Scion (archived)

From Legends of Hyrule
Revision as of 19:56, 5 April 2024 by Guy (talk | contribs) (Guy moved page Scion to Scion (archived))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

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.



The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]