% 8 Gargantuan dragon dodongo A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 2 Medium monstrosity octo These octopus monsters are much tougher than the more common red variety. They can even spit rocks at a faster pace.
%PAGE% 0.25 Small monstrosity gohma
%PAGE% 0.5 Medium plant
%PAGE% 12 Huge dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. Its legendary power exceeds that of any aquamentus.
%PAGE% 12 Huge plant baba
%PAGE% 9 Large giant Superhuman strength and endurance makes this equine brute one of the most feared warriors in service to Ganon.
%PAGE% 10 Medium monstrosity wolf
%PAGE% 0.5 Large dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. Its younger or weaker than a typical aquamentus.
%PAGE% 1 Gargantuan monstrosity This Gargantuan aquatic eel can bite through solid rock. It's incredibly vulnerable to any attack against its weak spot, making it surprisingly easy to defeat.
%PAGE% 3 Huge plant baba
%PAGE% 2 Medium dragon dodongo A two-legged dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 1 Large giant horsehead Although not as formidable as most horseheads, this equine warrior's sheer strength is enough to crush almost any warrior that would oppose it.
%PAGE% 1/8 Tiny beast
%PAGE% 1/8 Medium beast A large fish with a huge, sword-like bill it uses for predation.
%PAGE% 1/8 Tiny aberration A Tiny, flying parasite that crackles with electricity and attacks with energy-draining bites.
%PAGE% 1/8 Small beast
%PAGE% 1 Large beast loftwing These Large birds are rode by the hylians of Skyloft.
%PAGE% 1/4 Large beast A meaty fish the size of a horse that is found everywhere in the ocean. They are often domesticated.
%PAGE% 4 Huge beast A particularly powerful bullbo with armor and massive horns. It's an incredibly dangerous mount perhaps only used by King Bulblin.
%PAGE% 0.125 Tiny beast critter Aggressive, housecat-sized beetle which live in dank caves and desolate deserts.
%PAGE% 8 Large giant lynel
%PAGE% 0.5 Medium monstrosity gohma A pony-sized centipede that lives in magma. A magtail's huge mandibles can tear through armor, but a seasoned warrior can squash these like they bugs they are.
%PAGE% 24 Large construct An ancient evil enigma bound to a mask. Its sheer sadistic nature might destroy the entire world.
%PAGE% 0.125 Small beast A Small marsupial with a shelled back that defends its territory with huge leaping attacks using it powerful, clawed hind legs.
%PAGE% 0.25 Medium monstrosity moldorm A skittering centipede-like monster with erratic, difficult-to-predict movements.
%PAGE% 1/4 Medium monstrosity digdogger
%PAGE% 0 Tiny aberration A Tiny disembodied hand with a demonic grip that can drain magic power.
%PAGE% 0.25 Small humanoid blin
%PAGE% 1 Large humanoid blin
%PAGE% 2 Large monstrosity moldorm A skittering centipede-like monster with erratic, difficult-to-predict movements and a sturdy armor-like carapace.
%PAGE% 0 Tiny monstrosity mothula The egg of a mothula, this one-eyed spiked ball attacks by latching on to weigh you down.
%PAGE% 0.125 Tiny monstrosity mothula
%PAGE% 3 Large monstrosity mothula A gigantic carnivorous moth that attacks with huge, scissor-like mandibles. It spews morths to attack, too.
%PAGE% 1/8 Medium beast deer
%PAGE% 1/4 Medium beast bovid A quadruped mammal known for its stubborn temperament and ramming headbutts. They graze in hills and prairies.
%PAGE% 2 Huge beast A massive fish with a huge, sword-like bill it uses for predation. A single stab could sink a ship.
%PAGE% 0.5 Medium humanoid lizal
%PAGE% 0.25 Small monstrosity octo A bizarre black-colored octorok covered in spikes that will violently explode if threatened. It lives in the deep sea.
%PAGE% 0.25 Small monstrosity octo A widespread octopus monster found almost anywhere, from desert hills to ocean waves. They attack by spitting rocks from a safe distance.
%PAGE% 3 Large giant lynel
%PAGE% 1 Large beast bovid A particularly large goat distinguished by two horns that come together in a ring shape. They are primarily found in Ordon.
%PAGE% 1/2 Medium beast A renowned form of owl remarkable for its mastery over language. These benevolent observers have often helped people solve problems or avoid calamity.
%PAGE% 0.5 Medium plant peahat A peculiar plant monster that flies with rotating, helicopter-like leaves or petals. It's helpless when unable to fly.
%PAGE% 1/8 Small beast pig
%PAGE% 2 Large beast
%PAGE% 6 Large undead Resembling a larger version the more common pols voice, this ghost hides a colossal, fanged mouth.
%PAGE% 1 Medium monstrosity A peculiar bunny-like bipedal monster that hates loud noises. It weaves around melee attacks with surprising ease.
%PAGE% 1/8 Small aberration A swarm of multicolored tentacles that constricts and slowly dissolves its prey.
%PAGE% 5 Medium monstrosity octo
%PAGE% 0.5 Medium plant baba A carnivorous plant with a meaner bite than most babas. Its golden hide can endure a few hits, but it can't move from where it's planted.
%PAGE% 1/8 Tiny beast
%PAGE% 1/4 Small monstrosity These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert.
%PAGE% 1/2 Medium beast pig A tusked pig-like beast found in forests and fields. They charge aggressively if threatened.
%PAGE% 1 Medium aberration A swarm of red-and-yellow tentacles that constricts and slowly dissolves its prey.
%PAGE% 2 Large beast ungulate A furless rhino native to savannas. It's less common in Hyrule than the more renowned great-horned rhinoceros.
%PAGE% 0.25 Medium humanoid zora
%PAGE% 0.125 Tiny beast serpent Venomous snakes that can race towards prey with shocking speed.
%PAGE% 1/2 Large beast A massive fish with a huge, sword-like bill it uses for predation. A single stab could sink a ship.
%PAGE% 0.25 Small beast
%PAGE% 1 Large elemental A slim-bodied warrior made of ice that stands guard. It lacks some of the trickier abilities of other chilfos.
%PAGE% 13 Large humanoid lizal This winged anthropomorphic lizard wields the dark power of silver, making it among the most formidable and feared aeralfos ever.
%PAGE% 4 Medium humanoid blin Imbued with the dark and mysterious magic of silver monsters, this bokoblin is vastly more powerful than most of its kind.
%PAGE% 23 Large giant lynel
%PAGE% 2 Medium monstrosity tektite
%PAGE% 8 Medium monstrosity wolf
%PAGE% 1/4 Tiny undead serpent A venomous, undead snake that races towards prey with shocking speed.
%PAGE% 1/2 Medium beast skulltula A monstrous spider with an abdomen that resembles a human skull. It aggressively attacks with tackles, bites, and even shots of web.
%PAGE% 0.25 Small beast gohma
%PAGE% 0 Tiny beast A commonly-found pest that usually only hunts other insects. It's known for spinning webs and for its venomous bites.
%PAGE% 0.125 Small undead stal A lumbering skeletal humanoid with unusually long arms for its small size. It attacks from the ground with clumsy claw swipes.
%PAGE% 2 Large undead serpent A multi-headed undead snake monster that can rapidly regenerate from conventional attacks.
%PAGE% 0.5 Medium undead stal
%PAGE% 0.25 Large undead stal This undead, skeletal horse arises at night. They say only monsters ride such fell steeds.
%PAGE% 0.5 Medium undead stal This undead, skeletal hound arises at night. In small packs, they strike unwary travelers without reason.
%PAGE% 3 Large humanoid blin
%PAGE% 3 Large elemental A slim-bodied warrior made of reinforced ice. Its body is much sturdier compared to most stalfos.
%PAGE% 10 Large humanoid lizal A winged anthropomorphic lizard. This variety of aeralfos wields supernatural power from birth, and can even cast a few spells innately.
%PAGE% 1/8 Medium beast critter
%PAGE% 0.125 Large monstrosity mothula The eggs of a mothula, these one-eyed spiked balls attack by latching on to weigh you down.
%PAGE% 0.5 Large monstrosity mothula
%PAGE% 0.5 Large beast serpent Venomous snakes that can race towards prey with shocking speed.
%PAGE% 1 Large beast deer
%PAGE% 1/2 Small aberration A Small, flying parasite that crackles with electricity and attacks with energy-draining bites.
%PAGE% 0.5 Small beast gohma
%PAGE% 0 Tiny monstrosity An aggressive, tadpole-like monster found in ponds and streams.
%PAGE% 0.25 Large monstrosity A swam of aggressive, tadpole-like monsters found in ponds and streams.
%PAGE% 0.5 Medium monstrosity An aggressive, tadpole-like monster that spits acid from the surface of rivers and lakes.
%PAGE% 2 Small ooze A fiery mollusk that moves at surprising speed, and resists conventional forms of attack.
%PAGE% 1/8 Small ooze A fiery mollusk that is slow to move but wields fearsome blasts of fire.
%PAGE% 0.5 Medium humanoid blin This bokoblin has some decent weapons and armor, making it a little more of a threat than most bokoblins.
%PAGE% 1 Small ooze A sticky blob of slime the size of a child that attacks prey with acidic, tackling hops. If damaged they can split into gels.
%PAGE% 0.25 Small beast vermin This housecat-sized bug rushes at prey with galloping bite attacks. Vengas store poisonous gas in their bodies, releasing it in a toxic cloud upon defeat.
%PAGE% 9 Large dragon These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert.
%PAGE% 1 Medium monstrosity These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert.
%PAGE% 1/8 Small beast skulltula A monstrous spider that aggressively attacks creatures many times its size, and is typically found clinging to walls or vines.
%PAGE% 3 Medium monstrosity wolfos A wolf-like monster that fights with formidable claw attacks that can easily deflect melee strikes.
%PAGE% 2 Large monstrosity mothula A gigantic carnivorous grasshopper that attacks with huge, scissor-like mandibles. It spews morths to attack, too.
%PAGE% 0.25 Medium beast wolf
%PAGE% 0.5 Medium beast wolf
%PAGE% 1 Medium beast wolf
%PAGE% 2 Medium beast wolf
%PAGE% 3 Medium beast wolf
%PAGE% 4 Medium beast wolf
%PAGE% 5 Medium beast wolf
%PAGE% 6 Medium beast wolf
%PAGE% 2 Medium monstrosity wolfos A wolf-like monster that fights with formidable claw attacks that can easily deflect melee strikes.
%PAGE% 1/4 Medium beast pig A tusked, fur-covered pig found in forests and fields. Though normally skittish, they charge aggressively if threatened.
%PAGE% 0.25 Small ooze A sticky blob of slime the size of a child that attacks prey with acidic, tackling hops. If damaged they can split into gels.