Scion (archived)

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ClassesScion


Table: The Scion

Level Proficiency
Bonus
Features Spells
Known
Magic
Limit
Magic
Points
1st +2 Progenitor feature, Magic Meter, Spellcasting 2 2 Cha
2nd +2 Affinity, Altered Body 3 2 Cha + 2
3rd +2 Progenitor feature 4 2 Cha + 4
4th +2 Improvement 4 2 Cha + 6
5th +3 Altered Form 5 3 Cha + 8
6th +3 Swift Spells, extra cantrip 5 3 Cha + 10
7th +3 Progenitor feature 7 4 Cha + 12
8th +3 Improvement 7 4 Cha + 14
9th +4 Resilient (1st) 8 5 Cha + 16
10th +4 Overflowing Spells (one) 8 5 Cha + 18
11th +4 Progenitor feature, extra cantrip 9 5 Cha + 20
12th +4 Improvement, Progeny 9 5 Cha + 22
13th +5 Resilient (2nd) 10 6 Cha + 24
14th +5 Overflowing Spells (two) 10 6 Cha + 26
15th +5 Progenitor feature 11 6 Cha + 28
16th +5 Improvement, Immutable Form 11 7 Cha + 30
17th +6 Resilient (3rd) 12 7 Cha + 32
18th +6 Overflowing Spells (three) 12 7 Cha + 34
19th +6 Improvement, Progeny (improved) 13 8 Cha + 36
20th +6 Progenitor feature 13 8 Cha + 38

Starting equipment

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


Hearts

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

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

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

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

Proficiency

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

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

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

Proficiency Points

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

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

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

Retraining

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

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

Progenitor

At 1st level...

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

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


Magic Meter

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

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

Spellcasting

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, since 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 three cantrips (or "unpowered spells") of your choice from your progenitor's spell list. You learn an extra cantrip from this list at 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.

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

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

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

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

Overpowering a Spell

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

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

Affinity

At 2nd level, you can a much stronger affinity for a certain type of creature as described under your patron. You become better able to understand the minds, the motives, and the physicality of these creatures. You are an expert on every Intelligence, Wisdom, and Charisma check made about or against creatures of this type.

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

Altered Body

At 2nd level, you can...

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


Improvement

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

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

Altered Form

Starting at 5th level, you can use your action to magically assume the shape of a type of creature decided by your patron.

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


Swift Spells

At 6th 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 weapon attack, to Disengage, or to cast one scion cantrip you know that normally has a cast time of 1 action.

Resilient

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

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

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

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

Overflowing Spells

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

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

Progeny

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

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


At 19th level...

Immutable Form

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

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


Scion Spell List

The following spells are available to all scions. The Progenitor you choose at 1st level expands your spell list. See dragon scion, fairy scion, and poe scion for the respective progenitor's list.

Name MP Lv School Summary
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Longstrider 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour.
Magic Touch 4 2nd conjuration Your touch restores magic points or stamina points to another creature.
Polymorph 6 4th transmutation Transform a creature in range into a beast for up to 1 hour.
Power Beam 0 evocation You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation 0 transmutation You create one of several minor magical effects.