Scion (archived)

From Legends of Hyrule
Jump to navigationJump to search
This page or section is incomplete, and will eventually be expanded with more information.

ClassesScion


Table: The Scion

Level Proficiency
Bonus
Features Spells
Known
1st +2 Progenitor feature, Magic Meter, Spellcasting
2nd +2 Affinity, Altered Body
3rd +2 Progenitor feature
4th +2 Improvement
5th +3 Swift Spells
6th +3 Altered Form
7th +3 Progenitor feature
8th +3 Improvement
9th +4 Resilient (1st)
10th +4 Overflowing Spells (one)
11th +4 Progenitor feature
12th +4 Improvement, Progeny
13th +5 Resilient (2nd)
14th +5 Overflowing Spells (two)
15th +5 Progenitor feature
16th +5 Improvement, Immutable Form
17th +6 Resilient (3rd)
18th +6 Overflowing Spells (three)
19th +6 Improvement, Progeny (improved)
20th +6 Progenitor feature

Starting equipment

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


Hearts

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

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

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

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

Proficiency

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

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

You may gain additional proficiencies depending on your patron as detailed below.

Proficiency Points

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

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

This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.

Retraining

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

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

Progenitor

At 1st level...

Your progenitor grants additional features again at 3rd, 7th, 11th, 15th, and 20th levels.

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


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

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


Affinity

At 2nd level, you can a much stronger affinity for a certain type of creature as described under your patron. 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 time.

Being an expert lets you add a bonus die to applicable ability checks. The size of the die depends on your proficiency bonus. A +2 bonus grants a d4, +3 grants d6, +4 grants d8, +5 grants d10, and +6 grants d12.

Altered Body

At 2nd level, you can...

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


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.

Swift Spells

At 5th level, you learn to weave your scion spells more efficiently.

When you use your action to cast a powered scion spell, you can use your bonus action to cast a scion cantrip that normally has a casting time of 1 action. A cantrip cast in this way doesn't deal extra damage beyond 5th level.

When you use your action to cast any scion spell, you can use your bonus action to make one melee weapon attack or to Disengage.

Altered Form

Starting at 6th level, you can use your action to magically assume the shape of a type of creature decided by your patron.

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


Progeny

Starting at 12th level, your supernatural magic has become so great that you can become a minor patron in your own right.

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


At 19th level...

Resilient

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.

Starting from 13th level, you are proficient in all saving throws.

At 17th level, you become an expert in one saving throw of your choice from Dexterity, Constitution, and Wisdom.

Overflowing Spells

At 10th level, the supernatural power surging within you can be released effortlessly into some of your more familiar spells. Whenever you finish a long rest, you can select one 2-point (1st level) scion spell you can cast. You cannot choose a spell which restores heart points. You can cast any of the chosen spells without expending magic points. Overpowering such a spell requires additional magic points, as normal. You can change your overflowing spells whenever you finish a long rest.

Starting at 14th level, you can prepare one 2-point spell and one 3-point spell (2nd level). Beginning at 18th level, you can also prepare a 5-point spell (3rd level). If you select a lower-point spell, it is respectively empowered as if you used 3-points or 5-points to cast it.

Immutable Form

By 16th level, your [...]. You can no longer be magically transformed or polymorphed against your will, even if you are unconscious.

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