https://www.dandwiki.com/w/api.php?action=feedcontributions&user=79.245.111.227&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T06:04:57ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Ganondorf_(5e_Creature)&diff=1260653Ganondorf (5e Creature)2020-01-18T20:06:23Z<p>79.245.111.227: /* Ganondorf */</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
__NOTOC__<br />
==Ganondorf==<br />
<!-- CR<br />
Off: 21 [Off CR 15 (75 dmg, +15 hit); assuming 2/3rd combat is spent as Ganon (Off CR 21)]<br />
Def: 30 (701 hp, 25 ac); x1.25 from resistances; +452 hp from Ganon; guessing +2 AC from shield/counterspell; +4 AC from three good saves; +2 AC from magic resist/triforce<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|racemanual=&nbsp;({{5h|Race|Gerudo}})<br />
|alignment=neutral evil<br />
|ac=17<br />
|armor=[[Hyrule: Fighter (5e Class)#Fighting Styles|unarmored defense]]<br />
|dr=damage from spells; nonmagical bludgeoning, piercing, and slashing damage (from {{5h|s|Stoneskin}})<br />
|di=poison<br />
|dv=radiant; any damage from [[Artifacts (Hyrule Supplement)|artifact weapons]]<br />
|ci={{5c|Paralyzed}}, {{5c|Poisoned}}, {{5c|Stunned}}<br />
|athletics=yes<br />
|arcana=yes<br />
|deception=yes<br />
|perception=yes<br />
|persuasion=yes<br />
|intimidation=yes<br />
|senses={{5e|Darkvision}} 60 ft. (from {{5h|s|Darkvision}} spell), passive {{5s|Perception}} 20<br />
|saves=[[5e SRD:Strength|Str]] +7 (with {{5e|Advantage}}), [[5e SRD:Constitution|Con]] +14 (with {{5e|Advantage}}), [[5e SRD:Wisdom|Wis]] +10, [[5e SRD:Charisma|Cha]] +11<br />
|hd=19<br />
|speed=35 ft.<br />
|str=25<br />
|dex=14<br />
|con=23<br />
|int=19<br />
|wis=15<br />
|cha=16<br />
|cr=26<br />
|languages={{HyruleLanguage|Blin}}, Common, {{HyruleLanguage|Gerudo}}, {{HyruleLanguage|Stal}}; Ganondorf can choose for his words to be understood by any creature capable of hearing him and understanding a language<br />
|features=<br />
'''''Ancestral Arms.''''' Ganondorf has a +1 bonus on damage rolls with {{5e|Scimitar}}s (included in the attack).<br />
<br />
'''''Dark Brute.''''' A melee weapon deals one extra die of its damage when Ganondorf hits with it (included in the attack), which deals necrotic damage instead of the weapon's normal type. Ganondorf's weapon attacks are magical.<br />
<br />
'''''Ganon (1/Day).''''' While he has access to the [[Triforce (5e Equipment)#Triforce of Power|Triforce of Power]], if Ganondorf is reduced to 0 {{5e|Hit Points}} but not killed outright, he immediately transforms into [[Ganon (5e Creature)|Ganon]]. His statistics, including {{5e|Hit Points}} and alignment, are replaced with those of Ganon. He does not regain [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] or uses of Legendary Resistance, however. This transformation absolves him of all conditions, poisons, and diseases other than death and [[5e SRD:Conditions#Petrified|petrification]]. This transformation persists until he uses an action to end it, he is killed, or he loses access to the [[Triforce (5e Equipment)#Triforce of Power|Triforce of Power]].<br />
<br />
'''''Legendary Resistance (3/Day).''''' If Ganondorf fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Spell Resistance.''''' Ganondorf has {{5e|Advantage}} on saving throws against spells.<br />
<br />
'''''Spellcasting.''''' Ganondorf is a 16th-level spellcaster, and has 94 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. His spellcasting ability is {{5a|int}} (spell save DC 20, +12 to hit with spell attacks). Ganondorf knows the following [[Hyrule: Researcher (5e Class)#Witch|witch]] spells, which he can cast without material components:<br />
:Cantrips: {{5h|s|Fire Bolt}}, {{5h|s|Death Bolt}}, {{5h|s|Prestidigitation}}, {{5h|s|Minor Illusion}}, {{5h|s|Mold Earth}}, {{5h|s|Vicious Mockery}}<br />
:1st (2 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Dark Dive}}, {{5h|s|Detect Magic}}, {{5h|s|Feather Fall}}, [[Ganon's Fist (5e Spell)|''Ganon's fist'']], {{5h|s|Jump}}, {{5h|s|Shield}}, {{5h|s|Sleep}}, {{5h|s|Transfer Pain}}<br />
:2nd (3 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): ''{{5e|Darkvision (Spell)|darkvision}}''<sup>1</sup>, {{5h|s|Dead Man's Volley}}, {{5h|s|Detect Thoughts}}, {{5h|s|Knock}}, {{5h|s|Magic Mouth}}, {{5h|s|Mirror Image}}, {{5h|s|Misty Step}}, {{5h|s|Scorching Ray}}, {{5h|s|Stun Person}}<br />
:3rd (5 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Bestow Curse}}, {{5h|s|Counterspell}}, {{5h|s|Dispel Magic}}, {{5h|s|Fly}}, {{5h|s|Lightning Bolt}}, {{5h|s|Major Image}}<br />
:4th (6 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Dimension Door}}, {{5h|s|Greater Invisibility}}, {{5h|s|Locate Creature}}, {{5h|s|Polymorph}}, {{5h|s|Splitting Orb}}, {{5h|s|Stoneskin}}<sup>1</sup>. {{5h|s|Warping Step}}<br />
:5th (7 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Control Person}}, {{5h|s|Scrying}}, {{5h|s|Telekinesis}}, {{5h|s|Wave of Obliteration}}<br />
:6th<sup>2</sup> (9 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Circle of Death}}, {{5h|s|Programmed Illusion}}, {{5h|s|True Seeing}}<br />
:7th<sup>2</sup> (10 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Forcecage}}, {{5h|s|Project Image}}, {{5h|s|Withering Destruction}}<br />
:8th<sup>2</sup> (11 [[Hyrule (5e Campaign Setting)#Magic Points|mp]]): {{5h|s|Mind Blank}}, {{5h|s|Power Word Stun}}<br />
:<sup>1</sup>''Ganondorf casts {{5e|Darkvision (Spell)|darkvision}} and {{5e|Stoneskin}} on himself before combat, which reduces his remaining magic points to 85.''<br />
:<sup>2</sup>''Ganondorf can only cast one spell of this level per day.''<br />
<br />
'''''[[Triforce (5e Equipment)#Triforce of Power|Triforce of Power]].''''' Ganondorf has the artifact known as the [[Triforce (5e Equipment)#Triforce of Power|''Triforce of Power'']]. While in possession of it, he has {{5e|Advantage}} on all {{5a|str}} and {{5a|con}} saving throws.<br />
<br />
|actions= <br />
'''''Multiattack.''''' Ganondorf makes three scimitar attacks, or two attacks otherwise.<br />
<br />
'''''{{5E|Unarmed Strike}}.''' Melee Weapon Attack:'' +15 to hit, reach 5 ft., one target. ''Hit:'' 13 (1d12 + 7) bludgeoning damage plus 6 (1d12) necrotic damage.<br />
<br />
'''''{{5E|Scimitar}}.''' Melee Weapon Attack:'' +15 to hit, reach 5 ft., one target. ''Hit:'' 11 (1d6 + 8) slashing damage plus 3 (1d6) necrotic damage.<br />
<br />
'''''[[Weapons (Hyrule Supplement)#Weapons|Moblin Spear]].''' Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 21 (1d12 + 15) piercing damage plus 6 (1d12) necrotic damage.<br />
<br />
|legendary=Ganondorf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ganondorf regains spent legendary actions at the start of his turn.<br />
<br />
'''''Detect.''''' Ganondorf makes a {{5a|wis}} ({{5s|Perception}}) check.<br />
<br />
'''''Shift.''''' Ganondorf expends 3 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] to cast ''{{5e|Misty Step}}'', or 5 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] to cast ''{{5e|Fly}}''.<br />
<br />
'''''Attack (Costs 2 Actions).''''' Ganondorf makes one {{5e|Unarmed Strike}}.<br />
<br />
'''''Cantrip (Costs 2 Actions).''''' Ganondorf casts one cantrip.<br />
<br />
<br />
|description=<center>https://i.imgur.com/dBGnpdw.png<br/>[https://zelda.gamepedia.com/Ganon Source]</center><br />
<br />
''See [[Religion (Hyrule Supplement)#Ganon]].''<br />
<br />
Ganondorf, former {{5h|Race|Gerudo}} king, is the most infamous humanoid in all of [[Hyrule (5e Campaign Setting)|Hyrulean]] history. Through the ''[[Triforce (5e Equipment)|Triforce of Power]]'', he has attained near-immortality. Over millennia, he or his other incarnations has sought to violently overthrow the Kingdom of Hyrule, oppose the will of the gods, and even destroy the entire [[Astrology (Hyrule Supplement)|Light World]]. Every time the heroes of Hyrule seem to have stopped his plans, slain him outright, or even [[5e SRD:Conditions#Petrification|turned him into solid stone]], he finds a way of returning to become the scourge of Hyrule once again.<br />
<br />
These statistics assume Ganondorf has the [[Triforce (5e Equipment)#Triforce of Power|Triforce of Power]], and will transform into [[Ganon (5e Creature)|Ganon]] when his {{5e|Hit Points}} are under half. For a version of this character without such capabilities, see [[Ganondorf, Dethroned (5e Creature)]].<br />
}}<br />
<br />
==Variant: Without Transformation==<br />
The Challenge Rating above assumes Ganondorf will transform into {{5H|c|Ganon}} when he reaches 0 {{5e|Hit Points}}. If he doesn't, his Challenge Rating is 18 ({{5e XP|18}} XP). <!--<br />
Off CR 15 (75 dmg, +15 hit)<br />
Def CR 21 (339 hp, 25 ac) --><br />
<br />
==See also==<br />
* [[Ganon (5e Creature)]]<br />
* [[Ganondorf, Dethroned (5e Creature)]]<br />
* [[Calamity Ganon (5e Creature)]]<br />
* [[Religion (Hyrule Supplement)#Ganon]]<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:NPC]]</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Majora_(5e_Creature)&diff=1260652Majora (5e Creature)2020-01-18T20:05:21Z<p>79.245.111.227: /* Majora */</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
__NOTOC__<br />
==Majora==<br />
<!-- CR<br />
Off: ~25<br />
Def: 22 (400 hp, 24 ac); x3 hp from Pain Transmutation; +90 hp from LegendResist; +2 AC from Pain Transmutation; +2 AC from three good saves; +1 AC from haste as a legendary action<br />
--><br />
{{5e Creature<br />
|size=Large<br />
|type=construct<br />
|alignment=chaotic evil<br />
|ac=19<br />
|armor=natural armor<br />
|di=poison<br />
|dv=force<br />
|ci={{5c|Charmed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|arcana=yes<br />
|deception=yes<br />
|insight=yes<br />
|perception=yes<br />
|senses={{5e|Truesight}} 120 ft., passive {{5s|Perception}} 21<br />
|wissave=yes<br />
|consave=yes<br />
|chasave=yes<br />
|hd=10<br />
|speed=40 ft., fly 30 ft. (hover)<br />
|str=16<br />
|dex=20<br />
|con=21<br />
|int=21<br />
|wis=18<br />
|cha=24<br />
|cr=24<br />
|languages={{HyruleLanguage|Ancient}}, {{HyruleLanguage|Twilit}}; plus any languages known by the host of ''{{5H|e|Majora's Mask}}'' (which usually includes Common)<br />
|features=<br />
'''''Forceful Strikes.''''' A melee weapon deals an extra 11 (2d10) force damage Majora hits with it (included in the attack). Majora's weapon attacks are magical.<br />
<br />
'''''Formidable Magic.''''' Majora has {{5e|Advantage}} on any saving throw made to maintain {{5e|Concentration}} on a spell it has cast. Any ability check made to dispel a spell Majora has cast is made with {{5e|Disadvantage}}.<br />
<br />
'''''Innate Spellcasting.''''' Majora's innate spellcasting ability is {{5a|cha}} (spell save DC 22, +14 to hit with spell attacks). Majora can innately cast the following spells, requiring no material components:<br/><br />
:3/day each: {{5h|s|Animate Objects}}, {{5h|s|Creation}}, {{5h|s|Bestow Curse}}, {{5h|s|Fireball}}, {{5h|s|Polymorph}} (cannot target itself)<br />
:2/day each<sup>1</sup>: {{5h|s|Bestow Curse}} (cast as a 5th level spell), {{5h|s|Haste}}, {{5h|s|Wave of Obliteration}}, [[Wizzro's Blast (5e Spell)|''Wizzro's blast'']]<br />
:1/day each<sup>2</sup>: {{5h|s|Bestow Curse}} (cast as a 9th level spell), {{5h|s|True Polymorph}} (cannot target itself), {{5h|s|Whirlwind}}, {{5h|s|Wish}}<br />
:<sup>1 Majora can only cast these spells if it increases the casting time by 1 minute, or has used Pain Transmutation at least once today.</sup><br />
:<sup>2 Majora can only cast these spells if it increases the casting time by 10 minutes, or has used Pain Transmutation twice today.</sup><br />
<br />
'''''Legendary Resistance (3/Day).''''' If Majora fails a saving throw, it can choose to succeed instead.<br />
<br />
'''''Pain Transmutation (2/Day).''''' Majora is capable of absorbing damage to grow its form and enhance its physical capabilities. Each time it would be killed or reduced to 0 {{5e|Hit Points}}, this feature activates to fully recover Majora's {{5e|Hit Points}}, absolve it of any [[5e SRD:Conditions|conditions]], and grow it slightly in both size and power. Each time it uses this feature in a day, Majora gains a cumulative +2 bonus to its attack rolls, ability checks, and saving throws. Majora's reach is initially 5 feet, but its reach increases by 5 feet each time it uses this feature.<br />
|actions= <br />
'''''Multiattack.''''' Majora makes two attacks, plus one additional attack for each time it has used Pain Transmutation.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 16 (3d8 + 3) bludgeoning damage plus 11 (2d10) force damage. <!-- 54, 81, 108 dmg / +10, +12, +14 hit --><br />
<br />
'''''[[Whip, Hyrulean (5e Equipment)|Whip]].''' Melee Weapon Attack:'' +13 to hit, reach 10 ft., one target. ''Hit:'' 10 (2d4 + 5) slashing damage plus 11 (2d10) force damage. If Majora has used Pain Transmutation twice and the target is a Large or smaller creature, at the end of this turn the target must succeed on a DC 22 {{5a|str}} saving throw or be knocked {{5c|Prone}}. <!-- 42, 63, 84 dmg / +13, +15, +17 hit --><br />
<br />
'''{{5H|s|Death Bolt}}.''' ''Ranged Spell Attack:'' +14 to hit, range 120 ft., one target. ''Hit:'' 22 (4d10) necrotic damage.<br />
<br />
'''''{{5E|Fire Bolt}}.''' Ranged Spell Attack:'' +14 to hit, range 120 ft., one target. ''Hit:'' 22 (4d10) fire damage.<br />
<br />
'''''Heat Beams (Recharge 5-6).''''' Majora's eyes emit a burning beam of light in a line 90 feet long and 5 feet wide, or a 30-foot cone. In either case, a creature in this area must succeed on a DC 20 {{5a|dex}} saving throw or take 39 (6d12) fire damage plus 26 (4d12) force damage. <!-- 130 dmg if it hits 2, DC 20 --><br />
<br />
|legendary=Majora can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Majora regains spent legendary actions at the start of its turn.<br />
<br />
'''''Detect.''''' Majora makes a {{5a|wis}} ({{5s|Perception}}) check.<br />
<br />
'''''Bolt.''''' Majora casts {{5h|s|Fire Bolt}} or {{5h|s|Death Bolt}} from an object it is affecting with {{5h|s|Animate Objects}}.<br />
<br />
'''''Conjure Toys.''''' Majora casts {{5h|s|Creation}} without consuming a spell slot to create up to four Tiny masks, tops, or other simple toys.<br />
<br />
'''''Attack (Costs 2 Actions).''''' Majora makes one attack.<br />
<br />
'''''Haste (Costs 2 Actions).''''' Majora can only use this legendary action if it has used Pain Transmutation today. It casts {{5h|s|Haste}} on itself, expending the spell slot as normal.<br />
<br />
|description=<center><div class="externalimage-holder" style="width:60%">https://i.imgur.com/c7ZaP2o.png</div>''{{5H|e|Majora's Mask}}''<br/>[https://zelda.gamepedia.com/Majora%27s_Mask_(Object) Source]</center><br />
<br />
''See [[Religion (Hyrule Supplement)#Majora]].''<br />
<br />
===History===<br />
Majora is an ancient enigma, believed to originate at some point in the [[History (Hyrule Supplement)#Progenitor Era|Progenitor Era]]. Though its exact origin is shrouded in rumor and myth, Majora's history is entwined with an artifact known as ''{{5H|e|Majora's Mask}}''. Supposedly, this mask was used in arcane rituals of hexing and torture{{dash}}though whether the mask was worn by the torturer or the tortured is ambiguous. The mask itself was capable of growing in power through both the physical and emotional pain of living creatures, and it is believed Majora itself was the sentient creation of this pain. When Majora itself grew too powerful, the ancient sorcerers who created the mask{{dash}}or perhaps their descendants{{dash}}sealed the fiend inside the mask they had created, and forbade its use.<br />
<br />
Although the Majora and its mask has reportedly been destroyed or sealed away several times throughout the recorded history of the [[Astrology (Hyrule Supplement)#Light World|Light World]], just as many times it has appeared again under mysterious circumstances. At best, the mask's evil was swiftly sealed or destroyed. At worst, the mask was worn by a humanoid, allowing Majora to influence its wearer, spread pain, grow in power, and wreak havoc. The current visage of [[Astrology (Hyrule Supplement)#The Moon|the Moon]]{{dash}}a disturbing visage that glares furiously upon the Light World below{{dash}}is said to be the result of one such instance when Majora gained power, and a seemingly eternal symbol of its desire to cause agony and suffering.<br />
<br />
Despite its foreboding nature and dark desires, Majora is said to be disturbingly immature and child-like. Some believe it knows nothing of the difference between right or wrong; that its vile curses are its ideas are mere pranks, and Majora is only a victim of the tortuous souls who first created it. Regardless, only a few individuals now lost to history could know the true nature of Majora firsthand.<br />
<br />
===Combat===<br />
These statistics assume Majora took possession of a host through the artifact ''{{5H|e|Majora's Mask}}'', and gained enough power to act as an independent creature. The exact time, methods, and means of Majora gaining power through its host cannot be accurately measured, though it does only seem to gain independence through causing pain or suffering.<br />
<br />
When it first becomes independent, Majora initially assumes a Large form of ''Majora's Mask'' itself, albeit with a series of elongated whip-like tentacles emerging from its backside. As it takes pain or causes pain, it is able to transmute its form into something increasingly humanoid in shape. It gains arms, legs, and a head, and its spellcasting capabilities steadily grow alongside its physical evolution. If it takes time to rest, Majora's form will usually revert back to that of a mask in less than a day's time.<br />
<br />
Majora eagerly curses anyone too weak to fight it, and has even known to use powerful magic to permanently polymorph creatures into other shapes. It generally prefers to elongate suffering and pain through this magical feats. Only when something is a credible threat does Majora intend to kill it swiftly.<br />
<br />
Frequently, Majora will magically create masks or other inanimate objects with its {{5h|s|Creation}} spell, [[5e SRD:Animate Objects|animate]] them, and finally fire bolts of magical energy towards them. It tends to only use this tactic when there is time to prepare against a credible threat; the more threatened it feels, the more frantic and straightforward its attacks tend to be.<br />
<br />
<center><div class="externalimage-holder" style="width:40%">https://d1u5p3l4wpay3k.cloudfront.net/zelda_gamepedia_en/5/51/Majora%27s_Wrath_2.png</div>A humanoid-like form Majora can take after using Pain Transmutation.<br/>[https://zelda.gamepedia.com/Majora%27s_Mask_(Object) Source]</center><br />
}}<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Golden_Moblin_(5e_Creature)&diff=1260650Golden Moblin (5e Creature)2020-01-18T20:04:20Z<p>79.245.111.227: /* Golden Moblin */</p>
<hr />
<div>__NOTOC__<br />
==Golden Moblin==<br />
<!-- CR<br />
Off: 19 (132 dmg, +8 hit)<br />
Def: 18 (323 hp, 22 AC); ~130% hp from resistances & gleaming dodge; +30 hp from legendary resistance; +2 AC from four good saves; +2 AC from Magic Resistance<br />
--><br />
{{5e Creature<br />
|size=Large<br />
|type=humanoid<br />
|racemanual=&nbsp;({{5h|c|Moblin}}) [[Category:Moblin Tag]]<br />
|alignment=chaotic evil<br />
|ac=18<br />
|armor={{5e|Studded Leather (Armor)|studded leather}}<br />
|hd=18<br />
|speed=40 ft.<br />
|str=26<br />
|dex=22<br />
|con=25<br />
|int=8<br />
|wis=12<br />
|cha=13<br />
|dexsave=yes<br />
|wissave=yes<br />
|consave=yes<br />
|chasave=yes<br />
|ci={{5c|Charmed}}, {{5c|Petrified}}<br />
|dr=radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|acrobatics=yes<br />
|intimidation=yes<br />
|athletics=yes<br />
|perception=yes<br />
|senses={{5e|Darkvision}} 120 ft., passive {{5s|Perception}} 17<br />
|cr=19<br />
|languages={{HyruleLanguage|Blin}} and one other language (usually Common)<br />
|features=<br />
'''''Evil Aura.''''' Any creature that starts its turn within 10 feet of the moblin must make a DC 12 {{5a|wis}} saving throw, or become {{5c|Frightened}} until the start of its next turn. If a creature has succeeded on this saving throw once within the past 8 hours, it has {{5e|Advantage}} when making this saving throw again.<br />
<br />
{{5ect|moblin|Improved Initiative}}<br />
<br />
{{5ect|moblin|Keen Smell}}<br />
<br />
{{5ect|moblin|Legendary Resistance|1}}<br />
<br />
{{5ect|moblin|Magic Resistance}}<br />
<br />
'''''Moblin Demigod.''''' The moblin has {{5e|Advantage}} on all {{5a|cha}} checks made to interact socially with moblins.<br />
<br />
{{5ect|moblin|Powerful Attacks}}<br />
|actions= <br />
'''''Multiattack.''''' The moblin makes three attacks.<br />
<br />
'''''[[Weapons (Hyrule Supplement)|Moblin Spear]].''' Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 33 (3d12 + 14) bludgeoning damage.<br />
<br />
'''''{{5E|Javelin}}.''' Melee or Ranged Weapon Attack:'' +14 to hit, range 30/120 ft., one target. ''Hit'': 18 (3d6 + 8) piercing damage.<br />
<br />
'''''{{5E|Shortbow}}.''' Ranged Weapon Attack:'' +12 to hit, range 80/320 ft., one target. ''Hit'': 13 (2d6 + 6) piercing damage.<br />
|reactions=<br />
'''''Gleaming Dodge.''''' When attacked by a creature it can see, the golden moblin halves the damage it takes.<br />
<br />
|legendary=<br />
{{Legendary Actions|name=golden moblin|actions=3}}<br />
<br />
'''''Detect.''''' The moblin makes a {{5a|wis}} ({{5s|Perception}}) check.<br />
<br />
'''''Withdraw.''''' The moblin uses the {{5e|Disengage Action|Disengage}} action, and moves up to half its speed.<br />
<br />
'''''Attack (Costs 2 Actions).''''' The moblin moves up to half its speed and makes a melee weapon attack.<br />
<br />
|description=<br />
<center><div class="externalimage-holder" style="width:60%">https://i.imgur.com/515dhbE.png<br/>[https://zelda.gamepedia.com/Gallery:Moblin Source]</div></center><br />
<br />
''See [[Moblin (5e Creature)]].''<br />
<br />
This is a {{5h|c|Silver Moblin}} with the [[Golden Monster (5e Template)|golden monster template]] applied to it. Said to be blessed with the power of a deity, a golden moblin is among the rarest and strongest breeds in its expansive race.<br />
<br />
<center>https://i.imgur.com/PKXYWyL.png<br/>[https://zelda.gamepedia.com/Gallery:Moblin Source]</center><br />
}}<br />
<br />
==See also==<br />
* [[Moblin (5e Creature)|Moblin]], the race to which this creature belongs<br />
* [[Big Moblin (5e Creature)|Big moblin]], the subrace to which this creature belongs<br />
* [[Silver Moblin (5e Creature)|Silver moblin]], the second most revered form of moblin<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Moblin (5e Creature)|Moblin]] &rarr; [[Big Moblin (5e Creature)|Big Moblin]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Dark_Dinolfos_(5e_Creature)&diff=1260648Dark Dinolfos (5e Creature)2020-01-18T20:00:48Z<p>79.245.111.227: /* Dark Dinolfos */</p>
<hr />
<div>__NOTOC__<br />
==Dark Dinolfos==<br />
<!-- CR<br />
Off: 8 (45 dmg, hit +8 or DC17); averaging one turn necrotic breath (56) and two turns multiattack (37)<br />
Def: 9 (166 hp, 19 AC); +1 AC from parry; guessing +30 hp from potentially incapacitating several members of the party<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|racemanual=&nbsp;({{5h|c|Lizalfos}}) [[Category:Lizalfos Tag]]<br />
|alignment=neutral evil<br />
|ac=18<br />
|armor={{5e|Half Plate (Armor)|half plate}}, [[Lizal Gauntlet (5e Equipment)|lizal gauntlet]]<br />
|hd=16<br />
|speed=30 ft., swim 20 ft.<br />
|str=19<br />
|dex=16<br />
|con=18<br />
|int=12<br />
|wis=13<br />
|cha=8<br />
|dv=radiant<br />
|dr=acid, fire<br />
|dexsave=yes<br />
|wissave=yes<br />
|skills={{5s|Intimidation}} +3, {{5s|Perception}} +5, {{5s|Stealth}} +7 ({{5e|Disadvantage}} with {{5e|Half Plate (Armor)|half plate}})<br />
|cr=9<br />
|languages={{HyruleLanguage|Blin}}, {{HyruleLanguage|Lizal}}<br />
|features=<br />
{{5ect|dinolfos|Brute}}<br />
<br />
{{5ect|dinolfos|Hold Breath|30}}<br />
<br />
'''''Standing Leap.''''' The dinolfos' long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.<br />
<br />
|actions= <br />
'''''Multiattack.''''' The dinolfos makes one attack with its gauntlet, and any two weapon attacks.<br />
<br />
'''''[[Lizal Gauntlet (5e Equipment)|Gauntlet]].''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) bludgeoning damage<br />
<br />
'''''{{5E|Longsword}}.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used in two hands.<br />
<br />
'''''{{5E|Javelin}}.''' Melee or Ranged Weapon Attack:'' +8 to hit, range 30/120 ft., one target. ''Hit'': 8 (1d6 + 5) piercing damage, or 12 (2d6 + 5) piercing damage if used to make a melee attack.<br />
<br />
'''''Necrotic Breath (Recharge 5-6).''''' The dinolfos exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 {{5a|con}} saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Any creature that fails this save is {{5c|Incapacitated}} until the end of its next turn.<br />
<br />
|reactions=<br />
'''''Parry.''''' The dinolfos adds 4 to its AC against one melee attack that would hit it. To do so, the dinolfos must see the attacker and be wielding a melee weapon.<br />
<br />
|description=<br />
{{5e Image|center|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/c/c6/SS_Dark_Lizalfos_Concept_Artwork.png/645px-SS_Dark_Lizalfos_Concept_Artwork.png|A lightly-armored dark lizalfos, of the dinolfos subrace.<br/>[https://zelda.gamepedia.com/File:SS_Dark_Lizalfos_Concept_Artwork.png Source]}}<br />
<br />
The grayish black tint to this {{5h|c|Dinolfos}}’ scales give a hint of the dark magic that transformed it from the more common form of its race. These beasts have been tainted by evil magic, either by the influence of Ganon or some other malicious force. What little shred of humanity they had has been diminished even further. They’ve become even more brutal, and their breath weapon even more deadly. They are most often found in areas where dark magic has permeated the environment for many years.<br />
}}<br />
<br />
==See also==<br />
* [[Lizalfos (5e Creature)|Lizalfos]], the race to which this creature belongs<br />
* [[Dinolfos (5e Creature)|Dinolfos]], the subrace of this creature; a version of dinolfos not enhanced by dark magic<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/><br />
{{Hyrule|Creature}} &rarr; [[Lizalfos (5e Creature)|Lizalfos]] &rarr; [[Dinolfos (5e Creature)|Dinolfos]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Silver_Moblin_(5e_Creature)&diff=1260646Silver Moblin (5e Creature)2020-01-18T19:59:20Z<p>79.245.111.227: /* Silver Moblin */</p>
<hr />
<div>==Silver Moblin==<br />
<!-- CR<br />
Off: 7 (54 dmg , 5 atk)<br />
Def: 9 (~171 hp, 19 AC); 150% hp from resistances; +2 AC from three good saves; +2 AC from Magic Resistance<br />
--><br />
{{5e Creature<br />
|size=Large<br />
|type=humanoid<br />
|racemanual=&nbsp;({{5h|c|Moblin}}) [[Category:Moblin Tag]]<br />
|alignment=chaotic evil<br />
|ac=15<br />
|armor={{5e|Studded Leather (Armor)|studded leather}}<br />
|hd=12<br />
|speed=30 ft.<br />
|str=20<br />
|dex=16<br />
|con=19<br />
|int=8<br />
|wis=12<br />
|cha=13<br />
|wissave=yes<br />
|consave=yes<br />
|chasave=yes<br />
|ci={{5c|Charmed}}, {{5c|Petrified}}<br />
|dr=bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|intimidation=yes<br />
|athletics=yes<br />
|perception=yes<br />
|senses={{5e|Darkvision}} 120 ft., passive {{5s|Perception}} 16<br />
|cr=8<br />
|languages={{HyruleLanguage|Blin}} and one other language (usually Common)<br />
|features=<br />
{{5ect|moblin|Brute}}<br />
<br />
'''''Evil Aura.''''' Any creature that starts its turn within 10 feet of the moblin must make a DC 10 {{5a|wis}} saving throw, or become {{5c|Frightened}} until the start of its next turn. If a creature has succeeded on this saving throw once within the past 8 hours, it has {{5e|Advantage}} when making this saving throw again.<br />
<br />
{{5ect|moblin|Keen Smell}}<br />
<br />
{{5ect|moblin|Magic Resistance}}<br />
<br />
'''''Moblin Demigod.''''' The moblin has {{5e|Advantage}} on all {{5a|cha}} checks made to interact socially with moblins.<br />
|actions= <br />
'''''Multiattack.''''' The moblin makes two attacks.<br />
<br />
'''''[[Weapons (Hyrule Supplement)|Moblin Spear]].''' Melee Weapon Attack:'' +5 to hit, reach 10 ft., one target. ''Hit:'' 27 (3d12 + 8) piercing damage.<br />
<br />
'''''{{5E|Javelin}}.''''' ''Melee or Ranged Weapon Attack:'' +8 to hit, range 30/120 ft., one target. ''Hit'': 12 (2d6 + 5) piercing damage if making a melee attack, or 15 (3d6 + 5) piercing damage if making a ranged attack.<br />
<br />
'''''{{5E|Shortbow}}.''''' ''Ranged Weapon Attack:'' +6 to hit, range 80/320 ft., one target. ''Hit'': 10 (2d6 + 3) piercing damage.<br />
<br />
|description=<br />
<center><div class="externalimage-holder" style="width:60%">https://i.imgur.com/1VecCLf.png<br/>[https://zelda.gamepedia.com/Gallery:Moblin Source]</div></center><br />
<br />
With pale silver skin and violet accents, the exceedingly rare silver moblin almost looks like an albino of its kind. This belies its true might. If a {{5h|c|Black Moblin}} is one who has been grazed by dark magic, then a silver moblin is one who has been thoroughly drenched in it. It is seeping with the dark influence of [[Religion (Hyrule Supplement)#Ganon|Ganon]] so completely that those who draw near it begin to feel fear.<br />
<br />
'''''Supernatural Might.''''' A silver moblin is right to be so revered among its kind. By a wide berth, a silver moblin is a paragon of its entire race in almost every sense. Its physical power, backed by supernatural force, is even greater than that of a {{5h|c|Forest Moblin}} twice its size. It bears the cunning of {{5h|c|Bulblin}}s, fortitude rivaling {{5h|c|Fat Moblin}}s, and among its kind commands the respect it is due.<br/><br />
<br />
'''''Dark Divinity.''''' Many moblins believe the rare silver moblin born among them is akin to a religious figure or a demigod&mdash;the closest thing possible to their dark lord Ganon. As such, a silver moblin is treated as a divine being among its kind, and garnishes more respect than leaders and kings. Only the exceptionally rare {{5h|c|Golden Moblin}} could hope to exceed it in this capacity.}}<br />
<br />
==See also==<br />
* [[Moblin (5e Creature)|Moblin]], the race to which this creature belongs<br />
* [[Big Moblin (5e Creature)|Big moblin]], the subrace to which this creature belongs<br />
* [[Black Moblin (5e Creature)|Black moblin]], an unusually potent big moblin which nearly matches a silver moblin's power<br />
* [[Golden Moblin (5e Creature)|Golden moblin]], an even rarer and stronger form of big moblin<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Moblin (5e Creature)|Moblin]] &rarr; [[Big Moblin (5e Creature)|Big Moblin]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Redead_(5e_Creature)&diff=1260644Redead (5e Creature)2020-01-18T19:57:37Z<p>79.245.111.227: /* Redead */</p>
<hr />
<div>==Redead==<br />
<!--<br />
3 Def (170 hp & 7 ac); x2 hp from immunities<br />
3 Off (13 dmg & 8 hit); guessing +2 hit from Redead's Reach + Paralyzing Shriek<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=undead<br />
|alignment=chaotic evil<br />
|hd=9<br />
|speed=15 ft.<br />
|str=18<br />
|dex=4<br />
|con=20<br />
|int=3<br />
|wis=8<br />
|cha=6<br />
|intimidation=yes<br />
|wissave=yes<br />
|chasave=yes<br />
|senses={{5e|Truesight}} 30 ft., passive {{5s|Perception}} 8<br />
|ci={{5c|Blinded}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Poisoned}}<br />
|dr=necrotic<br />
|di=poison; bludgeoning, piercing, and slashing from nonmagical ranged weapons<br />
|dv=fire, radiant<br />
|cr=3<br />
|languages=understands [[Background (Hyrule Supplement)#Languages|Stal]], but can't speak<br />
|features=<br />
{{5ect|redead|Brute}}<br />
<br />
{{5ect|redead|Grappler}}<br />
<br />
'''''Redead's Reach.''''' As a bonus action, the redead moves up to its speed straight towards a creature {{5c|Frightened}} of it that it can see, and makes a bite attack against it if it is within reach.<br />
<br />
|actions= <br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8 + 4) piercing damage, and the target is {{5c|Grappled}} (escape DC 13). Until this grapple ends, the target is {{5c|Restrained}}, and the redead can't bite another target.<br />
<br />
'''''Paralyzing Shriek (Recharge 5-6).''''' A horrifying shriek echoes from the redead's face. All creatures within 30 feet of it must make a DC 12 {{5a|wis}} saving throw. The redead can designate one target within range it can see to have disadvantage on this initial saving throw. On a failed save, a target is {{5c|Frightened}} and {{5c|Paralyzed}} for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
<br />
|description=<br />
{{5e Image|center|https://gamepedia.cursecdn.com/zelda_gamepedia_en/thumb/7/7e/OoT_ReDead_Artwork.png/348px-OoT_ReDead_Artwork.png|[https://zelda.gamepedia.com/File:OoT_ReDead_Artwork.png Source]}}<br />
'''''Paralyzing Terrors.''''' A vaguely humanoid-shaped monstrosity of dull color, a redead (or ReDead) is renowned for instilling such fear that its victim completely loses the capability to move. Once a victim is immobilized by terror, the redead lurches towards it with eerily slow movement. The monster's four leathery limbs all wrap around its victim at once&mdash;further immobilizing the poor creature&mdash;and the redead's blunt teeth begin to tear and devour the paralyzed victim while it still lives. The few who have survived this experience are known to retain mind-rattling nightmares of it for the rest of their days.<br/><br />
<br />
'''''Unknown Origins.''''' The origins and motivations of redead are mysterious. They are frequently found where large numbers of corpses are buried, or any area where necrotic magic flows wildly.<br/><br />
<br />
{{5ect|redead|Undead Nature}}<br />
}}<br />
<br />
==See also==<br />
* [[Redead Knight (5e Creature)|Redead Knight]], a more powerful form of this creature that uses immense weaponry to attack<br />
* [[Cursed Bokoblin (5e Creature)|Cursed Bokoblin]], an undead {{5h|c|Bokoblin}} that slowly ambles towards its victims in a somewhat similar manner<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/><br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Stalfos_Knight_(5e_Creature)&diff=1260643Stalfos Knight (5e Creature)2020-01-18T19:57:00Z<p>79.245.111.227: /* Stalfos Knight */</p>
<hr />
<div>__NOTOC__<br />
==Stalfos Knight==<br />
<!--<br />
2 Def (60 hp + 17 ac); +1 AC from Leaping Dodge<br />
4 Off (24 dmg + 6 hit); +1 hit from Leaping Strike<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=undead<br />
|alignment=chaotic evil<br />
|ac=16<br />
|armor=armor scraps, {{5e|Shield (Armor)|shield}}<br />
|hd=8<br />
|speed=30 ft.<br />
|str=16<br />
|dex=16<br />
|con=16<br />
|int=7<br />
|wis=12<br />
|cha=14<br />
|acrobatics=yes<br />
|athletics=yes<br />
|intimidation=yes<br />
|dv=thunder<br />
|dr=cold, fire, lightning, necrotic<br />
|di=poison<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 11<br />
|languages=[[Background (Hyrule Supplement)#Languages|Stal]], plus one language it knew in life<br />
|dexsave=yes<br />
|strsave=yes<br />
|cr=3<br />
|features=<br />
<br />
{{5ect|stalfos|Brute}}<br />
<br />
'''''Standing Leap.''''' The stalfos' {{5e|Jumping|long jump}} is up to 20 feet and its high jump is up to 10 feet, with or without a running start.<br />
<br />
{{5ect|stalfos|Sunlight Weakness}}<br />
<br />
|actions= <br />
<br />
'''''Multiattack.''''' The stalfos makes two longsword attacks.<br />
<br />
'''''{{5E|Longsword}}.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d8 + 3) slashing damage.<br />
<br />
'''''{{5E|Longbow}}.''' Ranged Weapon Attack:'' +5 to hit, range 150/600 ft., one target. ''Hit:'' 7 (1d8 + 3) piercing damage.<br />
<br />
'''''Leaping Strike (Recharge 5-6).''''' The stalfos moves up to 10 feet towards a creature it can see, then uses its Multiattack on that creature. The stalfos gains advantage on the first attack roll it makes.<br />
<br />
|reactions='''''Leaping Dodge.''''' The stalfos adds 2 to its AC against one melee attack that would hit it if it can see the attacker. If this causes the attack to miss when it otherwise would have hit, the stalfos can jump move up to 10 feet directly away from the attacker as part of this reaction.<br />
<br />
|description=<br />
<center><div class="externalimage-holder" style="width:50%">https://i.imgur.com/pZoIrqF.png<br/>[https://zelda.gamepedia.com/Gallery:Stalfos Source]</div></center><br />
<br />
See [[Stal (5e Creature)]].<br />
<br />
Unlike a typical {{5h|c|Stalfos}}, a stalfos knight wields notably more prominent physical ability and combat prowess. It is usually only derived from the skeleton of a humanoid that was a cunning warrior while it was alive. A rare few stalfos knights even manage to find better weaponry after being born into undeath, or learn to use their uncanny undead capabilities to their advantage.<br />
<br />
{{5ect|stalfos|Undead Nature}}<br />
}}<br />
{{clear}}<br />
{|<br />
|style="width: 50%; position: relative;"|<br />
===Variant: Dual-Wielding===<br />
Many stalfos choose to wield a pair of {{5e|Shortsword}}s in place of a longsword and shield. This variant's AC decreases to 14. Its Multiattack and Longsword actions are replaced with the following:<br />
<br />
'''''Multiattack.''''' The stalfos makes three shortsword attacks.<br />
<br />
'''''{{5E|Shortsword}}.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6 + 3) piercing damage. <!-- 4 Off (30 dmg + 5 hit); 1 Def --><br />
<br />
===Variant: Heavily Armored===<br />
This unusually adept stalfos knight has managed to either find, forge, or receive a suit of sturdy {{5e|Plate (Armor)|plate}}. Its AC increases to 20.<br />
<br />
This variant has a Challenge Rating of 4 ({{5e XP|4}} XP). <!-- <br />
4 Def (60 hp + 21 ac); +1 AC from Leaping Dodge<br />
4 Off (24 dmg + 6 hit); +1 hit from Leaping Strike --><br />
<br />
===Variant: Regenerating===<br />
A rare few stalfos knights have greater mastery over the necrotic magic that gives them undeath. One of these stalfos can continue to thrive in undeath as long as its head remains intact. Furthermore, as long as its head remains intact, it can regenerate its body over time. This regenerating stalfos loses the Leaping Strike action and Leaping Dodge reaction, but gains the following action:<br />
<br />
'''''Regenerate.''''' The stalfos recovers 10 (2d8 + 1) hit points.<br />
<br />
It also gains the following reaction:<br />
<br />
'''''Skeletal Fortitude.''''' If damage reduces the stalfos to 0 hit points but that damage is not thunder damage or from a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] to its head, it can use its reaction to decapitate itself and drop to 1 hit point instead. It cannot use this reaction while already decapitated. While decapitated, the stalfos' head has a base speed of 20 feet and cannot make attacks. If the stalfos successfully uses Regenerate twice, it reforms its body and weaponry, and and is no longer decapitated.<br />
<br />
This variant has a Challenge Rating of 4 ({{5e XP|4}} XP).<!-- <br />
<br />
5 Def (120 hp + 16 ac); guessing x2 hp<br />
3 Off (24 dmg + 5 hit) --> If this variant is also Heavily Armored, it instead has a Challenge Rating of 5 ({{5e XP|5}} XP).<br />
|style="width: 50%; position: relative;"| <center><div class="externalimage-holder" style="width:40%">https://i.imgur.com/SxTHjQJ.png<br/>[https://zelda.gamepedia.com/Gallery:Stalfos Source]</div></center><br />
|}<br />
{{clear}}<br />
<br />
==See also==<br />
* [[Stalfos (5e Creature)|Stalfos]], a typical stalfos that lacks such martial prowess<br />
* [[Stalmaster (5e Creature)|Stalmaster]], a four-armed stalfos warrior capable of even more ferocious attacks<br />
* [[Stalhorse (5e Creature)|Stalhorse]], an undead steed occasionally rode by stalfos knights<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Stal (5e Creature)|Stal]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Stalfos_Knight_(5e_Creature)&diff=1260642Stalfos Knight (5e Creature)2020-01-18T19:56:44Z<p>79.245.111.227: /* Stalfos Knight */</p>
<hr />
<div>__NOTOC__<br />
==Stalfos Knight==<br />
<!--<br />
2 Def (60 hp + 17 ac); +1 AC from Leaping Dodge<br />
4 Off (24 dmg + 6 hit); +1 hit from Leaping Strike<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=undead<br />
|alignment=chaotic evil<br />
|ac=16<br />
|armor=armor scraps, {{5e|Shield (Armor)|shield}}<br />
|hd=8<br />
|speed=30 ft.<br />
|str=16<br />
|dex=16<br />
|con=16<br />
|int=7<br />
|wis=12<br />
|cha=14<br />
|acrobatics=yes<br />
|athletics=yes<br />
|intimidation=yes<br />
|dv=thunder<br />
|dr=cold, fire, lightning, necrotic<br />
|di=poison, necrotic<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 11<br />
|languages=[[Background (Hyrule Supplement)#Languages|Stal]], plus one language it knew in life<br />
|dexsave=yes<br />
|strsave=yes<br />
|cr=3<br />
|features=<br />
<br />
{{5ect|stalfos|Brute}}<br />
<br />
'''''Standing Leap.''''' The stalfos' {{5e|Jumping|long jump}} is up to 20 feet and its high jump is up to 10 feet, with or without a running start.<br />
<br />
{{5ect|stalfos|Sunlight Weakness}}<br />
<br />
|actions= <br />
<br />
'''''Multiattack.''''' The stalfos makes two longsword attacks.<br />
<br />
'''''{{5E|Longsword}}.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d8 + 3) slashing damage.<br />
<br />
'''''{{5E|Longbow}}.''' Ranged Weapon Attack:'' +5 to hit, range 150/600 ft., one target. ''Hit:'' 7 (1d8 + 3) piercing damage.<br />
<br />
'''''Leaping Strike (Recharge 5-6).''''' The stalfos moves up to 10 feet towards a creature it can see, then uses its Multiattack on that creature. The stalfos gains advantage on the first attack roll it makes.<br />
<br />
|reactions='''''Leaping Dodge.''''' The stalfos adds 2 to its AC against one melee attack that would hit it if it can see the attacker. If this causes the attack to miss when it otherwise would have hit, the stalfos can jump move up to 10 feet directly away from the attacker as part of this reaction.<br />
<br />
|description=<br />
<center><div class="externalimage-holder" style="width:50%">https://i.imgur.com/pZoIrqF.png<br/>[https://zelda.gamepedia.com/Gallery:Stalfos Source]</div></center><br />
<br />
See [[Stal (5e Creature)]].<br />
<br />
Unlike a typical {{5h|c|Stalfos}}, a stalfos knight wields notably more prominent physical ability and combat prowess. It is usually only derived from the skeleton of a humanoid that was a cunning warrior while it was alive. A rare few stalfos knights even manage to find better weaponry after being born into undeath, or learn to use their uncanny undead capabilities to their advantage.<br />
<br />
{{5ect|stalfos|Undead Nature}}<br />
}}<br />
{{clear}}<br />
{|<br />
|style="width: 50%; position: relative;"|<br />
===Variant: Dual-Wielding===<br />
Many stalfos choose to wield a pair of {{5e|Shortsword}}s in place of a longsword and shield. This variant's AC decreases to 14. Its Multiattack and Longsword actions are replaced with the following:<br />
<br />
'''''Multiattack.''''' The stalfos makes three shortsword attacks.<br />
<br />
'''''{{5E|Shortsword}}.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6 + 3) piercing damage. <!-- 4 Off (30 dmg + 5 hit); 1 Def --><br />
<br />
===Variant: Heavily Armored===<br />
This unusually adept stalfos knight has managed to either find, forge, or receive a suit of sturdy {{5e|Plate (Armor)|plate}}. Its AC increases to 20.<br />
<br />
This variant has a Challenge Rating of 4 ({{5e XP|4}} XP). <!-- <br />
4 Def (60 hp + 21 ac); +1 AC from Leaping Dodge<br />
4 Off (24 dmg + 6 hit); +1 hit from Leaping Strike --><br />
<br />
===Variant: Regenerating===<br />
A rare few stalfos knights have greater mastery over the necrotic magic that gives them undeath. One of these stalfos can continue to thrive in undeath as long as its head remains intact. Furthermore, as long as its head remains intact, it can regenerate its body over time. This regenerating stalfos loses the Leaping Strike action and Leaping Dodge reaction, but gains the following action:<br />
<br />
'''''Regenerate.''''' The stalfos recovers 10 (2d8 + 1) hit points.<br />
<br />
It also gains the following reaction:<br />
<br />
'''''Skeletal Fortitude.''''' If damage reduces the stalfos to 0 hit points but that damage is not thunder damage or from a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] to its head, it can use its reaction to decapitate itself and drop to 1 hit point instead. It cannot use this reaction while already decapitated. While decapitated, the stalfos' head has a base speed of 20 feet and cannot make attacks. If the stalfos successfully uses Regenerate twice, it reforms its body and weaponry, and and is no longer decapitated.<br />
<br />
This variant has a Challenge Rating of 4 ({{5e XP|4}} XP).<!-- <br />
<br />
5 Def (120 hp + 16 ac); guessing x2 hp<br />
3 Off (24 dmg + 5 hit) --> If this variant is also Heavily Armored, it instead has a Challenge Rating of 5 ({{5e XP|5}} XP).<br />
|style="width: 50%; position: relative;"| <center><div class="externalimage-holder" style="width:40%">https://i.imgur.com/SxTHjQJ.png<br/>[https://zelda.gamepedia.com/Gallery:Stalfos Source]</div></center><br />
|}<br />
{{clear}}<br />
<br />
==See also==<br />
* [[Stalfos (5e Creature)|Stalfos]], a typical stalfos that lacks such martial prowess<br />
* [[Stalmaster (5e Creature)|Stalmaster]], a four-armed stalfos warrior capable of even more ferocious attacks<br />
* [[Stalhorse (5e Creature)|Stalhorse]], an undead steed occasionally rode by stalfos knights<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Stal (5e Creature)|Stal]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Pumpkin_Head_(5e_Creature)&diff=1260641Pumpkin Head (5e Creature)2020-01-18T19:52:36Z<p>79.245.111.227: /* Pumpkin Head */</p>
<hr />
<div>==Pumpkin Head==<br />
<!-- CR<br />
3 Defense (76 hp & 16 AC; guessing -2 AC from Removable Head; +2 AC from flight + ranged attacks)<br />
3 Offense (21 dmg & +5 to hit)<br />
--><br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|alignment=chaotic evil<br />
|hd=9<br />
|ac=18<br />
|armor=natural armor<br />
|speed=40 ft., fly 30 ft. (hover)<br />
|str=14<br />
|dex=12<br />
|con=16<br />
|int=8<br />
|wis=12<br />
|cha=17<br />
|ci={{5c|Exhaustion}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dr=acid, cold, fire, lightning,necrotic <br />
|di=poison<br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Tremorsense}} 5 ft., passive {{5s|Perception}} 11<br />
|languages=[[Background (Hyrule Supplement)#Languages|Stal]]<br />
|acrobatics=yes<br />
|stealth=yes<br />
|cr=3<br />
|consave=yes<br />
|wissave=yes<br />
|features=<br />
'''''Ethereal Sight.''''' The pumpkin head can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.<br />
<br />
'''''Innate Spellcasting.''''' The pumpkin head's innate spellcasting ability is {{5a|cha}} (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
:At will: {{5h|s|Death Bolt}}, ''{{5e|Thaumaturgy}}'', ''{{5e|Poison Spray}}'', ''{{5e|Vicious Mockery}}''<br />
:3/day: ''{{5e|Scorching Ray}}''<br />
<br />
'''''Removable Head.''''' If the pumpkin head is {{5c|Grappled}} or {{5e|Melee Attacks#Shoving a Creature|shoved}}, it will be disarmed of its protective head, which will fall into an open space within 5 feet of it. The head itself is immune to damage, but will be destroyed if the pumpkin head dies. While headless, the pumpkin head has an AC of 11. If the pumpkin head is in the same space as its head, it can don the head as a bonus action.<br />
<br />
|actions= <br />
'''''Multiattack.''''' The pumpkin head makes one slam attack and uses its ghastly touch.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 9 (2d6 + 2) bludgeoning damage.<br />
<br />
'''''Ghastly Touch.''' Melee Spell Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' 10 (2d6 + 3) necrotic damage.<br />
<br />
'''''Spawn Head.''''' The pumpkin head grows a new protective head upon its shoulders (see Removable Head feature). Its previous head disappears into thin air.<br />
<br />
|description=<br />
{{5e Image|center|http://i.imgur.com/FHIuJla.png|A normal pumpkin head (center), and the smaller spirit which inhabits the pumpkin and robe (upper left).<br>[http://fuckyeahclassiclink.tumblr.com/post/131466286907/b-rekks-catching-up-day-6-of-drawlloween-was Source]}}<br />
<br />
A pumpkin head is the result of a powerful {{5h|c|Ghini}} possessing a pumpkin. As its name suggests, its towering body is comprised of an unusually large head resembling a massive jack-o-lantern, which rests upon a semitransparent robbed humanoid body.<br />
<br />
If its false pumpkin head is removed or sundered, the spirit's true form is revealed as a much smaller and spritely looking specter within the robe. Should this specter be allowed to acquire its false head again, or manage to form a new one, its robed body will reform and again provide armor-like protection for its true form.<br />
<br />
{{5ect|pumpkin head|Undead Nature}}<br />
<br />
{{5e Image|center|https://hydra-media.cursecdn.com/zelda.gamepedia.com/e/ef/Pumpkin_Head.png|[https://zelda.gamepedia.com/Pumpkin_Head Source]}}<br />
}}<br />
{{clear}}<br />
<br />
==See also==<br />
* [[Ghini (5e Creature)|Ghini]], a spirit which can become a pumpkin head<br />
* [[Gyorm (5e Creature)|Gyorm]], another creature that easily loses its protective armor<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Vire_(5e_Creature)&diff=1260640Vire (5e Creature)2020-01-18T19:49:01Z<p>79.245.111.227: /* Vire */</p>
<hr />
<div>__NOTOC__<br />
==Vire==<br />
<!-- CR<br />
Off: 1 (12 dmg + 4 atk)<br />
Def: 1 (48 hp + 17 ac); guessing +10 hp from Split into Keese; +2 AC from flight + ranged<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=fiend<br />
|alignment=neutral evil<br />
|ac=15<br />
|armor=natural armor<br />
|hd=7<br />
|speed=25 ft., fly 50 ft.<br />
|str=14<br />
|dex=15<br />
|con=12<br />
|int=8<br />
|wis=12<br />
|cha=12<br />
|dr=cold, fire, lightning<br />
|perception=yes<br />
|stealth=yes<br />
|senses={{5e|Darkvision}} 120 ft., passive {{5s|Perception}} 13<br />
|cr=1<br />
|languages=[[Background (Hyrule Supplement)#Languages|Stal]]<br />
|features=<br />
{{5ect|vire|Keen Sight}}<br />
<br />
'''''Split into Keese.''''' If the vire is reduced to 10 {{5e|Hit Points}} or fewer but not killed outright, it will split into two red-colored {{5h|c|Keese}} which each have full hit points. These keese act on the same initiative the vire had. If these two keese complete a short rest together, they will easily fuse back into the vire they once were, with full hit points.<br />
<br />
{{5ect|vire|Sunlight Sensitivity}}<br />
<br />
|actions= <br />
'''''Multiattack.''''' The vire makes two claw attacks.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage.<br />
<br />
'''''{{5E|Fire Bolt}}.''' Ranged Spell Attack:'' +3 to hit, range 120 ft., one target. ''Hit:'' 11 (2d10) fire damage.<br />
<br />
|description={{5e Image|center|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/0/0c/Vire2.png/230px-Vire2.png|A flying red vire.<br/>[https://zelda.gamepedia.com/Vire Source]}}<br />
This four-eyed fiend has clawed arms and feet, bat-like wings, and a devilish tail. It is the result of two mere {{5h|c|Keese}} fusing into a humanoid monster that is much stronger and smarter than either of them could be separately, and it even boasts minor magical ability. This fusion only seems to occur in areas of great magic or fiendish influence, and is often the result of vires influencing keese to fuse. Indeed, keese themselves are not intelligent enough to even realize a vire once took their form.<br/><br />
<br />
When a vire is on the edge of death, the magic binding its form together will break down, splitting into the two keese that formed it. These keese are stained a red color, as a symbol of the magic that left them.<br />
<br />
{{5e Image|center|https://zelda.gamepedia.com/media/zelda.gamepedia.com/3/36/TLoZ_Vire_Artwork.png|A blue vire hopping along the ground.<br/>[https://zelda.gamepedia.com/Vire Source]}}}}<br />
{{clear}}<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Stalhound_(5e_Creature)&diff=1260638Stalhound (5e Creature)2020-01-18T19:45:32Z<p>79.245.111.227: /* Stalhound */</p>
<hr />
<div>__NOTOC__<br />
[[Category:Miscellaneous Creature]] <!-- CR: 1/8 Def, 1 Off (7 dmg & 5 hit) --><br />
==Stalhound==<br />
{{5e Creature<br />
|size=Medium<br />
|type=undead<br />
|alignment=unaligned<br />
|hd=4<br />
|ac=13<br />
|armor=natural armor<br />
|speed=40 ft.<br />
|str=14<br />
|dex=14<br />
|con=14<br />
|int=2<br />
|wis=11<br />
|cha=7<br />
|dv=thunder<br />
|dr=cold, fire, lightning<br />
|di=poison<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Tremorsense}} 10 ft., passive {{5s|Perception}} 10<br />
|cr=1/2<br />
|features=<br />
{{5ect|stalhound|Pack Tactics}}<br />
<br />
{{5ect|stalhound|Sunlight Weakness}}<br />
<br />
|actions= <br />
'''''Bite.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4 + 2) piercing damage.<br />
<br />
'''''Dig.''''' The stalhound gains a burrow speed of 5 feet until the start of its next turn.<br />
<br />
|description={{5e Image|center|https://i.imgur.com/0ivn33x.png|[https://zelda.gamepedia.com/File:Stalhound_Art.png Source]}}<br />
<br />
See [[Stal (5e Creature)]].<br />
<br />
A stalhound is the animated skeleton of a {{5e|Wolf}} or other large canine, with glowing orbs in place of its eyes that are capable of seeing in darkness. These monsters are known to arise from the dirt at night, haunting prairies or wide open fields, with even more vicious intent than they bore while alive. These hounds usually hunt in packs of at least two, but rarely more than a dozen. Stalhounds usually only attack living creatures, and thus are occasionally kept or trained by {{5h|c|Stalfos}} for various purposes.<br/><br />
<br />
Like many {{5h|c|stal}}-creatures, stalhounds do not seem to realize they do not still live. They hunt down caravans, travelers, and other prey in an unsatiable hunger; even though their skeletal forms have no need to eat. Unlike many undead, they are not inherently evil, as much like living wolves they lack the mental facilities for alignment.<br/><br />
<br />
{{5ect|stalhhound|Undead Nature}}<br />
}}<br />
<br />
==See also==<br />
* {{5E|Wolf}}, the statistics for a living version of this creature<br />
* [[Stalhorse (5e Creature)|Stalhorse]], an animated quadruped beast similar to the stalhound, albeit less aggressive<br />
* [[Stalfos (5e Creature)|Stalfos]], an animated humanoid skeleton<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Stal (5e Creature)|Stal]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Cursed_Bokoblin_(5e_Creature)&diff=1260636Cursed Bokoblin (5e Creature)2020-01-18T19:43:31Z<p>79.245.111.227: /* Cursed Bokoblin */</p>
<hr />
<div>==Cursed Bokoblin==<br />
<!-- CR<br />
Off: 1/4<br />
Def: 1 (~140 hp + 6 AC) x1.75 hp from resistances/vulnerabilities; +7 hp from undead fortitude<br />
--><br />
{{5e Creature<br />
|size=Medium<br />
|type=undead<br />
|racemanual=&nbsp;({{5h|c|Moblin}}, {{5h|c|Stal}}) [[Category:Moblin Tag]] [[Category:Stal Tag]]<br />
|alignment=neutral evil<br />
|hd=8<br />
|speed=20 ft.<br />
|str=13<br />
|dex=3<br />
|con=20<br />
|int=3<br />
|wis=4<br />
|cha=4<br />
|wissave=yes<br />
|senses={{5e|Tremorsense}} 10 ft., {{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 7<br />
|di=poison<br />
|dr=bludgeoning, piercing, slashing<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|dv=fire, radiant<br />
|languages=understands {{HyruleLanguage|Blin}} and {{HyruleLanguage|Stal}} but can't speak, read, or write<br />
|cr=1/2<br />
|features=<br />
'''''Fear of Light.''''' The cursed bokoblin has an innate fear of bright flashes and shiny objects. Any {{5a|cha}} ({{5s|Intimidation}}) check made against it incorporating one is done with {{5e|Advantage}}. Similarly, a cursed bokoblin has {{5e|Disadvantage}} on a saving throw against being {{5c|Frightened}} if the source of its potential fear involves bright light.<br />
<br />
{{5ect|bokoblin|Undead Fortitude}}<br />
<br />
|actions= <br />
'''''Bite.''' Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8 + 1) piercing damage, and the target is {{5c|Grappled}} (escape DC 13). Until this grapple ends, the target is {{5c|Restrained}}, and the bokoblin can't bite another target.<br />
<br />
'''''Dig.''''' The cursed bokoblin gains a burrow speed of 5 feet until the start of its next turn.<br />
<br />
|description=<center><div class="externalimage-holder" style="width:60%">https://i.imgur.com/liHLNiU.png<br/>[https://zelda.gamepedia.com/Cursed_Bokoblin Source]</div></center><br />
<br />
A living corpse of a {{5h|c|Bokoblin}}, revived into undeath by necromancy or&mdash;according to rumor&mdash;by sheer hatred, and greed for life. One of these living corpses is usually found buried in the ground, slowly decaying, until it feels the tremors of someone passing by, at which point it rips its stinking corpse from the ground and pursues them for the sheer joy of causing agony.<br />
<br />
{{5ect|cursed bokoblin|Undead Nature}}<br />
}}<br />
<br />
==See also==<br />
* [[Bokoblin (5e Creature)|Bokoblin]], the living version of this creature<br />
* [[Redead (5e Creature)|Redead]], an undead monstrosity of similar motives and stronger means<br />
* [[Stalfos (5e Creature)|Stalfos]], another form of undead that could arise from a bokoblin corpse<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br/><br />
{{Hyrule|Creature}} &rarr; [[Moblin (5e Creature)|Moblin]] &rarr; [[Bokoblin (5e Creature)|Bokoblin]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Swarm_of_Keese_(5e_Creature)&diff=1260634Swarm of Keese (5e Creature)2020-01-18T19:41:47Z<p>79.245.111.227: /* Swarm of Keese */</p>
<hr />
<div>==Swarm of Keese==<br />
{{5e Creature<br />
|swarm=Tiny<br />
|size=Medium<br />
|type=fiend<br />
|alignment=neutral evil<br />
|ac=15<br />
|armor=natural armor<br />
|hd=6<br />
|speed=5 ft., fly 30 ft. (hover)<br />
|str=2<br />
|dex=14<br />
|con=6<br />
|int=2<br />
|wis=11<br />
|cha=5<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 10<br />
|consave=yes<br />
|stealth=yes<br />
|strsave=yes<br />
|di=cold, fire, lightning<br />
|cr=1/4<br />
|features={{5ect|swarm|Swarm|Tiny fiend}}<br />
<br />
{{5ect|keese swarm|Sunlight Sensitivity}}<br />
<br />
|actions=<br />
'''''Bites.''''' ''Melee Weapon Attack:'' +2 to hit, reach 0 ft., one target. ''Hit:'' 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.<br />
<br />
|description=<br />
{{5e Image|center|[[File:Keese Swarm.png]]|A swarm of keese. [http://zelda.gamepedia.com/File:Keese_Swarm.png Source]}}<br />
Clustered swarms of {{5h|c|Keese}} patrol the night, acting together, as if controlled by a hive mind.}}<br />
<br />
==See also==<br />
* [[Keese (5e Creature)]]<br />
* [[Cursed Keese (5e Creature)]]<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}} <br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Keese (5e Creature)|Keese]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Stalhorse_(5e_Creature)&diff=1260633Stalhorse (5e Creature)2020-01-18T19:41:18Z<p>79.245.111.227: /* Stalhorse */</p>
<hr />
<div>__NOTOC__<br />
[[Category:Miscellaneous Creature]]<br />
==Stalhorse==<br />
<!--<br />
0 Def (15 hp + 11 ac)<br />
1 Off (8 dmg + 5 hit)<br />
--><br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|alignment=unaligned<br />
|hd=2<br />
|ac=11<br />
|armor=natural armor<br />
|speed=50 ft.<br />
|str=16<br />
|dex=11<br />
|con=14<br />
|int=2<br />
|wis=10<br />
|cha=6<br />
|dv=thunder<br />
|dr=cold, fire, lightning<br />
|di=poison<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 10<br />
|cr=1/4<br />
|features=<br />
{{5ect|stalhorse|Sunlight Weakness}}<br />
<br />
|actions= <br />
'''''Hooves.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4 + 3) bludgeoning damage.<br />
<br />
|description={{5e Image|center|https://i.imgur.com/BxkGalI.png|[https://zelda.gamepedia.com/Stalhorse Source]}}<br />
<br />
See [[Stal (5e Creature)]].<br />
<br />
A stalhorse is the animated skeleton of a {{5e|Riding Horse|horse}}, with glowing orbs in place of its eyes that are capable of seeing in darkness. More often than not, stalhorses are only seen when rode by {{5h|c|Stalfos}} or {{5h|c|Stalfos Knight}}s. Unlike many stal-creatures, a stalhorse usually does not outwardly attack living creatures, but instead more often flees from them. There are legends of adventurers finding and taming these beasts at night, only for them to crumble into dust at dawn. <br />
<br />
{{5ect|stalhorse|Undead Nature}}<br />
}}<br />
<br />
==See also==<br />
* {{5E|Riding Horse}}, a living horse<br />
* [[Stalfos (5e Creature)|Stalfos]], an animated humanoid skeleton that is known to ride a stalhorse<br />
* [[Stalhound (5e Creature)|Stalhound]], an animated quadruped beast similar to the stalhorse, albeit more aggressive<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Stal (5e Creature)|Stal]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Cursed_Keese_(5e_Creature)&diff=1260632Cursed Keese (5e Creature)2020-01-18T19:38:59Z<p>79.245.111.227: /* Cursed Keese */</p>
<hr />
<div>==Cursed Keese==<br />
{{5e Creature<br />
|size=Tiny<br />
|type=undead <br />
|alignment=neutral evil<br />
|ac=14<br />
|armor=natural armor<br />
|hd=4<br />
|speed=5 ft., fly 30 ft. (hover)<br />
|str=4<br />
|dex=12<br />
|con=10<br />
|int=2<br />
|wis=12<br />
|cha=10<br />
|stealth=yes<br />
|consave=yes<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 10<br />
|dv=radiant<br />
|cr=1/4<br />
|features=<br />
'''''Dark Cloak.''''' The cursed keese’s body is eternally burning with magical darkness, which out to a range of 5 feet makes dim light dark, and makes bright light dim light. Any creature which directly touches it takes 2d6 necrotic damage, and is {{5c|Incapacitated}} until the end of its next turn.<br />
<br />
{{5ect|keese|Sunlight Sensitivity}}<br />
<br />
{{5ect|cursed keese|Undead Fortitude}}<br />
<br />
|actions= <br />
'''''Bite.''''' ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage, and the target is exposed to the keese’s dark cloak.<br />
<br />
|description={{5e Image|center|https://i.imgur.com/mGsxdWJ.png|[https://zelda.gamepedia.com/File:CursedKeeseSS.png Source]}}<br />
The body of a cursed keese is that of an animated bat skeleton, wrapped in blackish violet flames, and glaring with glowing yellow eyes.<br />
<br />
{{5ect|cursed keese|Undead Nature}}}}<br />
<br />
==See also==<br />
* [[Keese (5e Creature)]]<br />
* [[Fire Keese (5e Creature)]]<br />
* [[Ice Keese (5e Creature)]]<br />
* [[Electric Keese (5e Creature)]]<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}} <br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Keese (5e Creature)|Keese]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Stalhead_(5e_Creature)&diff=1260630Stalhead (5e Creature)2020-01-18T19:37:16Z<p>79.245.111.227: /* Stalhead */</p>
<hr />
<div>__NOTOC__<br />
==Stalhead==<br />
<!--<br />
0 Def<br />
1/8 Off<br />
--><br />
{{5e Creature<br />
|size=Tiny<br />
|type=undead<br />
|alignment=chaotic evil<br />
|hd=3<br />
|ac=9<br />
|armor=natural armor<br />
|speed=15 ft.<br />
|str=12<br />
|dex=6<br />
|con=14<br />
|int=6<br />
|wis=9<br />
|cha=12<br />
|dv=thunder<br />
|dr=cold, fire, lightning<br />
|di=poison<br />
|stealth=yes<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Tremorsense}} 10 ft., passive {{5s|Perception}} 9<br />
|languages=[[Background (Hyrule Supplement)#Languages|Stal]], plus one language it knew in life<br />
|cr=1/8<br />
|features=<br />
{{5ect|stalhead|False Appearance|an inanimate skull}}<br />
<br />
{{5ect|stalhead|Sunlight Weakness}}<br />
<br />
|actions= <br />
'''''Bite.''' Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d4 + 1) piercing damage.<br />
<br />
|description=See [[Stal (5e Creature)]].<br />
<br />
A stalhead takes the form of an animated skull, often the decapitated skull of a {{5h|c|Stalfos}} or other [[Stal (5e Creature)|stal-creature]]. Like all such monsters, it has an overwhelming and indescribable detestation for that which yet lives. Even when it is nothing more than a skull, a stalhead will frantically hop towards any living humanoid it sees&mdash;even knowing it may accomplish little other than scaring the humanoid's ankles.<br />
<br />
{{5ect|stalhead|Undead Nature}}<br />
}}<br />
<br />
==See also==<br />
* [[Stalfos (5e Creature)|Stalfos]], a full-bodied animated humanoid skeleton<br />
* [[Bubble (5e Creature)|Bubble]], a magically animated skull capable of flight and limited magical abilities<br />
* [[Skullfish (5e Creature)|Skullfish]], another Tiny undead composed entirely of bones<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Stal (5e Creature)|Stal]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Stalchild_(5e_Creature)&diff=1260629Stalchild (5e Creature)2020-01-18T19:36:40Z<p>79.245.111.227: /* Stalchild */</p>
<hr />
<div>__NOTOC__<br />
==Stalchild==<br />
<!--<br />
0 Def (11 hp + 9 ac)<br />
1/8 Off (3 dmg + 1 hit)<br />
--><br />
{{5e Creature<br />
|size=Small<br />
|type=undead<br />
|alignment=chaotic evil<br />
|hd=2<br />
|ac=9<br />
|armor=natural armor<br />
|speed=15 ft.<br />
|str=12<br />
|dex=6<br />
|con=15<br />
|int=9<br />
|wis=8<br />
|cha=12<br />
|dv=thunder<br />
|dr=cold, fire, lightning<br />
|di=poison<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Tremorsense}} 10 ft., passive {{5s|Perception}} 9<br />
|languages=[[Background (Hyrule Supplement)#Languages|Stal]], plus one language it knew in life<br />
|wissave=yes<br />
|cr=1/8<br />
|features=<br />
{{5ect|stalchild|Sunlight Weakness}}<br />
<br />
|actions= <br />
'''''Claw.''' Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d4 + 1) slashing damage.<br />
<br />
'''''Bone.''' Melee or Ranged Weapon Attack:'' +0 to hit, range 20/60 ft., one target. ''Hit:'' 1 bludgeoning damage.<br />
<br />
'''''Dig.''''' The stalchild gains a burrow speed of 5 feet until the start of its next turn.<br />
<br />
|description={{5e Image|center|http://i.imgur.com/xzn9ONI.png|[https://zelda.gamepedia.com/File:HW_Stalchild_Artwork.png Source]}}<br />
<br />
See [[Stal (5e Creature)]].<br />
<br />
A stalchild takes the form of an animated humanoid skeleton, usually the height of a child or a {{5h|Race|Kokiri}}, and featuring a skull reminiscent of a canine or reptile. Unlike most {{5h|c|Stal}}-creatures, it moves slowly and clumsily, as if it can barely lift its small and lightweight body. The monster nonetheless attacks any and all living creatures with wild tenacity, flinging its clawed hands to strike as hard as its sluggish body allows. As with all stals, they only arise at night or in darkness.<br/><br />
<br />
'''''Haunting Prairies.''''' Although stalchildren can be found in areas as diverse as graveyards, swamps, and mountains, they are most renowned for the sheer numbers of which they inhabit Hyrule fields. Those who wander off the well-traveled paths of prairies often find themselves ambushed and chased by seemingly unending armies of hateful stalchildren.<br/><br />
<br />
'''''Mysterious Origins.''''' Despite the uniformity and sheer number of stalchildren, their skeletal structure does not resemble any other known creature. Some believe stalchildren are manifestations in of themselves, and were never truly alive. Others claim stalchildren have arisen from the tombs of one or more ancient and lesser-known races. Stalchildren themselves seem capable of speech, but detest living creatures with such overwhelmingly violent tenacity that their secret past may never be divulged.<br />
<br />
{{5ect|stalchild|Undead Nature}}<br />
}}<br />
<br />
==See also==<br />
* [[Stalfos (5e Creature)|Stalfos]], an animated skeleton of greater capability, that is often derived from one of several existent races<br />
* [[Stalhound (5e Creature)|Stalhound]], an animated canine skeleton, also known to haunt prairies at night<br />
* [[Poe (5e Creature)|Poe]], an undead specter often found in the vicinity of stalchildren<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}<br/>[[Category:User]]<br />
{{Hyrule|Creature}} &rarr; [[Stal (5e Creature)|Stal]]<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Keese_(5e_Creature)&diff=1260627Keese (5e Creature)2020-01-18T19:34:57Z<p>79.245.111.227: /* Keese */</p>
<hr />
<div>__NOTOC__<br />
==Keese==<br />
{{5e Creature<br />
|size=Tiny<br />
|type=fiend<br />
|alignment=neutral evil<br />
|ac=15<br />
|armor=natural armor<br />
|hd=4<br />
|speed=5 ft., fly 30 ft. (hover)<br />
|str=2<br />
|dex=15<br />
|con=6<br />
|int=2<br />
|wis=11<br />
|cha=5<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 10<br />
|consave=yes<br />
|stealth=yes<br />
|strsave=yes<br />
|di=cold, fire, lightning<br />
|cr=1/8<br />
|features=<br />
'''''Elemental Cloak.''''' If the keese is exposed to damage of one of the types to which it is immune, its body will become visibly and magically cloaked with an energy matching that damage type. The cloak does not further damage the keese, but empowers its attacks. The keese cannot have more than one of these cloaks at a time. It can dismiss its cloak as a bonus action.<br />
<br />
{{5ect|keese|Sunlight Sensitivity}}<br />
<br />
|actions= <br />
'''''Bite.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage plus an extra 3 (1d6) of a damage type matching the keese’s elemental cloak if it has one.<br />
<br />
|description=<br />
{{5e Image|center|[[File:1082px-Keese SSword.png]]|A keese. [http://zelda.gamepedia.com/File:Keese_SSword.png Source]}}<br />
Although it bears physical similarities to a mere {{5e|bat}}, a keese usually has physical traits tying it to its dark origins&mdash;a hooked tail, glowing eyes, or other traits varying from one to another. As if living omens, keese appear only when evil or fiendish beings are not far away. It is said keese population is directly influenced by the presence of evil in the land.<br />
<br />
'''''Elemental Absorption.''''' Keese have the uncanny ability to cloak their bodies with flames without coming to harm. Not only can they burn normal hot flames, but in cold environments they can bear freezing frigid [[Cold Fire (5e Equipment)|cold fire]]. Merely touching a keese when it’s “cloaked” like this brings pain to one’s bare skin. Although even more rare, they can similarly absorb and bear electrical shocks, and necrotic energy. Keese instinctively fly towards sources of heat, cold, or these other energies to empower themselves. Keese seem to realize a burning or shocking bite is much more powerful than their normal attack. If a keese remains cloaked long enough, its body mutates in such a way that it becomes eternally cloaked and strengthened, changing it on a physiological level. These “{{5h|c|Fire Keese}},” and other variants, are often found in extreme environments where their respective elements are abundant.<br />
<br />
'''''Mindless Assault.''''' Although keese have some sense of self-preservation, they are extremely aggressive even against foes many times their own size, and will seek to take down any foreign creature that enters their territory.}}<br />
<br />
==See also==<br />
* [[Swarm of Keese (5e Creature)]]<br />
* [[Cursed Keese (5e Creature)]]<br />
* [[Fire Keese (5e Creature)]]<br />
* [[Ice Keese (5e Creature)]]<br />
* [[Electric Keese (5e Creature)]]<br />
* [[Vire (5e Creature)]] - the result of two keese magically fusing<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}} <br/>[[Category:User]]<br />
{{Hyrule|Creature}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Hyrule:_Scion_(5e_Class)&diff=1260625Hyrule: Scion (5e Class)2020-01-18T18:44:22Z<p>79.245.111.227: /* Patron Affinity */</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
<center>''This class is intended for the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting and the variant rules it uses.<br/>It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule ''({{H|Dungeon Master's Guide|DMG}}, page 288)'' or equivalent.''</center> [[Category:Design Disclaimer]]<br />
{{clear}}<br />
== Scion ==<br />
In [[Hyrule (5e Campaign Setting)|Hyrule]], a scion has inherited a portion of a great being's supernatural power. This inheritance can be gained in one of numerous ways. Often this comes in the form of a blessing, such as a hero being rewarded for aiding a [[Great Fairy (5e Creature)|great fairy]] in her time of need. It could also be taken by force, such as a warrior slaying a powerful dragon for the sole purpose of absorbing its energy. The inheritance may even be a contract, with the scion slowly gaining boons in exchange for favors to a demon or minor deity. Indeed, the exact powers and means of a scion's gifts vary wildly from one to another.<br/><br />
<br />
In all cases, however, a scion is able to train and expand these powers. Even if the supernatural benefactor has passed on, it has already bestowed the seed in the scion, which the scion can independently grow further. The powers gained are innate and instinctive, and exerted almost purely through sheer force of the scion's will.<br />
<br />
=== Creating a Scion ===<br />
<div class="externalimage-holder" style="width:40%;float:right"><center>https://i.imgur.com/O0mEkby.png<br/>A scion of the dragon subclass.<br/>[https://zelda.gamepedia.com/Volga Source]</center></div><br />
<br />
;Quick Build<br />
You can make a Scion quickly by following these suggestions: <br />
#{{5a|cha}} should be your highest ability score. Your next highest score should be {{5a|dex}}, or optionally {{5a|str}} if you are a dragon scion. Your third highest should be {{5a|con}}.<br />
#Choose the [[Background (Hyrule Supplement)#Pariah|pariah]] background. <br />
#For your [[#Scion Patron|Scion Patron]], choose [[#Dragon Scion|dragon]] if you favor relentless destruction, choose [[#Fairy Scion|fairy]] if you want to focus on supporting your allies, or choose [[#Poe Scion|poe]] if you prefer versatility and unusual capabilities.<br />
#Finally, choose your spells:<br />
:* If you are a dragon scion, choose the {{5h|s|Claws of the Dragon}} and {{5h|s|Power Beam}} cantrips. For your 1st-level spells, choose ''{{5e|Command}}'' and {{5h|s|Spin Attack}}.<br />
:* If you are a fairy scion, choose the ''{{5e|Guidance}}'' and {{5h|s|Virtue}} cantrips. For your 1st-level spells, choose ''{{5e|Cure Wounds}}'' and ''{{5e|Faerie Fire}}''.<br />
:* If you are a poe scion, choose the {{5h|s|Death Bolt}} and ''{{5e|Minor Illusion}}'' cantrips. For your 1st-level spells, choose ''{{5e|False Life}}'' and ''{{5e|Inflict Wounds}}''.<br />
<br />
{{5e Class Features<br />
|name=scion<br />
|summary=With power inherited from a supernatural being, you blend martial and magical prowess.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, {{5h|e|Fire Rod}}s, {{5h|e|Ice Rod}}s, {{5h|e|Lightning Rod}}s, {{5e|Scimitar}}s, and {{5e|Shortsword}}s<br />
|tools=None<br />
|saves={{5a|con}}, {{5a|cha}}<br />
|skills=You are proficient in your choice of one skill in the following list: {{5s|Acrobatics}}, {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Persuasion}}, and {{5s|Religion}}.<br />
:If your {{5a|int}} score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.<br />
:If your {{5a|int}} score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.<br />
:If your {{5a|int}} score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.<br />
In place of gaining proficiency in a skill, you can instead gain proficiency in any one [[Tools (Hyrule Supplement)|tool or vehicle]] of your choice.<br />
|item1a={{5e|Studded Leather (Armor)|studded leather}}<br />
|item1b={{5e|Scale Mail (Armor)|scale mail}} (if you are a dragon scion)<br />
|item2a=any simple melee weapon<br />
|item2b=a {{5e|Shortsword}}<br />
|item3a=six {{5e|Javelin}}s<br />
|item3b=a {{5e|Shortbow}} and 50 [[5e SRD:Arrows (20)|arrows]] or (''c'') a [[Armor (Hyrule Supplement)|wooden shield]] (if you are a fairy scion)<br />
|item4a=a {{5e|Backpack}}, a {{5e|Bedroll}}, a {{5e|Mess Kit}}, a {{5e|Tinderbox}}, 10 {{5e|Torch}}es, 10 days of {{5e|Rations}}, and a {{5e|Waterskin}}<br/>{{dash}}<br/>Alternatively, your DM may allow you to choose your own starting equipment using 1,000 (4d4 x 100) [[Hyrule (5e Campaign Setting)#Rupees Replace Coins|rupees]]. If you choose this option, you forgo the equipment granted by your [[Background (Hyrule Supplement)|background]].<br />
|item4b=<br />
|classfeatures1=[[#Scion Patron|Scion Patron]], [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Scion Patron|Scion Patron feature]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
<br />
==== Scion Patron ====<br />
Choose the type of patron from which your supernatural capabilities are derived: [[#Dragon Scion|Dragon]], [[#Fairy Scion|Fairy]],<!-- [[#Mask Scion|Mask]],--> or [[#Poe Scion|Poe]]. Each of these choices is described in more detail at the end of this section. This choice represents your subclass, and determines what spells you can cast. Your subclass grants you features at 1st level, and again at 3rd, 8th, 11th, 15th, and 20th levels.<br />
<br />
====Spellcasting====<br />
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.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the spell list provided by your scion patron. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scion table.<br />
{| class="5e" style="float:right; margin-left: 10px;"<br />
! Spell Level !! MP Cost<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 7<br />
|}<br />
;Magic Meter<br />
At 1st level, you gain a number of [[Spells (Hyrule Supplement)#Magic Points|magic points]] equal to your {{5a|cha}} modifier, and you gain an additional 2 for every level you gain in this class. (Your scion patron may grant you even more magic points.) To cast a spell, you must expend a number of magic points dependent on the level of the spell. See the adjacent table.<br />
<br />
You can cast a spell at a higher level than normal by expending additional magic points. For example, casting ''{{5e|Fly}}'', a 3rd-level spell, normally costs 5 magic points. It can be cast as a 5th level spell, allowing it to affect more creatures, by expending the magic points needed to cast a 5th level spell&mdash;which is 7 magic points.<br />
<br />
Your magic points are fully restored after a {{5e|Long Rest}}. Some class features and magic items can otherwise restore magic points.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells from the spell list provided by your scion patron ([[Dragon Scion Spell List (Hyrule Supplement)|Dragon]], [[Fairy Scion Spell List (Hyrule Supplement)|Fairy]],<!-- [[Mask Scion Spell List (Hyrule Supplement)|Mask]],--> or [[Poe Scion Spell List (Hyrule Supplement)|Poe]]).<br />
<br />
The Spells Known column of the Scion table shows when you learn more scion spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.<br />
<br />
When you gain a level in this class, you can choose one of the scion spells you know and replace it with another spell from your scion patron's spell lists. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} 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.<br />
<br />
==== Patron Affinity ====<br />
Starting from 2nd level, you become inherently attuned to creatures who share the heritage of your patron; you understanding on an instinctive level their hopes, fears, and rationality. You have {{5e|Advantage}} on all {{5a|int}}, {{5a|wis}}, and {{5a|cha}} ability checks made against or about creatures of a certain type. The type is determined by your scion patron:<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Patron !! Creature Type<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon || Dragon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fairy || Fey<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<!--| Mask || Aberration<br />
|- class="{{Odd-Even|{{#var:odd}}}}" --><br />
| Poe || Undead<br />
|}<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
If your campaign is using the [[Feats (Hyrule Supplement)|feats]] optional rule, you can replace this feature with a feat for which you qualify.<br />
<br />
==== Spell Versatility ====<br />
At 5th level, you learn to weave spellcasting and martial prowess more swiftly. When you use your action to cast a scion spell, you can expend 1 magic point to use your {{5e|Bonus Action}} to either make one weapon attack or take the {{5e|Dash Action|Dash}} action.<br />
<br />
==== Immutable ====<br />
Starting at 6th level, the supernatural alterations derived from your patron take deep root, and aid in in avoiding some magical ailments. You become immune to any magic effect that only affects certain [[5e SRD:Creatures#types|types]] of creatures, such as the ''{{5e|Hold Person}}'' spell which only affects humanoids. You can similarly choose to be immune to any magic effect that would alter your form, including spells like ''{{5e|Polymorph}}''.<br />
<br />
==== Patron's Form ====<br />
Starting from 7th level, you learn to superficially change your appearance to more closely resemble a creature associated with your patron.<br />
<br />
As an action, you can change your appearance to more closely resemble a dragon, fairy, or undead creature as decided by your subclass. You otherwise decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. If appropriate, you can make yourself appear as a member of another race that more closely resembles your patron. You can change your size to Medium if you are smaller. If you have a fairy patron, you can change your size to Small if you are larger. While transformed, you are treated as the creature type appropriate to your patron (see the table under Patron Affinity): dragon, fey, or undead.<br />
<br />
<!-- A mask scion uses this feature somewhat differently. You can still change your appearance, but instead of resembling an aberration, you change to superficially resemble a {{5h|Race|Deku Scrub}}, {{5h|Race|Gerudo}}, {{5h|Race|Goron}}, {{5h|Race|Hylian}}, {{5h|Race|Kokiri}}, or [[Zora (5e Race)|sea zora]]. Your type does not change.<br />
--><br />
In no case does this transformation alter any of your statistics other than your size.<br />
<br />
This transformation lasts until you fall {{5c|Unconscious}} or use an action to end it.<br />
<br />
==== Minor Patron ====<br />
Starting at 10th level, your supernatural magic has become so great that you can become a minor patron in your own right. You can conduct a ritual with another willing creature to grant it minor spellcasting capability. This ritual takes 10 minutes and requires consuming 100 rupees' worth of material components. At the end of this ritual, the target gains temporary mastery over some magic you can perform. It gains the capability to cast any one 1st-level scion spell you are able to cast at its lowest level, and must expend its own magic points or stamina points to do so. You decide which spell to grant when you perform the ritual, but you cannot grant a spell which has a duration of 'permanent' or 'until dispelled.'<br />
<br />
The target retains this capability until you use this feature again.<br />
<br />
==== Improved Spell Versatility ====<br />
At 15th level, you learn to weave spellcasting and martial prowess with even greater ease than before. When you use your action to cast a scion spell, you can use your {{5e|Bonus Action}} to either make one attack or take the {{5e|Dash Action|Dash}} action, and do not need to expend magic points to do so. <br />
<br />
==== Willful Reflex ====<br />
At 18th level, your experience with martial and magical prowess enables you to more acutely evade certain forms of harm. You gain proficiency in your choice of either {{5a|dex}} saving throws or {{5a|wis}} saving throws.<br />
<br />
==== True Patron ====<br />
At 20th level, you can choose to become a patron of your own accord. When you complete the ritual of the Minor Patron feature, you can expend an additional 900 rupees of material components. In doing so, the benefiting creature retains the ability to cast the 1st-level spell of your choice indefinitely, even if you use this feature again. Furthermore, the benefitting creature can gain levels in the scion class even if it does not meet the multiclass prerequisites, and retains the ability to do so forever. If the individual cannot otherwise meet the multiclass prerequisites, it can only gain the subclass you chose.<br />
<br />
A creature cannot gain the benefit of your True Patron feature more than once. You can perform the ritual again to change the 1st-level spell granted to it, however.<br />
<br />
=== Dragon Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/R7vto6M.png<br/>Among other capabilities, a dragon scion can transform its hands into powerful draconic claws.<br/>[https://zelda.gamepedia.com/Volga Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Dragon&nbsp;Scion<br />
|classfeatures1=Bonus Proficiencies, [[#Draconic Recovery|Draconic Recovery]], [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Dragon Wings|Dragon Wings]], [[#Fighting Style|Fighting Style]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Honed Strikes|Honed Strikes]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Dragon Resilience|Dragon Resilience]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Weak Point Smash|Weak Point Smash]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Form|Dragon Form]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
Commonly called a dragon knight or dragon warrior, a scion of this subclass draws its power from a draconic origin. This is usually consequence of absorbing the power of a slain dragon, or ritual worship of a draconic benefactor, but there are many other possibilities. In any case, a dragon scion embodies the ferocity and vitality of the beast it embodies. This is most apparent in a dragon scion's capability to temporarily transform parts of its body into those of a dragon, such as growing [[Claws of the Dragon (5e Spell)|claws]] or functional [[#Dragon Wings|wings]]. Much as a dragon breathes fire or spits beams of force, so too do a dragon scion's spells embody such visceral destruction. Dragon scions are infamous for their tenacity, as it seems their magical and physical prowess can tear through entire legions of lesser foes with little rest.<br />
<br />
A scion of this subclass casts spells drawn from the [[Dragon Scion Spell List (Hyrule Supplement)|dragon scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency with medium armor. <br />
<br />
You gain proficiency in one skill from {{5s|Animal Handling}}, {{5s|Arcana}}, {{5s|Athletics}}, and {{5s|Intimidation}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Lizal]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Draconic Recovery====<br />
Your dragon influence enables you to rapidly recover from your magical feats. When you complete a {{5e|Short Rest}} and expend at least one Hit Die to recover {{5e|Hit Points}}, you regain both hit points and magic points equal to the rolled total. You can only use this feature with Hit Dice derived from this class.<br />
<br />
====Dragon Wings====<br />
Starting from 3rd level, you can temporarily grow magic draconic wings from your back, enabling flight. You can grow these wings as a bonus action by expending 1 magic point, and they last until the start of your next turn. You can maintain these wings seamlessly if you use this bonus action at the start of consecutive turns.<br />
<br />
While these wings are present, you have a fly speed equal to your base walking speed or 40 feet (whichever is greater).<br />
<br />
====Fighting Style====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.<br />
<br />
:'''''Archery''''': You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
:'''''Defense''''': While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
:'''''Dual-Wielding:''''' You can engage in [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]] without penalty even when the one-handed melee weapons you are wielding aren't light.<br />
<br />
:'''''Dueling''''': When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
:'''''Endurance''''': You can use a bonus action to regain {{5e|Hit Points}} equal to your scion level plus your {{5a|con}} modifier. Once you use this feature, you must complete a {{5e|Long Rest}} before you can use it again.<br />
<br />
:'''''Heavy Strikes''''': After you roll damage with a weapon you are wielding in two hands, you can choose to roll one of the damage dice again, but if you do so you must accept the second roll even if it is lower. You can only gain this benefit with a weapon that has the two-handed or versatile properties, and can only benefit from it once per turn.<br />
<br />
:'''''Power Beams''''': While you are at full {{5e|Hit Points}} and use the {{5e|Attack Action|Attack}} action on your turn to make at least one melee attack, you can cast {{5h|s|Power Beam}} as a bonus action. When you cast power beam in this way, it inflicts half its normal damage. You can also cast ''power beam'' as an action by expending 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]].<br />
<br />
:'''''Shoving''''': When you use your action to make at least one melee attack, you can use your bonus action to attempt to {{5e|Melee Attacks#Shoving a Creature|shove}} a creature you hit with your attack.<br />
<br />
====Honed Strikes====<br />
Starting from 8th level, you can augment your martial prowess and accuracy with magical finesse. For the purpose of making a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]], you can expend magic points as if they were stamina points.<br />
<br />
====Dragon Resilience====<br />
Starting from 11th level, you have resistance to one type of damage when you are transformed by your [[#Patron's Form|Patron's Form]] feature. Choose from acid, cold, fire, or lightning. Whenever you use your action to alter your appearance using the Patron's Form feature, you can change this resistance to one of the other types.<br />
<br />
====Weak Point Smash====<br />
At 15th level, you learn to better exploit the weaknesses of your foes when you strike with a weapon attack. On a hit, your weapon attack inflicts damage as if it was a {{5e|Damage Rolls#Critical Hits|critical hit}} under any one of the following conditions:<br />
* You have the advantage on the attack roll and the target of your attack is within 30 feet of you.<br />
* You make a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] to hit a creature's weak point, if it has one.<br />
<br />
====Dragon Form====<br />
Starting at 20th level, you can very briefly assume the form of a Huge dragon at the start of your turn by expending 10 magic points. In doing so, you gain the following benefits until the start of your next turn:<br />
* You gain a fly speed of 60 feet.<br />
* You gain {{5e|Temporary Hit Points}} equal to your level.<br />
<!-- * You gain resistance to acid, cold, fire, and lightning damage. --><br />
* You can choose for your {{5e|Unarmed Strike}} to inflict slashing damage equal to 3d6 + your {{5a|str}} modifier, and your unarmed strikes become magic weapons. If you are concentrating on {{5h|s|Claws of the Dragon}}, this increases to 4d6, and it is considered a light weapon. <br />
* You have {{5e|Advantage}} on every attack roll made with a melee weapon.<br />
* You have {{5e|Advantage}} on all saving throws.<br />
* You have {{5e|Advantage}} on {{5a|str}} and {{5a|con}} checks, and on {{5a|cha}} ({{5s|Intimidation}}) checks.<br />
* You can cast a scion spell you are otherwise able to cast with 1 action as if it had a casting time of 1 bonus action.<br />
<br />
This effect is magical, and can be [[5e SRD:Dispel Magic|dispelled]] as if it was a 7th-level spell. Once you use this feature, you must complete a {{5e|Short Rest|short}} or {{5e|Long Rest}} before you can use it again.<br />
{{clear}}<br />
<br />
=== Fairy Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/a263hoY.png<br/>A fairy scion will often superficially resemble a {{5h|c|Great Fairy}}.<br/>[https://zelda.gamepedia.com/Great_Fairy Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Fairy&nbsp;Scion<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], Bonus Proficiencies, [[#Restful Aura|Restful Aura]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Avatar of Life|Avatar of Life]], [[#Half Magic|Half Magic]], [[#Smiting Attack|Smiting Attack]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Fairy Form|Fairy Form]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Healing Surge|Healing Surge]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Fairy Magic|Fairy Magic]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Fairy's Wish|Fairy's Wish]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
As its name implies, a fairy scion is one who has been blessed with a significant portion of a {{5h|c|Great Fairy}}'s magical power. A scion of this subclass often transforms over time to be remarkably beautiful or handsome, with fey-like features or accents that superficially resemble its patron. The spells and powers invoked by a fairy scion tend towards protection, restoration, and harmony. As such, those who seek and gain this power tend to be good-natured.<br />
<br />
A scion of this subclass casts spells drawn from the [[Fairy Scion Spell List (Hyrule Supplement)|fairy scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency with [[Armor (Hyrule Supplement)|shields]], including {{5h|e|Heavy Shield}}s.<br />
<br />
You gain proficiency in two skills from {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Performance}}, and {{5s|Stealth}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Deku]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Restful Aura====<br />
Beginning at 1st level, your mere presence helps to revitalize allies and soothe wounds. If you complete a {{5e|Short Rest}} alongside your allies and they expend at least one Hit Die to restore {{5e|Hit Points}}, they regain an additional number of {{5e|Hit Points}} equal to your proficiency modifier. A creature cannot benefit from more than one Restful Aura (or one Song of Rest) during its short rest.<br />
<br />
====Avatar of Life====<br />
Starting from 3rd level, your healing spells are more effective. Whenever you use your action to cast a spell of 1st level or higher to restore {{5e|Hit Points}} to a creature, the creature regains additional hit points equal to your proficiency modifier + the spell's level.<br />
<br />
====Half Magic====<br />
At 3rd level, your magic point maximum permanently increases by an amount equal to your {{5a|cha}} modifier + 4, and increases by an additional 2 for every scion level you gain after this. (This effectively doubles the number of magic points you gain from this class.)<br />
<br />
====Smiting Attack====<br />
Starting from 3rd level, you become able to energize your strikes with glistening magical power. Once per turn, whenever hit with a weapon attack during your turn, you can expend 1 magic point to inflict an extra amount of radiant damage equal to your {{5a|cha}} modifier. The weapon is considered magical for this attack.<br />
<br />
If you use this feature when you hit with an [[Weapons (Hyrule Supplement)#Unarmed Strikes|unarmed strike]], you can treat the damage dice for your unarmed strike as 1d4 instead of 1.<br />
<br />
====Fairy Form====<br />
Starting from 8th level, your transforming abilities become more robust. When you transform with your [[#Patron's Form|Patron's Form]] feature, you can gain any or all of the following effects for the duration of the transformation:<br />
* You have {{5e|Damage Resistance|resistance}} to {{5e|Damage|radiant damage}}.<br />
* You gain a fly speed equal to your base walking speed, and can hover in place.<br />
* You gain the [[Size Conditions (5e Variant Rule)|reduced]] condition. If you do so, your speed isn't reduced from the condition, and your fly speed from this feature is increased by 20 feet.<br />
* Your entire body glows, emitting bright light to a radius of 20 feet, and dim light for an additional 20 feet.<br />
<br />
As an action, you can change which of these effects are affecting you.<br />
<br />
====Healing Surge====<br />
Starting from 11th level, you can channel life energy from any spell you cast. Whenever you expend magic points to cast a scion spell, you can expend 1 extra magic point to regain 1d4 {{5e|Hit Points}} per level of the spell. For example, casting a 3rd level spell and using this feature causes you to regain 3d4 hit points. You can choose for a living creature within 10 feet of you to regain these hit points instead.<br />
<br />
====Fairy Magic====<br />
Starting at 15th level, you can flex your magic to perform a magical blessing or cast an esoteric spell. As if casting a spell that requires somatic and vocal components, you can use your action do one of the following:<br />
* Grant yourself or any creature within 10 feet of you the ability to cast any single cantrip of your choice, until you use this feature again.<br />
* Choose any spell that does not exceed your Max Spell Level, and has a casting time of 1 action. You cast the spell.<br />
* Grant yourself or any creature within 10 feet of you resistance to one type of damage you choose (other than bludgeoning, piercing, or slashing) until you use this feature again.<br />
<br />
This effect is considered magical. It can be ended by ''{{5e|Dispel Magic}}'' or a similar feature as if it was a 6th-level spell. Once you use this feature, you must complete a long rest before you can use it again.<br />
<br />
====Fairy's Wish====<br />
At 20th level, you embody fairy magic as thoroughly as a [[Great Fairy (5e Magic)|great fairy]], if not more so. You can periodically hone this magic to provide a blessing or cast a powerful spell, among other possibilities. As if casting a spell that requires somatic and vocal components, you can use your action do one of the following:<br />
* Cast any spell of 8th level or lower that has a casting time of 1 action.<br />
* Grant yourself or any creature within 10 feet of you the ability to cast any single 1st or 2nd level spell until you use this feature again. The benefiting creature must expend magic points or stamina points to cast this spell. If the creature has none of either, it can cast the spell once at its lowest level, and regains the ability to do so when it finishes a long rest.<br />
* Enhance any spell effect of 5th level or lower that you or another creature within 10 feet of you is concentrating to maintain. That spell effect becomes permanent until you use this feature again, and does not require concentration to persist. This can only affect a spell that requires concentration.<br />
* Fully recover the hit points of up to ten creatures you can see. These targets are also affected as if by the ''{{5e|Lesser Restoration}}'' and ''{{5e|Greater Restoration}}'' spells. <br />
This is considered a magic effect. When appropriate, its effect can be {{5e|Dispel Magic|dispelled}} as if it were a 9th level spell.<br />
<br />
Once you use this feature, you must finish a {{5e|Long Rest}} before you can use it again.<br />
<!--<br />
=== Mask Scion ===<br />
{{5e Image|float:right|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/0/05/MM3D_Link_Masks_Artwork.png/608px-MM3D_Link_Masks_Artwork.png|A mask scion will often switch between masks to acquire different forms and features. [https://zelda.gamepedia.com/File:MM3D_Link_Masks_Artwork.png Source]}}<br />
You draw your supernatural abilities from one or more mysterious, unknowable beings that seem to defy the logic or limitations that seem to apply to most races. One of these creatures can seemingly take any form it wishes, though it usually prefers something humanoid.<br/><br />
<br />
Drawing on the power of these aberrant creatures, you become capable of magic that transforms your body in numerous and fundamentally different ways. Many of your spells are cast by you donning a literal mask you have crafted or otherwise obtained, which helps to house the bizarre magic you wield.<br />
<br />
A mask scion casts spells drawn from the [[Mask Scion Spell List (Hyrule Supplement)|mask scion spell list]].<br />
<br />
====Bonus Proficiences====<br />
You gain proficiency in one artisan's tool, which must be a tool you can use to craft wearable masks for yourself. If you already have proficiency in such a tool, you can instead gain proficiency in any artisan's tool, the {{5e|Disguise Kit}}, or any musical instrument.<br />
<br />
You gain proficiency in one skill from {{5s|Animal Handling}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Sleight of Hand}}, and {{5s|Perception}}.<br />
<br />
==== Transmutation Opposition ====<br />
When you are subjected to a spell of the transmutation school that affords a saving throw, you can add your {{5a|cha}} modifier as a bonus to that saving throw. If this is done for a {{5a|cha}} saving throw, you effectively add this modifier twice.<br />
<br />
==== Enduring Mask ====<br />
Beginning at 3rd level, you can begin and maintain your mask-based transformations with ease. When you use your action to cast a scion spell with "mask" in its name, you can expend 1 less magic point than usual to do so. <br />
<br />
When concentrating on a scion spell with "mask" in its name, you automatically succeed on any {{5a|con}} saving throw made to maintain your {{5e|Casting a Spell#Concentration|concentration}}.<br />
<br />
==== Shapechange ====<br />
At 8th level, you can cast ''{{5e|Polymorph}}'' on yourself by expending 3 magic points. When you do so, you can only transform into a {{5h|c|Fairy of Navigation}}, a {{5h|c|Minish}}, or a beast whose challenge rating is 1 or lower.<br />
<br />
If you are or become able to cast 4th-level spells, you can cast ''polymorph'' as a normal spell, and expend magic points as appropriate. It does not count against your Spells Known.<br />
<br />
==== Dispel Defense ====<br />
At 11th level, you learn to fortify your magic against dispelling effects. When one of your scion spells is targeted by ''{{5e|Dispel Magic}}'' or a similar effect, you can make a {{5a|cha}} ability check. The caster or source of ''dispel magic'' must make an ability check with its casting ability, and unless its result exceeds yours, the effect fails and the spell (if any) is lost. If the source of ''dispel magic'' is an object or otherwise does not have a casting ability, replace its check result with a d20 roll that has a +10 bonus.<br />
<br />
==== Two-Faced ====<br />
Starting from 15th level, you become able to blend the effects of two of your transforming spells into one. Whenever you are concentrating on a scion spell with "mask" in its name, you can use your action to cast another scion spell with "mask" in its name, and you can maintain concentration on both of these spells simultaneously as if you were concentrating on one spell.<br/><br />
<br />
Using this feature often results in you transforming into a bizarre fusion of two different kinds of creatures, which may not resemble any natural creature. You can freely change your appearance at any time to more closely resemble one form or another, but not in such a way that a form's features are hidden. (For example, if you can breathe underwater due to one of these spells, you may be unable to completely hide your gills.)<br />
<br />
==== Fierce Deity ====<br />
At 20th level, you can use your action and expend 1 magic point to assume the form of a Large giant. This form usually resembles a Large, accented, and visibly powerful version of your normal form. You can only take this action under specific conditions: There must be a hostile creature you can see or otherwise detect that is able to inflict harm on you, and either can take legendary actions or has a CR equal to or exceeding your level. (Your GM may determine other creatures that are "boss monsters" may enable this feature, or that otherwise weak creatures with legendary actions are not sufficiently threatening.) You are inherently aware of whether or not a creature meets these conditions. You must maintain concentration on this effect as if concentrating on a spell, though you automatically succeed on {{5a|con}} saving throws to do so. This effect is magical, and can be {{5e|Dispel Magic|dispelled}} as if it was a 9th-level spell.<br />
<br />
While you are in this Fierce Deity form, you gain the following effects:<br />
* Your base walking speed doubles.<br />
* Any weapons you wield are increased to Large size, and you can wield them as a Large creature. Assuming the weapons are designed for a Small or Medium creature, this doubles their damage dice (but not the damage dice provided by class features or magic items).<br />
* You gain a Large magical {{5e|Greatsword}}, which has a +3 bonus to hit. You are proficient with this weapon. The wielding individual can use either its {{5a|str}} or your {{5a|cha}} modifier on attack rolls with this sword. On a hit, the greatsword inflicts slashing damage equal to 4d6 + 3 + your {{5a|cha}} modifier. This greatsword disappears when your concentration ends.<br />
* Every turn, you can cast any single cantrip you know as a bonus action, if you are able to take actions. The cantip must otherwise have a casting time of 1 action and a duration of instantaneous.<br />
* You have resistance to any type of damage derived from an attack. (If the source of damage did not require an attack roll, you do not resist that damage.)<br />
* You have advantage on {{5a|str}}, {{5a|con}}, and {{5a|cha}} saving throws.<br />
* You have advantage on {{5a|str}} and {{5a|con}} checks, and on {{5a|cha}} ({{5s|Intimidation}}) checks.<br />
<br />
At the start of each of your turns, you must either expend 1 magic point or your {{5e|Casting a Spell|concentration}} ends. Your concentration ends immediately and automatically if all creatures you can detect that enable it are killed, become non-hostile, become unable to harm you (such as being imprisoned in an inescapable cage), or move far enough away from you that you can no longer detect them.<br />
<br />
Once you use this feature, you cannot use it again until you finish a {{5e|Long Rest}}.<br />
{{clear}}<br />
--><br />
<br />
=== Poe Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/KLcD9ql.png<br/>[https://zelda.gamepedia.com/Poe_Collector Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Poe&nbsp;Scion<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], Bonus Proficiencies, [[#Darkvision|Darkvision]], [[#Poe Levitation|Poe Levitation]], [[#Soul Drinker|Soul Drinker]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Poe Vanish|Poe Vanish]], [[#Regenerate Magic|Regenerate Magic]], [[#Undead Resilience|Undead Resilience]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Drain Magic|Drain Magic]], [[#Necrotic Power|Necrotic Power]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Effortless Levitation|Effortless Levitation]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Drain Magic|Drain Magic]] (Improved), [[#Improved Undead Resilience|Improved Undead Resilience]], [[#Nether Knowledge|Nether Knowledge]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Melody of Darkness|Melody of Darkness]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
A poe scion is so named because it often takes on a ghastly appearance reminiscent of {{5h|c|Poe}}s, though they are known among many other names&mdash;poe collector, twisted wizard, necromancer, and so on. If you choose this subclass, you derive your power from undead beings. Among other possibilities, this can come in the form of a pact with a powerful undead monster, or by collecting and absorbing the energy of deceased souls. As your powers grow, you become an embodiment of undeath and shadows yourself, capable of draining the life of your foes to empower yourself. The boundaries of life, death, and undeath become your playground. You can gradually learn to mimic the powers of various undead monsters, from {{5h|c|Stalfos}} to {{5h|c|Redead}}, and even reanimate corpses to your aid.<br />
<br />
A scion of this subclass casts spells drawn from the [[Poe Scion Spell List (Hyrule Supplement)|poe scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency in one skill from {{5s|Deception}}, {{5s|Intimidation}}, {{5s|Persuasion}}, {{5s|Religion}}, and {{5s|Stealth}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Stal]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Darkvision====<br />
Your eyes take on a faint eerie glow, cuing to your unnatural powers. You gain {{5e|Darkvision}} out to a range of 60 feet. More specifically, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already were capable of darkvision, its range increases by 60 feet.<br />
<br />
====Soul Drinker====<br />
You can regain energy from consuming the life energy of undead beings. When you consume a [[Poe Soul (5e Equipment)|poe soul]], you always regain the maximum amount of {{5e|Hit Points}} from it, and you are filled as if eating a hearty meal.<br />
<br />
====Poe Levitation====<br />
Drawing on the power of your patron's gift, your effort can attain brief and limited flight. Starting from 1st level, you can use your bonus action to gain a fly speed equal to your base walking speed until the start of your next turn. You cannot ascend more than 5 feet above ground when you initiate this flight, but while it persists you can glide at the same altitude even over chasms or cliffs.<br />
<br />
By using this bonus action on consecutive turns before you move, you can maintain seamless flight.<br />
<br />
====Poe Vanish====<br />
At 3rd level, you learn to use the magic within you to briefly vanish from sight. When you take the {{5e|Dodge Action|Dodge}} action on your turn, you and any objects on your person become {{5c|Invisible}} until the start of your next turn. By using this action on consecutive turns, you can maintain seamless invisibility.<br />
<br />
On a turn you use this action, your {{5e|Bonus Action}} can only be used for [[#Poe Levitation|Poe Levitation]], and you cannot use any {{5e|Reaction}} until the start of your next turn.<br />
<br />
====Regenerate Magic====<br />
Starting from 3rd level, you can sacrifice your life energy to regain magic power you have expended. As a bonus action, you can sacrifice any number of your Hit Dice to regain magic points for each one. The Hit Dice are lost as if you expended them during a {{5e|Short Rest}}, and are regained when you complete a {{5e|Long Rest}}. The amount of magic points you regain is equal to half the size of the Hit Die. For example, a d8 Hit Die recovers 4 magic points.<br />
<br />
====Undead Resilience====<br />
At 3rd level, you gain resistance to poison damage and necrotic damage. You have {{5e|Advantage}} on saving throws against [[5e SRD:Conditions#Poisoned|poison]]. You have {{5e|Advantage}} on {{5a|con}} saving throws to go without air, food, drink, or sleep.<br />
<br />
====Drain Magic====<br />
Starting from 8th level, you learn to drain life from others to restore your own magic power. Whenever you use your action to inflict necrotic damage with a scion spell, you can use your bonus action to inflict an additional amount of necrotic damage equal to your {{5a|cha}} modifier to one living creature damaged by the spell. In doing so, you regain a number of magic points equal to your {{5a|cha}} modifier. <br />
<br />
Prior to 15th level, you must complete a {{5e|Long Rest}} before you can use this feature again.<br />
<br />
Starting from 15th level, you can instead use this feature a number of times equal to your {{5a|cha}} modifier if it is positive. All of these uses are restored when you finish a {{5e|Long Rest}}.<br />
{{clear}}<br />
====Necrotic Power====<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/rAXEvqU.png<br/>As a poe scion's power grows, its appearance may become increasingly grotesque.<br/>[https://zelda.gamepedia.com/File:HW_Wizzro.png Source]</center></div><br />
At 8th level, your power over necrotic magic surges. Any scion spell you cast that inflicts necrotic damage has its damage dice increased one step. For example, if a spell would normally inflict 4d6 necrotic damage, it instead inflicts 4d8 necrotic damage when you cast it. You cannot increase a damage die above d12 with this feature.<br />
<br />
{| class="5e" style="text-align: center;"<br />
! Normal<br/>Die !! Empowered<br/>Die<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d2 or d3 || style="text-align: center;"| d4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d4 || style="text-align: center;"| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d6 || style="text-align: center;"| d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d8 || style="text-align: center;"| d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d10 || style="text-align: center;"| d12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d12 || style="text-align: center;"| d12<br />
|}<br />
<br />
====Effortless Levitation====<br />
Starting from 11th level, levitation becomes easy for you. You gain a fly speed equal to your base walking speed or 30 feet (whichever is greater), and can hover in place effortlessly. You can hover in place even if you are {{5c|Incapacitated}} or have your speed reduced to 0 feet, but cannot continue to hover if you are {{5c|Unconscious}}.<br />
<br />
====Improved Undead Resilience====<br />
At 15th level, your [[#Undead Resilience|Undead Resilience]] improves. While you are transformed with your [[#Patron's Form|Patron's Form]] feature, you gain the following benefits:<br />
* You have immunity to poison damage and necrotic damage. <br />
* You cannot be {{5c|Poisoned}}. <br />
* You have no need to breathe, eat, drink, or sleep. (You can still fall {{5c|Unconscious}}.)<br />
<br />
====Nether Knowledge====<br />
Starting at 15th level, you can rip knowledge from the eternal depths of the undead void&mdash;from countless minds that have lived and died. On your turn, you can do one of the following:<br />
* Immediately before making a {{5a|int}} ability check or {{5a|int}} saving throw, you can choose for the d20 roll to be treated as an 18 without rolling.<br />
* Choose any spell that does not exceed your Max Spell Level. You cast the spell, using the normal components and casting time.<br />
* As a reaction, cause any creature that died since the end of your last turn to come back to life with 1 {{5e|Hit Points|hit point}}. You must be able to see the creature or be aware that it had just died. This effect can't return to life a creature that has died of old age, nor can it restore any missing body parts.<br />
<br />
Once you use this feature, you must complete a {{5e|Long Rest}} before you can use it again.<br />
<br />
====Melody of Darkness====<br />
Beginning at 20th level, your mere presence can drain the life force of that which surrounds you. At the start of your turn, you can choose for any or all living creatures within 120 feet of you to suffer 2 necrotic damage. You can choose for nonmagical plants in this range to wither and die when this occurs, killing flora as small as weeds and flowers instantly, and trees within minutes.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the scion class, you must have a {{5a|con}} score and a {{5a|cha}} score of at least 13 each.<br />
<br />
'''Proficiencies.''' When you multiclass into the scion class, you gain proficiency with light armor.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br/><br />
{{Hyrule|Class}}<br/><br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Hyrule:_Scion_(5e_Class)&diff=1260624Hyrule: Scion (5e Class)2020-01-18T18:42:51Z<p>79.245.111.227: /* Patron Affinity */</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
<center>''This class is intended for the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting and the variant rules it uses.<br/>It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule ''({{H|Dungeon Master's Guide|DMG}}, page 288)'' or equivalent.''</center> [[Category:Design Disclaimer]]<br />
{{clear}}<br />
== Scion ==<br />
In [[Hyrule (5e Campaign Setting)|Hyrule]], a scion has inherited a portion of a great being's supernatural power. This inheritance can be gained in one of numerous ways. Often this comes in the form of a blessing, such as a hero being rewarded for aiding a [[Great Fairy (5e Creature)|great fairy]] in her time of need. It could also be taken by force, such as a warrior slaying a powerful dragon for the sole purpose of absorbing its energy. The inheritance may even be a contract, with the scion slowly gaining boons in exchange for favors to a demon or minor deity. Indeed, the exact powers and means of a scion's gifts vary wildly from one to another.<br/><br />
<br />
In all cases, however, a scion is able to train and expand these powers. Even if the supernatural benefactor has passed on, it has already bestowed the seed in the scion, which the scion can independently grow further. The powers gained are innate and instinctive, and exerted almost purely through sheer force of the scion's will.<br />
<br />
=== Creating a Scion ===<br />
<div class="externalimage-holder" style="width:40%;float:right"><center>https://i.imgur.com/O0mEkby.png<br/>A scion of the dragon subclass.<br/>[https://zelda.gamepedia.com/Volga Source]</center></div><br />
<br />
;Quick Build<br />
You can make a Scion quickly by following these suggestions: <br />
#{{5a|cha}} should be your highest ability score. Your next highest score should be {{5a|dex}}, or optionally {{5a|str}} if you are a dragon scion. Your third highest should be {{5a|con}}.<br />
#Choose the [[Background (Hyrule Supplement)#Pariah|pariah]] background. <br />
#For your [[#Scion Patron|Scion Patron]], choose [[#Dragon Scion|dragon]] if you favor relentless destruction, choose [[#Fairy Scion|fairy]] if you want to focus on supporting your allies, or choose [[#Poe Scion|poe]] if you prefer versatility and unusual capabilities.<br />
#Finally, choose your spells:<br />
:* If you are a dragon scion, choose the {{5h|s|Claws of the Dragon}} and {{5h|s|Power Beam}} cantrips. For your 1st-level spells, choose ''{{5e|Command}}'' and {{5h|s|Spin Attack}}.<br />
:* If you are a fairy scion, choose the ''{{5e|Guidance}}'' and {{5h|s|Virtue}} cantrips. For your 1st-level spells, choose ''{{5e|Cure Wounds}}'' and ''{{5e|Faerie Fire}}''.<br />
:* If you are a poe scion, choose the {{5h|s|Death Bolt}} and ''{{5e|Minor Illusion}}'' cantrips. For your 1st-level spells, choose ''{{5e|False Life}}'' and ''{{5e|Inflict Wounds}}''.<br />
<br />
{{5e Class Features<br />
|name=scion<br />
|summary=With power inherited from a supernatural being, you blend martial and magical prowess.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, {{5h|e|Fire Rod}}s, {{5h|e|Ice Rod}}s, {{5h|e|Lightning Rod}}s, {{5e|Scimitar}}s, and {{5e|Shortsword}}s<br />
|tools=None<br />
|saves={{5a|con}}, {{5a|cha}}<br />
|skills=You are proficient in your choice of one skill in the following list: {{5s|Acrobatics}}, {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Persuasion}}, and {{5s|Religion}}.<br />
:If your {{5a|int}} score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.<br />
:If your {{5a|int}} score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.<br />
:If your {{5a|int}} score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.<br />
In place of gaining proficiency in a skill, you can instead gain proficiency in any one [[Tools (Hyrule Supplement)|tool or vehicle]] of your choice.<br />
|item1a={{5e|Studded Leather (Armor)|studded leather}}<br />
|item1b={{5e|Scale Mail (Armor)|scale mail}} (if you are a dragon scion)<br />
|item2a=any simple melee weapon<br />
|item2b=a {{5e|Shortsword}}<br />
|item3a=six {{5e|Javelin}}s<br />
|item3b=a {{5e|Shortbow}} and 50 [[5e SRD:Arrows (20)|arrows]] or (''c'') a [[Armor (Hyrule Supplement)|wooden shield]] (if you are a fairy scion)<br />
|item4a=a {{5e|Backpack}}, a {{5e|Bedroll}}, a {{5e|Mess Kit}}, a {{5e|Tinderbox}}, 10 {{5e|Torch}}es, 10 days of {{5e|Rations}}, and a {{5e|Waterskin}}<br/>{{dash}}<br/>Alternatively, your DM may allow you to choose your own starting equipment using 1,000 (4d4 x 100) [[Hyrule (5e Campaign Setting)#Rupees Replace Coins|rupees]]. If you choose this option, you forgo the equipment granted by your [[Background (Hyrule Supplement)|background]].<br />
|item4b=<br />
|classfeatures1=[[#Scion Patron|Scion Patron]], [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Scion Patron|Scion Patron feature]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
<br />
==== Scion Patron ====<br />
Choose the type of patron from which your supernatural capabilities are derived: [[#Dragon Scion|Dragon]], [[#Fairy Scion|Fairy]],<!-- [[#Mask Scion|Mask]],--> or [[#Poe Scion|Poe]]. Each of these choices is described in more detail at the end of this section. This choice represents your subclass, and determines what spells you can cast. Your subclass grants you features at 1st level, and again at 3rd, 8th, 11th, 15th, and 20th levels.<br />
<br />
====Spellcasting====<br />
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.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the spell list provided by your scion patron. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scion table.<br />
{| class="5e" style="float:right; margin-left: 10px;"<br />
! Spell Level !! MP Cost<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 7<br />
|}<br />
;Magic Meter<br />
At 1st level, you gain a number of [[Spells (Hyrule Supplement)#Magic Points|magic points]] equal to your {{5a|cha}} modifier, and you gain an additional 2 for every level you gain in this class. (Your scion patron may grant you even more magic points.) To cast a spell, you must expend a number of magic points dependent on the level of the spell. See the adjacent table.<br />
<br />
You can cast a spell at a higher level than normal by expending additional magic points. For example, casting ''{{5e|Fly}}'', a 3rd-level spell, normally costs 5 magic points. It can be cast as a 5th level spell, allowing it to affect more creatures, by expending the magic points needed to cast a 5th level spell&mdash;which is 7 magic points.<br />
<br />
Your magic points are fully restored after a {{5e|Long Rest}}. Some class features and magic items can otherwise restore magic points.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells from the spell list provided by your scion patron ([[Dragon Scion Spell List (Hyrule Supplement)|Dragon]], [[Fairy Scion Spell List (Hyrule Supplement)|Fairy]],<!-- [[Mask Scion Spell List (Hyrule Supplement)|Mask]],--> or [[Poe Scion Spell List (Hyrule Supplement)|Poe]]).<br />
<br />
The Spells Known column of the Scion table shows when you learn more scion spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.<br />
<br />
When you gain a level in this class, you can choose one of the scion spells you know and replace it with another spell from your scion patron's spell lists. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} 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.<br />
<br />
==== Patron Affinity ====<br />
Starting from 2nd level, you become inherently attuned to creatures who share the heritage of your patron; you understanding on an instinctive level their hopes, fears, and rationality. You have advantage on all {{5a|int}}, {{5a|wis}}, and {{5a|cha}} ability checks made against or about creatures of a certain type. The type is determined by your scion patron:<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Patron !! Creature Type<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon || Dragon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fairy || Fey<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<!--| Mask || Aberration<br />
|- class="{{Odd-Even|{{#var:odd}}}}" --><br />
| Poe || Undead<br />
|}<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
If your campaign is using the [[Feats (Hyrule Supplement)|feats]] optional rule, you can replace this feature with a feat for which you qualify.<br />
<br />
==== Spell Versatility ====<br />
At 5th level, you learn to weave spellcasting and martial prowess more swiftly. When you use your action to cast a scion spell, you can expend 1 magic point to use your {{5e|Bonus Action}} to either make one weapon attack or take the {{5e|Dash Action|Dash}} action.<br />
<br />
==== Immutable ====<br />
Starting at 6th level, the supernatural alterations derived from your patron take deep root, and aid in in avoiding some magical ailments. You become immune to any magic effect that only affects certain [[5e SRD:Creatures#types|types]] of creatures, such as the ''{{5e|Hold Person}}'' spell which only affects humanoids. You can similarly choose to be immune to any magic effect that would alter your form, including spells like ''{{5e|Polymorph}}''.<br />
<br />
==== Patron's Form ====<br />
Starting from 7th level, you learn to superficially change your appearance to more closely resemble a creature associated with your patron.<br />
<br />
As an action, you can change your appearance to more closely resemble a dragon, fairy, or undead creature as decided by your subclass. You otherwise decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. If appropriate, you can make yourself appear as a member of another race that more closely resembles your patron. You can change your size to Medium if you are smaller. If you have a fairy patron, you can change your size to Small if you are larger. While transformed, you are treated as the creature type appropriate to your patron (see the table under Patron Affinity): dragon, fey, or undead.<br />
<br />
<!-- A mask scion uses this feature somewhat differently. You can still change your appearance, but instead of resembling an aberration, you change to superficially resemble a {{5h|Race|Deku Scrub}}, {{5h|Race|Gerudo}}, {{5h|Race|Goron}}, {{5h|Race|Hylian}}, {{5h|Race|Kokiri}}, or [[Zora (5e Race)|sea zora]]. Your type does not change.<br />
--><br />
In no case does this transformation alter any of your statistics other than your size.<br />
<br />
This transformation lasts until you fall {{5c|Unconscious}} or use an action to end it.<br />
<br />
==== Minor Patron ====<br />
Starting at 10th level, your supernatural magic has become so great that you can become a minor patron in your own right. You can conduct a ritual with another willing creature to grant it minor spellcasting capability. This ritual takes 10 minutes and requires consuming 100 rupees' worth of material components. At the end of this ritual, the target gains temporary mastery over some magic you can perform. It gains the capability to cast any one 1st-level scion spell you are able to cast at its lowest level, and must expend its own magic points or stamina points to do so. You decide which spell to grant when you perform the ritual, but you cannot grant a spell which has a duration of 'permanent' or 'until dispelled.'<br />
<br />
The target retains this capability until you use this feature again.<br />
<br />
==== Improved Spell Versatility ====<br />
At 15th level, you learn to weave spellcasting and martial prowess with even greater ease than before. When you use your action to cast a scion spell, you can use your {{5e|Bonus Action}} to either make one attack or take the {{5e|Dash Action|Dash}} action, and do not need to expend magic points to do so. <br />
<br />
==== Willful Reflex ====<br />
At 18th level, your experience with martial and magical prowess enables you to more acutely evade certain forms of harm. You gain proficiency in your choice of either {{5a|dex}} saving throws or {{5a|wis}} saving throws.<br />
<br />
==== True Patron ====<br />
At 20th level, you can choose to become a patron of your own accord. When you complete the ritual of the Minor Patron feature, you can expend an additional 900 rupees of material components. In doing so, the benefiting creature retains the ability to cast the 1st-level spell of your choice indefinitely, even if you use this feature again. Furthermore, the benefitting creature can gain levels in the scion class even if it does not meet the multiclass prerequisites, and retains the ability to do so forever. If the individual cannot otherwise meet the multiclass prerequisites, it can only gain the subclass you chose.<br />
<br />
A creature cannot gain the benefit of your True Patron feature more than once. You can perform the ritual again to change the 1st-level spell granted to it, however.<br />
<br />
=== Dragon Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/R7vto6M.png<br/>Among other capabilities, a dragon scion can transform its hands into powerful draconic claws.<br/>[https://zelda.gamepedia.com/Volga Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Dragon&nbsp;Scion<br />
|classfeatures1=Bonus Proficiencies, [[#Draconic Recovery|Draconic Recovery]], [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Dragon Wings|Dragon Wings]], [[#Fighting Style|Fighting Style]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Honed Strikes|Honed Strikes]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Dragon Resilience|Dragon Resilience]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Weak Point Smash|Weak Point Smash]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Form|Dragon Form]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
Commonly called a dragon knight or dragon warrior, a scion of this subclass draws its power from a draconic origin. This is usually consequence of absorbing the power of a slain dragon, or ritual worship of a draconic benefactor, but there are many other possibilities. In any case, a dragon scion embodies the ferocity and vitality of the beast it embodies. This is most apparent in a dragon scion's capability to temporarily transform parts of its body into those of a dragon, such as growing [[Claws of the Dragon (5e Spell)|claws]] or functional [[#Dragon Wings|wings]]. Much as a dragon breathes fire or spits beams of force, so too do a dragon scion's spells embody such visceral destruction. Dragon scions are infamous for their tenacity, as it seems their magical and physical prowess can tear through entire legions of lesser foes with little rest.<br />
<br />
A scion of this subclass casts spells drawn from the [[Dragon Scion Spell List (Hyrule Supplement)|dragon scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency with medium armor. <br />
<br />
You gain proficiency in one skill from {{5s|Animal Handling}}, {{5s|Arcana}}, {{5s|Athletics}}, and {{5s|Intimidation}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Lizal]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Draconic Recovery====<br />
Your dragon influence enables you to rapidly recover from your magical feats. When you complete a {{5e|Short Rest}} and expend at least one Hit Die to recover {{5e|Hit Points}}, you regain both hit points and magic points equal to the rolled total. You can only use this feature with Hit Dice derived from this class.<br />
<br />
====Dragon Wings====<br />
Starting from 3rd level, you can temporarily grow magic draconic wings from your back, enabling flight. You can grow these wings as a bonus action by expending 1 magic point, and they last until the start of your next turn. You can maintain these wings seamlessly if you use this bonus action at the start of consecutive turns.<br />
<br />
While these wings are present, you have a fly speed equal to your base walking speed or 40 feet (whichever is greater).<br />
<br />
====Fighting Style====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.<br />
<br />
:'''''Archery''''': You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
:'''''Defense''''': While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
:'''''Dual-Wielding:''''' You can engage in [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]] without penalty even when the one-handed melee weapons you are wielding aren't light.<br />
<br />
:'''''Dueling''''': When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
:'''''Endurance''''': You can use a bonus action to regain {{5e|Hit Points}} equal to your scion level plus your {{5a|con}} modifier. Once you use this feature, you must complete a {{5e|Long Rest}} before you can use it again.<br />
<br />
:'''''Heavy Strikes''''': After you roll damage with a weapon you are wielding in two hands, you can choose to roll one of the damage dice again, but if you do so you must accept the second roll even if it is lower. You can only gain this benefit with a weapon that has the two-handed or versatile properties, and can only benefit from it once per turn.<br />
<br />
:'''''Power Beams''''': While you are at full {{5e|Hit Points}} and use the {{5e|Attack Action|Attack}} action on your turn to make at least one melee attack, you can cast {{5h|s|Power Beam}} as a bonus action. When you cast power beam in this way, it inflicts half its normal damage. You can also cast ''power beam'' as an action by expending 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]].<br />
<br />
:'''''Shoving''''': When you use your action to make at least one melee attack, you can use your bonus action to attempt to {{5e|Melee Attacks#Shoving a Creature|shove}} a creature you hit with your attack.<br />
<br />
====Honed Strikes====<br />
Starting from 8th level, you can augment your martial prowess and accuracy with magical finesse. For the purpose of making a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]], you can expend magic points as if they were stamina points.<br />
<br />
====Dragon Resilience====<br />
Starting from 11th level, you have resistance to one type of damage when you are transformed by your [[#Patron's Form|Patron's Form]] feature. Choose from acid, cold, fire, or lightning. Whenever you use your action to alter your appearance using the Patron's Form feature, you can change this resistance to one of the other types.<br />
<br />
====Weak Point Smash====<br />
At 15th level, you learn to better exploit the weaknesses of your foes when you strike with a weapon attack. On a hit, your weapon attack inflicts damage as if it was a {{5e|Damage Rolls#Critical Hits|critical hit}} under any one of the following conditions:<br />
* You have the advantage on the attack roll and the target of your attack is within 30 feet of you.<br />
* You make a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] to hit a creature's weak point, if it has one.<br />
<br />
====Dragon Form====<br />
Starting at 20th level, you can very briefly assume the form of a Huge dragon at the start of your turn by expending 10 magic points. In doing so, you gain the following benefits until the start of your next turn:<br />
* You gain a fly speed of 60 feet.<br />
* You gain {{5e|Temporary Hit Points}} equal to your level.<br />
<!-- * You gain resistance to acid, cold, fire, and lightning damage. --><br />
* You can choose for your {{5e|Unarmed Strike}} to inflict slashing damage equal to 3d6 + your {{5a|str}} modifier, and your unarmed strikes become magic weapons. If you are concentrating on {{5h|s|Claws of the Dragon}}, this increases to 4d6, and it is considered a light weapon. <br />
* You have {{5e|Advantage}} on every attack roll made with a melee weapon.<br />
* You have {{5e|Advantage}} on all saving throws.<br />
* You have {{5e|Advantage}} on {{5a|str}} and {{5a|con}} checks, and on {{5a|cha}} ({{5s|Intimidation}}) checks.<br />
* You can cast a scion spell you are otherwise able to cast with 1 action as if it had a casting time of 1 bonus action.<br />
<br />
This effect is magical, and can be [[5e SRD:Dispel Magic|dispelled]] as if it was a 7th-level spell. Once you use this feature, you must complete a {{5e|Short Rest|short}} or {{5e|Long Rest}} before you can use it again.<br />
{{clear}}<br />
<br />
=== Fairy Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/a263hoY.png<br/>A fairy scion will often superficially resemble a {{5h|c|Great Fairy}}.<br/>[https://zelda.gamepedia.com/Great_Fairy Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Fairy&nbsp;Scion<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], Bonus Proficiencies, [[#Restful Aura|Restful Aura]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Avatar of Life|Avatar of Life]], [[#Half Magic|Half Magic]], [[#Smiting Attack|Smiting Attack]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Fairy Form|Fairy Form]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Healing Surge|Healing Surge]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Fairy Magic|Fairy Magic]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Fairy's Wish|Fairy's Wish]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
As its name implies, a fairy scion is one who has been blessed with a significant portion of a {{5h|c|Great Fairy}}'s magical power. A scion of this subclass often transforms over time to be remarkably beautiful or handsome, with fey-like features or accents that superficially resemble its patron. The spells and powers invoked by a fairy scion tend towards protection, restoration, and harmony. As such, those who seek and gain this power tend to be good-natured.<br />
<br />
A scion of this subclass casts spells drawn from the [[Fairy Scion Spell List (Hyrule Supplement)|fairy scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency with [[Armor (Hyrule Supplement)|shields]], including {{5h|e|Heavy Shield}}s.<br />
<br />
You gain proficiency in two skills from {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Performance}}, and {{5s|Stealth}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Deku]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Restful Aura====<br />
Beginning at 1st level, your mere presence helps to revitalize allies and soothe wounds. If you complete a {{5e|Short Rest}} alongside your allies and they expend at least one Hit Die to restore {{5e|Hit Points}}, they regain an additional number of {{5e|Hit Points}} equal to your proficiency modifier. A creature cannot benefit from more than one Restful Aura (or one Song of Rest) during its short rest.<br />
<br />
====Avatar of Life====<br />
Starting from 3rd level, your healing spells are more effective. Whenever you use your action to cast a spell of 1st level or higher to restore {{5e|Hit Points}} to a creature, the creature regains additional hit points equal to your proficiency modifier + the spell's level.<br />
<br />
====Half Magic====<br />
At 3rd level, your magic point maximum permanently increases by an amount equal to your {{5a|cha}} modifier + 4, and increases by an additional 2 for every scion level you gain after this. (This effectively doubles the number of magic points you gain from this class.)<br />
<br />
====Smiting Attack====<br />
Starting from 3rd level, you become able to energize your strikes with glistening magical power. Once per turn, whenever hit with a weapon attack during your turn, you can expend 1 magic point to inflict an extra amount of radiant damage equal to your {{5a|cha}} modifier. The weapon is considered magical for this attack.<br />
<br />
If you use this feature when you hit with an [[Weapons (Hyrule Supplement)#Unarmed Strikes|unarmed strike]], you can treat the damage dice for your unarmed strike as 1d4 instead of 1.<br />
<br />
====Fairy Form====<br />
Starting from 8th level, your transforming abilities become more robust. When you transform with your [[#Patron's Form|Patron's Form]] feature, you can gain any or all of the following effects for the duration of the transformation:<br />
* You have {{5e|Damage Resistance|resistance}} to {{5e|Damage|radiant damage}}.<br />
* You gain a fly speed equal to your base walking speed, and can hover in place.<br />
* You gain the [[Size Conditions (5e Variant Rule)|reduced]] condition. If you do so, your speed isn't reduced from the condition, and your fly speed from this feature is increased by 20 feet.<br />
* Your entire body glows, emitting bright light to a radius of 20 feet, and dim light for an additional 20 feet.<br />
<br />
As an action, you can change which of these effects are affecting you.<br />
<br />
====Healing Surge====<br />
Starting from 11th level, you can channel life energy from any spell you cast. Whenever you expend magic points to cast a scion spell, you can expend 1 extra magic point to regain 1d4 {{5e|Hit Points}} per level of the spell. For example, casting a 3rd level spell and using this feature causes you to regain 3d4 hit points. You can choose for a living creature within 10 feet of you to regain these hit points instead.<br />
<br />
====Fairy Magic====<br />
Starting at 15th level, you can flex your magic to perform a magical blessing or cast an esoteric spell. As if casting a spell that requires somatic and vocal components, you can use your action do one of the following:<br />
* Grant yourself or any creature within 10 feet of you the ability to cast any single cantrip of your choice, until you use this feature again.<br />
* Choose any spell that does not exceed your Max Spell Level, and has a casting time of 1 action. You cast the spell.<br />
* Grant yourself or any creature within 10 feet of you resistance to one type of damage you choose (other than bludgeoning, piercing, or slashing) until you use this feature again.<br />
<br />
This effect is considered magical. It can be ended by ''{{5e|Dispel Magic}}'' or a similar feature as if it was a 6th-level spell. Once you use this feature, you must complete a long rest before you can use it again.<br />
<br />
====Fairy's Wish====<br />
At 20th level, you embody fairy magic as thoroughly as a [[Great Fairy (5e Magic)|great fairy]], if not more so. You can periodically hone this magic to provide a blessing or cast a powerful spell, among other possibilities. As if casting a spell that requires somatic and vocal components, you can use your action do one of the following:<br />
* Cast any spell of 8th level or lower that has a casting time of 1 action.<br />
* Grant yourself or any creature within 10 feet of you the ability to cast any single 1st or 2nd level spell until you use this feature again. The benefiting creature must expend magic points or stamina points to cast this spell. If the creature has none of either, it can cast the spell once at its lowest level, and regains the ability to do so when it finishes a long rest.<br />
* Enhance any spell effect of 5th level or lower that you or another creature within 10 feet of you is concentrating to maintain. That spell effect becomes permanent until you use this feature again, and does not require concentration to persist. This can only affect a spell that requires concentration.<br />
* Fully recover the hit points of up to ten creatures you can see. These targets are also affected as if by the ''{{5e|Lesser Restoration}}'' and ''{{5e|Greater Restoration}}'' spells. <br />
This is considered a magic effect. When appropriate, its effect can be {{5e|Dispel Magic|dispelled}} as if it were a 9th level spell.<br />
<br />
Once you use this feature, you must finish a {{5e|Long Rest}} before you can use it again.<br />
<!--<br />
=== Mask Scion ===<br />
{{5e Image|float:right|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/0/05/MM3D_Link_Masks_Artwork.png/608px-MM3D_Link_Masks_Artwork.png|A mask scion will often switch between masks to acquire different forms and features. [https://zelda.gamepedia.com/File:MM3D_Link_Masks_Artwork.png Source]}}<br />
You draw your supernatural abilities from one or more mysterious, unknowable beings that seem to defy the logic or limitations that seem to apply to most races. One of these creatures can seemingly take any form it wishes, though it usually prefers something humanoid.<br/><br />
<br />
Drawing on the power of these aberrant creatures, you become capable of magic that transforms your body in numerous and fundamentally different ways. Many of your spells are cast by you donning a literal mask you have crafted or otherwise obtained, which helps to house the bizarre magic you wield.<br />
<br />
A mask scion casts spells drawn from the [[Mask Scion Spell List (Hyrule Supplement)|mask scion spell list]].<br />
<br />
====Bonus Proficiences====<br />
You gain proficiency in one artisan's tool, which must be a tool you can use to craft wearable masks for yourself. If you already have proficiency in such a tool, you can instead gain proficiency in any artisan's tool, the {{5e|Disguise Kit}}, or any musical instrument.<br />
<br />
You gain proficiency in one skill from {{5s|Animal Handling}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Sleight of Hand}}, and {{5s|Perception}}.<br />
<br />
==== Transmutation Opposition ====<br />
When you are subjected to a spell of the transmutation school that affords a saving throw, you can add your {{5a|cha}} modifier as a bonus to that saving throw. If this is done for a {{5a|cha}} saving throw, you effectively add this modifier twice.<br />
<br />
==== Enduring Mask ====<br />
Beginning at 3rd level, you can begin and maintain your mask-based transformations with ease. When you use your action to cast a scion spell with "mask" in its name, you can expend 1 less magic point than usual to do so. <br />
<br />
When concentrating on a scion spell with "mask" in its name, you automatically succeed on any {{5a|con}} saving throw made to maintain your {{5e|Casting a Spell#Concentration|concentration}}.<br />
<br />
==== Shapechange ====<br />
At 8th level, you can cast ''{{5e|Polymorph}}'' on yourself by expending 3 magic points. When you do so, you can only transform into a {{5h|c|Fairy of Navigation}}, a {{5h|c|Minish}}, or a beast whose challenge rating is 1 or lower.<br />
<br />
If you are or become able to cast 4th-level spells, you can cast ''polymorph'' as a normal spell, and expend magic points as appropriate. It does not count against your Spells Known.<br />
<br />
==== Dispel Defense ====<br />
At 11th level, you learn to fortify your magic against dispelling effects. When one of your scion spells is targeted by ''{{5e|Dispel Magic}}'' or a similar effect, you can make a {{5a|cha}} ability check. The caster or source of ''dispel magic'' must make an ability check with its casting ability, and unless its result exceeds yours, the effect fails and the spell (if any) is lost. If the source of ''dispel magic'' is an object or otherwise does not have a casting ability, replace its check result with a d20 roll that has a +10 bonus.<br />
<br />
==== Two-Faced ====<br />
Starting from 15th level, you become able to blend the effects of two of your transforming spells into one. Whenever you are concentrating on a scion spell with "mask" in its name, you can use your action to cast another scion spell with "mask" in its name, and you can maintain concentration on both of these spells simultaneously as if you were concentrating on one spell.<br/><br />
<br />
Using this feature often results in you transforming into a bizarre fusion of two different kinds of creatures, which may not resemble any natural creature. You can freely change your appearance at any time to more closely resemble one form or another, but not in such a way that a form's features are hidden. (For example, if you can breathe underwater due to one of these spells, you may be unable to completely hide your gills.)<br />
<br />
==== Fierce Deity ====<br />
At 20th level, you can use your action and expend 1 magic point to assume the form of a Large giant. This form usually resembles a Large, accented, and visibly powerful version of your normal form. You can only take this action under specific conditions: There must be a hostile creature you can see or otherwise detect that is able to inflict harm on you, and either can take legendary actions or has a CR equal to or exceeding your level. (Your GM may determine other creatures that are "boss monsters" may enable this feature, or that otherwise weak creatures with legendary actions are not sufficiently threatening.) You are inherently aware of whether or not a creature meets these conditions. You must maintain concentration on this effect as if concentrating on a spell, though you automatically succeed on {{5a|con}} saving throws to do so. This effect is magical, and can be {{5e|Dispel Magic|dispelled}} as if it was a 9th-level spell.<br />
<br />
While you are in this Fierce Deity form, you gain the following effects:<br />
* Your base walking speed doubles.<br />
* Any weapons you wield are increased to Large size, and you can wield them as a Large creature. Assuming the weapons are designed for a Small or Medium creature, this doubles their damage dice (but not the damage dice provided by class features or magic items).<br />
* You gain a Large magical {{5e|Greatsword}}, which has a +3 bonus to hit. You are proficient with this weapon. The wielding individual can use either its {{5a|str}} or your {{5a|cha}} modifier on attack rolls with this sword. On a hit, the greatsword inflicts slashing damage equal to 4d6 + 3 + your {{5a|cha}} modifier. This greatsword disappears when your concentration ends.<br />
* Every turn, you can cast any single cantrip you know as a bonus action, if you are able to take actions. The cantip must otherwise have a casting time of 1 action and a duration of instantaneous.<br />
* You have resistance to any type of damage derived from an attack. (If the source of damage did not require an attack roll, you do not resist that damage.)<br />
* You have advantage on {{5a|str}}, {{5a|con}}, and {{5a|cha}} saving throws.<br />
* You have advantage on {{5a|str}} and {{5a|con}} checks, and on {{5a|cha}} ({{5s|Intimidation}}) checks.<br />
<br />
At the start of each of your turns, you must either expend 1 magic point or your {{5e|Casting a Spell|concentration}} ends. Your concentration ends immediately and automatically if all creatures you can detect that enable it are killed, become non-hostile, become unable to harm you (such as being imprisoned in an inescapable cage), or move far enough away from you that you can no longer detect them.<br />
<br />
Once you use this feature, you cannot use it again until you finish a {{5e|Long Rest}}.<br />
{{clear}}<br />
--><br />
<br />
=== Poe Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/KLcD9ql.png<br/>[https://zelda.gamepedia.com/Poe_Collector Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Poe&nbsp;Scion<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], Bonus Proficiencies, [[#Darkvision|Darkvision]], [[#Poe Levitation|Poe Levitation]], [[#Soul Drinker|Soul Drinker]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Poe Vanish|Poe Vanish]], [[#Regenerate Magic|Regenerate Magic]], [[#Undead Resilience|Undead Resilience]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Drain Magic|Drain Magic]], [[#Necrotic Power|Necrotic Power]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Effortless Levitation|Effortless Levitation]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Drain Magic|Drain Magic]] (Improved), [[#Improved Undead Resilience|Improved Undead Resilience]], [[#Nether Knowledge|Nether Knowledge]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Melody of Darkness|Melody of Darkness]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
A poe scion is so named because it often takes on a ghastly appearance reminiscent of {{5h|c|Poe}}s, though they are known among many other names&mdash;poe collector, twisted wizard, necromancer, and so on. If you choose this subclass, you derive your power from undead beings. Among other possibilities, this can come in the form of a pact with a powerful undead monster, or by collecting and absorbing the energy of deceased souls. As your powers grow, you become an embodiment of undeath and shadows yourself, capable of draining the life of your foes to empower yourself. The boundaries of life, death, and undeath become your playground. You can gradually learn to mimic the powers of various undead monsters, from {{5h|c|Stalfos}} to {{5h|c|Redead}}, and even reanimate corpses to your aid.<br />
<br />
A scion of this subclass casts spells drawn from the [[Poe Scion Spell List (Hyrule Supplement)|poe scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency in one skill from {{5s|Deception}}, {{5s|Intimidation}}, {{5s|Persuasion}}, {{5s|Religion}}, and {{5s|Stealth}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Stal]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Darkvision====<br />
Your eyes take on a faint eerie glow, cuing to your unnatural powers. You gain {{5e|Darkvision}} out to a range of 60 feet. More specifically, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already were capable of darkvision, its range increases by 60 feet.<br />
<br />
====Soul Drinker====<br />
You can regain energy from consuming the life energy of undead beings. When you consume a [[Poe Soul (5e Equipment)|poe soul]], you always regain the maximum amount of {{5e|Hit Points}} from it, and you are filled as if eating a hearty meal.<br />
<br />
====Poe Levitation====<br />
Drawing on the power of your patron's gift, your effort can attain brief and limited flight. Starting from 1st level, you can use your bonus action to gain a fly speed equal to your base walking speed until the start of your next turn. You cannot ascend more than 5 feet above ground when you initiate this flight, but while it persists you can glide at the same altitude even over chasms or cliffs.<br />
<br />
By using this bonus action on consecutive turns before you move, you can maintain seamless flight.<br />
<br />
====Poe Vanish====<br />
At 3rd level, you learn to use the magic within you to briefly vanish from sight. When you take the {{5e|Dodge Action|Dodge}} action on your turn, you and any objects on your person become {{5c|Invisible}} until the start of your next turn. By using this action on consecutive turns, you can maintain seamless invisibility.<br />
<br />
On a turn you use this action, your {{5e|Bonus Action}} can only be used for [[#Poe Levitation|Poe Levitation]], and you cannot use any {{5e|Reaction}} until the start of your next turn.<br />
<br />
====Regenerate Magic====<br />
Starting from 3rd level, you can sacrifice your life energy to regain magic power you have expended. As a bonus action, you can sacrifice any number of your Hit Dice to regain magic points for each one. The Hit Dice are lost as if you expended them during a {{5e|Short Rest}}, and are regained when you complete a {{5e|Long Rest}}. The amount of magic points you regain is equal to half the size of the Hit Die. For example, a d8 Hit Die recovers 4 magic points.<br />
<br />
====Undead Resilience====<br />
At 3rd level, you gain resistance to poison damage and necrotic damage. You have {{5e|Advantage}} on saving throws against [[5e SRD:Conditions#Poisoned|poison]]. You have {{5e|Advantage}} on {{5a|con}} saving throws to go without air, food, drink, or sleep.<br />
<br />
====Drain Magic====<br />
Starting from 8th level, you learn to drain life from others to restore your own magic power. Whenever you use your action to inflict necrotic damage with a scion spell, you can use your bonus action to inflict an additional amount of necrotic damage equal to your {{5a|cha}} modifier to one living creature damaged by the spell. In doing so, you regain a number of magic points equal to your {{5a|cha}} modifier. <br />
<br />
Prior to 15th level, you must complete a {{5e|Long Rest}} before you can use this feature again.<br />
<br />
Starting from 15th level, you can instead use this feature a number of times equal to your {{5a|cha}} modifier if it is positive. All of these uses are restored when you finish a {{5e|Long Rest}}.<br />
{{clear}}<br />
====Necrotic Power====<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/rAXEvqU.png<br/>As a poe scion's power grows, its appearance may become increasingly grotesque.<br/>[https://zelda.gamepedia.com/File:HW_Wizzro.png Source]</center></div><br />
At 8th level, your power over necrotic magic surges. Any scion spell you cast that inflicts necrotic damage has its damage dice increased one step. For example, if a spell would normally inflict 4d6 necrotic damage, it instead inflicts 4d8 necrotic damage when you cast it. You cannot increase a damage die above d12 with this feature.<br />
<br />
{| class="5e" style="text-align: center;"<br />
! Normal<br/>Die !! Empowered<br/>Die<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d2 or d3 || style="text-align: center;"| d4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d4 || style="text-align: center;"| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d6 || style="text-align: center;"| d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d8 || style="text-align: center;"| d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d10 || style="text-align: center;"| d12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d12 || style="text-align: center;"| d12<br />
|}<br />
<br />
====Effortless Levitation====<br />
Starting from 11th level, levitation becomes easy for you. You gain a fly speed equal to your base walking speed or 30 feet (whichever is greater), and can hover in place effortlessly. You can hover in place even if you are {{5c|Incapacitated}} or have your speed reduced to 0 feet, but cannot continue to hover if you are {{5c|Unconscious}}.<br />
<br />
====Improved Undead Resilience====<br />
At 15th level, your [[#Undead Resilience|Undead Resilience]] improves. While you are transformed with your [[#Patron's Form|Patron's Form]] feature, you gain the following benefits:<br />
* You have immunity to poison damage and necrotic damage. <br />
* You cannot be {{5c|Poisoned}}. <br />
* You have no need to breathe, eat, drink, or sleep. (You can still fall {{5c|Unconscious}}.)<br />
<br />
====Nether Knowledge====<br />
Starting at 15th level, you can rip knowledge from the eternal depths of the undead void&mdash;from countless minds that have lived and died. On your turn, you can do one of the following:<br />
* Immediately before making a {{5a|int}} ability check or {{5a|int}} saving throw, you can choose for the d20 roll to be treated as an 18 without rolling.<br />
* Choose any spell that does not exceed your Max Spell Level. You cast the spell, using the normal components and casting time.<br />
* As a reaction, cause any creature that died since the end of your last turn to come back to life with 1 {{5e|Hit Points|hit point}}. You must be able to see the creature or be aware that it had just died. This effect can't return to life a creature that has died of old age, nor can it restore any missing body parts.<br />
<br />
Once you use this feature, you must complete a {{5e|Long Rest}} before you can use it again.<br />
<br />
====Melody of Darkness====<br />
Beginning at 20th level, your mere presence can drain the life force of that which surrounds you. At the start of your turn, you can choose for any or all living creatures within 120 feet of you to suffer 2 necrotic damage. You can choose for nonmagical plants in this range to wither and die when this occurs, killing flora as small as weeds and flowers instantly, and trees within minutes.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the scion class, you must have a {{5a|con}} score and a {{5a|cha}} score of at least 13 each.<br />
<br />
'''Proficiencies.''' When you multiclass into the scion class, you gain proficiency with light armor.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br/><br />
{{Hyrule|Class}}<br/><br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Weapons_(Hyrule_Supplement)&diff=1260569Weapons (Hyrule Supplement)2020-01-18T12:51:06Z<p>79.245.111.227: /* Weapons */</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The [[{{PAGENAME}}#Weapons|Weapons table]] shows the most common weapons used in Hyrule, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A '''melee weapon''' is used to attack a target within 5 feet of you, whereas a '''ranged weapon''' is used to attack a target at a distance. <br />
<br />
== Weapon Qualities ==<br />
{| style="float:right"<br />
| https://zelda.gamepedia.com/media/zelda.gamepedia.com/thumb/f/fa/TLoZ_Link_Carrying_Treasures_Artwork.png/338px-TLoZ_Link_Carrying_Treasures_Artwork.png<br/><center>[https://zelda.gamepedia.com/Gallery:Link Source]</center><br />
|}<br />
=== Weapon Proficiency ===<br />
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three categories are '''simple''', '''martial''', and '''exotic'''. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Exotic weapons are of bizarre construction, don't follow the conventions of most weapons, and require specific training to wield with proficiency.<br />
<br />
Proficiency with a simple or martial weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.<br />
<br />
=== Weapon Properties ===<br />
Many weapons have special properties related to their use, as shown in the [[{{PAGENAME}}#Weapons|Weapons table]]. <br />
<br />
'''''Ammunition.''''' You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, a case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an {{5e|Improvised Weapons|improvised weapon}}.<br />
<br />
'''''Dire.''''' If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.<br />
<br />
'''''Finesse.''''' When making an attack with a finesse weapon, you use your choice of your {{5a|str}} or {{5a|dex}} modifier for the attack and damage rolls. You must use the same modifier for both rolls.<br />
<!-- Fragile --><br />
<br />
'''''[[Glove (5e Variant Rule)|Glove]].''''' A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold or wield objects in a hand fitted with a glove weapon, but you can only attack with a glove weapon if that hand is unoccupied.<br />
<br />
'''''Light.''''' A light weapon is small and easy to handle, making it ideal for use when [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|fighting with two weapons]]. <br />
<br />
'''''Loading.''''' Because of the time required to load or otherwise prepare this weapon, you can only attack with it once when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make. <br />
<!--<br />
'''''Magic Points.''''' Making a normal attack with the weapon requires expending a number of magic points listed in parenthesis.<br />
--><br />
<br />
'''''Range.''''' A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. If the range lists two numbers, the first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have {{5e|Disadvantage}} on the attack roll. (If you otherwise would already have {{5e|Disadvantage}} on the attack roll, the attack misses regardless of the roll.) You can't attack a target beyond the weapon's long range. <br />
<br />
'''''Reach.''''' This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for {{5e|Opportunity Attack}}s with it. <br />
<br />
'''''[[Returning (5e Variant Rule)|Returning]].''''' If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) within 5 feet of the target.<br />
<br />
'''''Thrown.''''' If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your {{5a|str}}, but if you throw a dagger, you can use either your {{5a|str}} or your {{5a|dex}}, since the dagger has the finesse property. <br />
<br />
'''''Two-Handed.''''' This weapon requires two hands when you attack with it. Attempting to attack with only one hand imposes {{5e|Disadvantage}} on the attack roll. (If you otherwise would already have {{5e|Disadvantage}} on the attack roll, the attack misses regardless of the roll.)<br />
<br />
'''''Versatile.''''' This weapon can be used with one or two hands. A damage value in parentheses appears with the property; this is the damage dealt when the weapon is used with two hands to make a melee attack. <br />
{{clear}}<!-- Omitted SRD Weapons<br />
Sling - see Slingshot<br />
--><br />
<br />
== Weapons ==<br />
The Weapons table shows the cost, weight, and other properties of the common types of weapons wielded in Hyrule. The statistics of weapons listed on this page should be used if they differ from the pages of individual weapons.<br />
{| style="float:right"<br />
| http://i.imgur.com/ItzaNt6.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Simple Melee Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Clawed Glove}} || 50 r || 1 slashing || 1 lb. || Finesse, [[#Weapon Properties|glove]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Club}} || 1 r || 2 (1d4) bludgeoning || 2 lb. || Light<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Dagger}} || 20 r || 2 (1d4) piercing || 1 lb. || Finesse, light, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Gauntlet, Weaponized (5e Equipment)|Gauntlet]] || 45 r || 2 (1d4) bludgeoning || 1 lb. || [[#Weapon Properties|Glove]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Handaxe}} || 20 r || 3 (1d6) slashing || 2 lb. || Light, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Hammer or {{5E|Quarterstaff|Staff}} || 5 r || 3 (1d6) bludgeoning || 4 lb. || Versatile (1d8)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Javelin}} || 50 r || 3 (1d6) piercing || 2 lb. || Thrown (range 30/120)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Scythe}} || 50 r || 3 (1d6) slashing || 5 lb. || Reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Spear}} or {{5E|Trident}} || 15 r || 3 (1d6) piercing || 4 lb. || Thrown (range 20/60), versatile (1d8)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Throwing Hammer || 50 r || 3 (1d6) bludgeoning || 2 lb. || Light, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Greatclub}} || 2 r || 4 (1d8) bludgeoning || 10 lb. || Two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Crusher}} || 55 r || 5 (1d10) bludgeoning || 12 lb. || [[#Weapon Properties|Dire]], two-handed<br />
<br />
|}<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Simple Ranged Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Blowgun, Variant (5e Equipment)|Blowgun]] (variant) || 10 r || 1 piercing || 1 lb. || Ammunition (range 25/100), [[Blowgun, Variant (5e Equipment)|special]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Dart}} || 1 r || 2 (1d4) piercing || {{1/4}} lb. || Finesse, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Slingshot (5e Equipment)|Slingshot]] || 5 r || 2 (1d4) bludgeoning || 1 lb. || Ammunition (30/90), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Boomerang (5e Equipment)|Boomerang]] || 10 r || 2 (1d4) bludgeoning || 1 lb. || Light, returning, thrown (range 30/120)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Shortbow}} || 250 r || 3 (1d6) piercing || 2 lb. || Ammunition (range 80/320), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Crossbow, Light|Light Crossbow}} || 250 r || 4 (1d8) piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed<br />
<br />
|}<br />
{{clear}}<br />
{| style="float:right"<br />
| http://i.imgur.com/9cBvp3P.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Martial Melee Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Whip, Hyrulean (5e Equipment)|Whip]] (variant) || 100 r || 2 (1d4) slashing || 3 lb. || Finesse, reach, [[Whip, Hyrulean (5e Equipment)|special]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Shortsword}} || 150 r || 3 (1d6) piercing || 2 lb. || Finesse, light<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Scimitar}} or {{5e|Scimitar|Cutlass}} || 250 r || 3 (1d6) slashing || 2 lb. || Finesse, light<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Ball and Chain}} || 550 r || 4 (1d8) bludgeoning || 12 lb. || [[#Weapon Properties|Dire]], versatile (1d10), thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Battleaxe}}, Broadsword, or {{5E|Longsword}} || 200 r || 4 (1d8) slashing || 3 lb. || Versatile (1d10)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Morningstar}} or {{5E|War Pick}} || 50 r || 4 (1d8) piercing || 4 lb. || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Rapier}} || 250 r || 4 (1d8) piercing || 2 lb. || Finesse<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Flail}} or {{5E|Warhammer}} || 150 r || 4 (1d8) bludgeoning || 3 lb. || Versatile (1d10)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Pike}} || 50 r || 5 (1d10) piercing || 18 lb. || Reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Glaive}} or {{5E|Halberd}} || 200 r || 5 (1d10) slashing || 6 lb. || Reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Giant Boomerang (5e Equipment)|Giant&nbsp;Boomerang]] || 500 r || 5 (1d10) bludgeoning || 6 lb. || Returning, thrown (range 20/80), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Greataxe}} || 300 r || 6 (1d12) slashing || 6 lb. || Two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Lance, Variant (5e Equipment)|Lance]] (variant) || 100 r || 6 (1d12) piercing || 6 lb. || Reach, [[Lance, Variant (5e Equipment)|special]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Moblin Spear || 350 r || 6 (1d12) piercing || 6 lb. || [[#Weapon Properties|Dire]], reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Claymore or {{5E|Greatsword}} || 550 r || 7 (2d6) slashing || 6 lb. || Two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Maul|Megaton Hammer}} || 550 r || 7 (2d6) bludgeoning || 8 lb. || Two-handed<br />
<br />
|}<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Martial Ranged Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Seed Shooter (5e Equipment)|Seed Shooter]] || 1,000 r || 3 (1d6) bludgeoning || 1 lb. || Ammunition (range 60/240), special<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Crossbow, Hand|Hand Crossbow}} || 750 r || 3 (1d6) piercing || 3 lb. || Ammunition (range 30/120), light, loading<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Longbow}} || 500 r || 4 (1d8) piercing || 2 lb. || Ammunition (range 150/600), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Duplex Bow (5e Equipment)|Duplex Bow]] || 900 r || 5 (2d4) piercing || 2 lb. || Ammunition (range 20/60), two-handed, special<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Crossbow, Heavy|Heavy Crossbow}} || 500 r || 5 (1d10) piercing || 18 lb. || Ammunition (range 100/400), two-handed, loading<br />
|}<br />
{{clear}}<br />
{| style="float:right"<br />
| http://i.imgur.com/dZ2CSTp.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Ammunition<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Supported&nbsp;Ranged&nbsp;Weapon(s)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Arrows (20)}} || 20 r || 1 lb. || &mdash; || {{5h|e|Duplex Bow}}, {{5e|Longbow}}, {{5e|Shortbow}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Fire Arrow (5e Equipment)|Arrows, Fire (5)]] || 100 r || {{1/4}} lb. || Special || {{5h|e|Duplex Bow}}, {{5e|Longbow}}, {{5e|Shortbow}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Crossbow Bolts (20)|Bolts (20)}} || 10 r || 1 {{1/2}} lb. || &mdash; || {{5e|Hand Crossbow}}, {{5e|Heavy Crossbow}}, {{5e|Light Crossbow}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Bullet (50) || 10 r || 2 {{1/2}} lb. || &mdash; || [[Blowgun, Variant (5e Equipment)|blowgun]], {{5h|e|Seed Shooter}}, {{5h|e|Slingshot}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Ember Seed (5e Equipment)|Bullet, Ember Seed (1)]] || 20 r || &#8539; lb. || Special || [[Blowgun, Variant (5e Equipment)|blowgun]], {{5h|e|Seed Shooter}}, {{5h|e|Slingshot}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Razor Seed (5e Equipment)|Bullet, Razor Seed (1)]] || 10 r || &#8539; lb. || Special || [[Blowgun, Variant (5e Equipment)|blowgun]], {{5h|e|Seed Shooter}}, {{5h|e|Slingshot}}<br />
<br />
|}<br />
{{clear}}<br />
<br />
=== Exotic Weapons ===<br />
Making an attack with an exotic weapon is particularly abnormal, as defined by each weapon's description. <br />
<br />
An exotic weapon's proficiency may rely on another weapon. Anyone proficient with a {{5e|Greatclub}} is also proficient with a {{5h|e|Deku Stick}}, for example.<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Exotic Melee Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Proficiency&nbsp;Required<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Bug-Catching Net (5e Equipment)|Bug&#8209;Catching&nbsp;Net]] || 10 r || 1 bludgeoning || 2 lb. || Light, special || net (or simple weapons)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Lizal Boomerang}} || 900 r || 3 (1d6) slashing || 2 lb. || Finesse,&nbsp;[[#Weapon Properties|returning]],&nbsp;special,&nbsp;thrown&nbsp;(range 20/60) || {{5e|Scimitar}}&nbsp;(or&nbsp;martial&nbsp;weapons)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Deku Stick}} || 500 r || 9&nbsp;(2d8)&nbsp;bludgeoning || 2 lb. || Two-handed, special || {{5e|Greatclub}} (or simple weapons)<br />
<br />
|}<br />
{{clear}}<br />
{| style="float:right"<br />
| https://zelda.gamepedia.com/media/zelda.gamepedia.com/d/d9/HW_Magical_Rod.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Exotic Ranged Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Proficiency&nbsp;Required<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Net}} || 10 r || &mdash; || 3 lb. || Loading, special, thrown (range 5/15) || net (or martial weapons)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Lightning Rod (5e Equipment)|Lightning Rod]] || 1,100 r || 7 (2d6) lightning || 1 lb. || Special (range 30) || magic rods<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Fire Rod (5e Equipment)|Fire Rod]] || 900 r || 10 (3d6) fire || 1 lb. || Special (range 90) || magic rods<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Ice Rod (5e Equipment)|Ice Rod]] || 900 r || 10 (3d6) ice || 1 lb. || Special (range 60) || magic rods<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Bomb, Hyrulean (5e Equipment)|Bomb]] || 100 r || 10 (3d6) thunder || 5 lb. || Loading, thrown (range 20/60), two-handed, special || bombs<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Bombchu (5e Equipment)|Bombchu]] || 300 r || 14 (4d6) thunder || 10 lb. || Loading, special (range 100 or more) || bombs<br />
<br />
|}<br />
{{clear}}<br />
<br />
===Weapon Enhancements===<br />
{| style="float:right;"<br />
|<center>http://i.imgur.com/KyvEjkQ.png<br/>A guardian {{5e|Shortsword}}.<br/>[https://zelda.gamepedia.com/Weapons_in_Breath_of_the_Wild Source]</center><br />
|}<br />
A simple or martial weapon can be made with any of the following enhancements, each of which increases its cost. <!--Some enhancements can only be applied to certain types of weapons.-->Ten pieces of ammunition can be enhanced as if they were one weapon.<br />
<br />
A weapon can only have one enhancement unless stated otherwise in the enhancement description.<br />
<br />
Exotic weapons, magic weapons, or weapons that have already been crafted cannot be given any enhancements, subject to DM discretion.<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Enhancement<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Summary<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Cost&nbsp;Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| {{5e|Silvered Weapons|Silvered Weapon}} || Bypasses the damage immunity or resistance of some creatures || +1000 r<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
<br />
| Guardian Weapon || Bypasses damage immunity or resistance as if it was adamantine || +1600 r<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|}<br />
<br />
== Weapons of Unusual Size ==<br />
The weapons presented on this page are made to be wielded by Small or Medium humanoids. These are considered "standard" weapons. Aside from standard weapons, there are Tiny, Large, and Huge weapons. You might come across such a weapon if you loot the corpse of a Large warrior like {{5h|c|Lynel}}, or you could have them specifically crafted by a trained artisan. Either way, they are typically not found in common Hyrulean markets.<br />
<br />
If a weapon does not have the "special" property, it can exist in one of these unusual sizes. Its cost, weight, and damage depends on its size:<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! Size !! Cost !! Damage !! Weight !! Other effects<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Tiny''' || &times; {{1/2}} || Special* || &times; {{1/8}} || A Medium wielder has disadvantage on attack rolls.<br/>A Large or larger character cannot wield a weapon of this size.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Standard''' || &times; 1 || {{dash}} || &times; 1 || A Tiny wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.<br/>A Huge or larger character cannot wield a weapon of this size.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Large''' || &times; 2 || + 1d4 || &times; 8 || A Medium wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.<br/>A Small or smaller character cannot wield a weapon of this size.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Huge''' || &times; 4 || + 3d4 || &times; 64 || A Large wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.<br/>A Medium or smaller character cannot wield a weapon of this size.<br />
|}<nowiki>*</nowiki><small>A Tiny weapon has damage dice two steps down from normal: 2d6 or 1d12 becomes 1d8, 1d10 becomes 1d6, 1d8 becomes 1d4, and anything 1d6 or lower becomes 1.</small><br />
<br />
For example, a Medium {{5h|Race|Hylian}} could wield a Large {{5e|Rapier}}. Wielding this rapier the hylian would deal 1d8+1d4 damage on a hit, but the hylian would have {{5e|Disadvantage}} on the attack roll, and could not benefit from the rapier's finesse property.<br />
<br />
If however the Medium {{5h|Race|Hylian}} was magically [[Alter Size (5e Spell)|enlarged]] to be of Large size and then took hold of the Large {{5e|Rapier}}, things would be different. Wielding this rapier the Large hylian would still deal 1d8+1d4 damage on a hit, but wouldn't suffer {{5e|Disadvantage}} on the attack roll, and could use the rapier's finesse property.<br />
<br />
==Unarmed Strikes==<br />
An unarmed strike is a kind of melee attack any character can make in place of an attack with a weapon. It could be a punch, a kick, an elbow jab, headbutt, or another form of forceful blow.<br />
<br />
You add your {{5a|str}} modifier and proficiency bonus to the attack roll of an unarmed strike. On a hit, you inflict bludgeoning damage equal to 1 + your {{5a|str}} modifier.<br />
<br />
Features of your race or class may allow you to make other kinds of unarmed strikes, or increase the damage of your unarmed strikes.<br />
<br />
==Improvised Weapons==<br />
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a tree branch, a soup ladle, a wagon wheel, or a dead {{5h|c|Bokoblin}}. Compared to an unarmed strike, it might be more difficult to hit with an improvised weapon, but a hit will usually do greater damage.<br />
<br />
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.<br />
<br />
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). <br />
<br />
If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, this is also considered an improvised weapon attack. Such an attack deals 1d4 damage. An improvised thrown weapon normally has a normal range of 20 feet and a long range of 60 feet.<br />
<br />
<br />
----<br />
{{Hyrule|Equipment}}<br/>{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]</div>79.245.111.227https://www.dandwiki.com/w/index.php?title=Weapons_(Hyrule_Supplement)&diff=1260568Weapons (Hyrule Supplement)2020-01-18T12:50:11Z<p>79.245.111.227: /* Weapons */</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The [[{{PAGENAME}}#Weapons|Weapons table]] shows the most common weapons used in Hyrule, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A '''melee weapon''' is used to attack a target within 5 feet of you, whereas a '''ranged weapon''' is used to attack a target at a distance. <br />
<br />
== Weapon Qualities ==<br />
{| style="float:right"<br />
| https://zelda.gamepedia.com/media/zelda.gamepedia.com/thumb/f/fa/TLoZ_Link_Carrying_Treasures_Artwork.png/338px-TLoZ_Link_Carrying_Treasures_Artwork.png<br/><center>[https://zelda.gamepedia.com/Gallery:Link Source]</center><br />
|}<br />
=== Weapon Proficiency ===<br />
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three categories are '''simple''', '''martial''', and '''exotic'''. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Exotic weapons are of bizarre construction, don't follow the conventions of most weapons, and require specific training to wield with proficiency.<br />
<br />
Proficiency with a simple or martial weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.<br />
<br />
=== Weapon Properties ===<br />
Many weapons have special properties related to their use, as shown in the [[{{PAGENAME}}#Weapons|Weapons table]]. <br />
<br />
'''''Ammunition.''''' You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, a case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an {{5e|Improvised Weapons|improvised weapon}}.<br />
<br />
'''''Dire.''''' If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.<br />
<br />
'''''Finesse.''''' When making an attack with a finesse weapon, you use your choice of your {{5a|str}} or {{5a|dex}} modifier for the attack and damage rolls. You must use the same modifier for both rolls.<br />
<!-- Fragile --><br />
<br />
'''''[[Glove (5e Variant Rule)|Glove]].''''' A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold or wield objects in a hand fitted with a glove weapon, but you can only attack with a glove weapon if that hand is unoccupied.<br />
<br />
'''''Light.''''' A light weapon is small and easy to handle, making it ideal for use when [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|fighting with two weapons]]. <br />
<br />
'''''Loading.''''' Because of the time required to load or otherwise prepare this weapon, you can only attack with it once when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make. <br />
<!--<br />
'''''Magic Points.''''' Making a normal attack with the weapon requires expending a number of magic points listed in parenthesis.<br />
--><br />
<br />
'''''Range.''''' A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. If the range lists two numbers, the first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have {{5e|Disadvantage}} on the attack roll. (If you otherwise would already have {{5e|Disadvantage}} on the attack roll, the attack misses regardless of the roll.) You can't attack a target beyond the weapon's long range. <br />
<br />
'''''Reach.''''' This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for {{5e|Opportunity Attack}}s with it. <br />
<br />
'''''[[Returning (5e Variant Rule)|Returning]].''''' If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) within 5 feet of the target.<br />
<br />
'''''Thrown.''''' If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your {{5a|str}}, but if you throw a dagger, you can use either your {{5a|str}} or your {{5a|dex}}, since the dagger has the finesse property. <br />
<br />
'''''Two-Handed.''''' This weapon requires two hands when you attack with it. Attempting to attack with only one hand imposes {{5e|Disadvantage}} on the attack roll. (If you otherwise would already have {{5e|Disadvantage}} on the attack roll, the attack misses regardless of the roll.)<br />
<br />
'''''Versatile.''''' This weapon can be used with one or two hands. A damage value in parentheses appears with the property; this is the damage dealt when the weapon is used with two hands to make a melee attack. <br />
{{clear}}<!-- Omitted SRD Weapons<br />
Sling - see Slingshot<br />
--><br />
<br />
== Weapons ==<br />
The Weapons table shows the cost, weight, and other properties of the common types of weapons wielded in Hyrule. The statistics of weapons listed on this page should be used if they differ from the pages of individual weapons.<br />
{| style="float:right"<br />
| http://i.imgur.com/ItzaNt6.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Simple Melee Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Clawed Glove}} || 50 r || 1 slashing || 1 lb. || Finesse, [[#Weapon Properties|glove]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Club}} || 1 r || 2 (1d4) bludgeoning || 2 lb. || Light<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Dagger}} || 20 r || 2 (1d4) piercing || 1 lb. || Finesse, light, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Gauntlet, Weaponized (5e Equipment)|Gauntlet]] || 45 r || 2 (1d4) bludgeoning || 1 lb. || [[#Weapon Properties|Glove]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Handaxe}} || 20 r || 3 (1d6) slashing || 2 lb. || Light, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Hammer or {{5E|Quarterstaff|Staff}} || 5 r || 3 (1d6) bludgeoning || 4 lb. || Versatile (1d8)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Javelin}} || 50 r || 3 (1d6) piercing || 2 lb. || Thrown (range 30/120)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Scythe}} || 50 r || 3 (2d4) slashing || 5 lb. || Reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Spear}} or {{5E|Trident}} || 15 r || 3 (1d6) piercing || 4 lb. || Thrown (range 20/60), versatile (1d8)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Throwing Hammer || 50 r || 3 (1d6) bludgeoning || 2 lb. || Light, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Greatclub}} || 2 r || 4 (1d8) bludgeoning || 10 lb. || Two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Crusher}} || 55 r || 5 (1d10) bludgeoning || 12 lb. || [[#Weapon Properties|Dire]], two-handed<br />
<br />
|}<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Simple Ranged Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Blowgun, Variant (5e Equipment)|Blowgun]] (variant) || 10 r || 1 piercing || 1 lb. || Ammunition (range 25/100), [[Blowgun, Variant (5e Equipment)|special]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Dart}} || 1 r || 2 (1d4) piercing || {{1/4}} lb. || Finesse, thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Slingshot (5e Equipment)|Slingshot]] || 5 r || 2 (1d4) bludgeoning || 1 lb. || Ammunition (30/90), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Boomerang (5e Equipment)|Boomerang]] || 10 r || 2 (1d4) bludgeoning || 1 lb. || Light, returning, thrown (range 30/120)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Shortbow}} || 250 r || 3 (1d6) piercing || 2 lb. || Ammunition (range 80/320), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Crossbow, Light|Light Crossbow}} || 250 r || 4 (1d8) piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed<br />
<br />
|}<br />
{{clear}}<br />
{| style="float:right"<br />
| http://i.imgur.com/9cBvp3P.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Martial Melee Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Whip, Hyrulean (5e Equipment)|Whip]] (variant) || 100 r || 2 (1d4) slashing || 3 lb. || Finesse, reach, [[Whip, Hyrulean (5e Equipment)|special]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Shortsword}} || 150 r || 3 (1d6) piercing || 2 lb. || Finesse, light<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Scimitar}} or {{5e|Scimitar|Cutlass}} || 250 r || 3 (1d6) slashing || 2 lb. || Finesse, light<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Ball and Chain}} || 550 r || 4 (1d8) bludgeoning || 12 lb. || [[#Weapon Properties|Dire]], versatile (1d10), thrown (range 20/60)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Battleaxe}}, Broadsword, or {{5E|Longsword}} || 200 r || 4 (1d8) slashing || 3 lb. || Versatile (1d10)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Morningstar}} or {{5E|War Pick}} || 50 r || 4 (1d8) piercing || 4 lb. || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Rapier}} || 250 r || 4 (1d8) piercing || 2 lb. || Finesse<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Flail}} or {{5E|Warhammer}} || 150 r || 4 (1d8) bludgeoning || 3 lb. || Versatile (1d10)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Pike}} || 50 r || 5 (1d10) piercing || 18 lb. || Reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Glaive}} or {{5E|Halberd}} || 200 r || 5 (1d10) slashing || 6 lb. || Reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Giant Boomerang (5e Equipment)|Giant&nbsp;Boomerang]] || 500 r || 5 (1d10) bludgeoning || 6 lb. || Returning, thrown (range 20/80), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Greataxe}} || 300 r || 6 (1d12) slashing || 6 lb. || Two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Lance, Variant (5e Equipment)|Lance]] (variant) || 100 r || 6 (1d12) piercing || 6 lb. || Reach, [[Lance, Variant (5e Equipment)|special]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Moblin Spear || 350 r || 6 (1d12) piercing || 6 lb. || [[#Weapon Properties|Dire]], reach, two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Claymore or {{5E|Greatsword}} || 550 r || 7 (2d6) slashing || 6 lb. || Two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Maul|Megaton Hammer}} || 550 r || 7 (2d6) bludgeoning || 8 lb. || Two-handed<br />
<br />
|}<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Martial Ranged Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Seed Shooter (5e Equipment)|Seed Shooter]] || 1,000 r || 3 (1d6) bludgeoning || 1 lb. || Ammunition (range 60/240), special<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Crossbow, Hand|Hand Crossbow}} || 750 r || 3 (1d6) piercing || 3 lb. || Ammunition (range 30/120), light, loading<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Longbow}} || 500 r || 4 (1d8) piercing || 2 lb. || Ammunition (range 150/600), two-handed<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Duplex Bow (5e Equipment)|Duplex Bow]] || 900 r || 5 (2d4) piercing || 2 lb. || Ammunition (range 20/60), two-handed, special<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5e|Crossbow, Heavy|Heavy Crossbow}} || 500 r || 5 (1d10) piercing || 18 lb. || Ammunition (range 100/400), two-handed, loading<br />
|}<br />
{{clear}}<br />
{| style="float:right"<br />
| http://i.imgur.com/dZ2CSTp.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Ammunition<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Supported&nbsp;Ranged&nbsp;Weapon(s)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Arrows (20)}} || 20 r || 1 lb. || &mdash; || {{5h|e|Duplex Bow}}, {{5e|Longbow}}, {{5e|Shortbow}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Fire Arrow (5e Equipment)|Arrows, Fire (5)]] || 100 r || {{1/4}} lb. || Special || {{5h|e|Duplex Bow}}, {{5e|Longbow}}, {{5e|Shortbow}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Crossbow Bolts (20)|Bolts (20)}} || 10 r || 1 {{1/2}} lb. || &mdash; || {{5e|Hand Crossbow}}, {{5e|Heavy Crossbow}}, {{5e|Light Crossbow}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| Bullet (50) || 10 r || 2 {{1/2}} lb. || &mdash; || [[Blowgun, Variant (5e Equipment)|blowgun]], {{5h|e|Seed Shooter}}, {{5h|e|Slingshot}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Ember Seed (5e Equipment)|Bullet, Ember Seed (1)]] || 20 r || &#8539; lb. || Special || [[Blowgun, Variant (5e Equipment)|blowgun]], {{5h|e|Seed Shooter}}, {{5h|e|Slingshot}}<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Razor Seed (5e Equipment)|Bullet, Razor Seed (1)]] || 10 r || &#8539; lb. || Special || [[Blowgun, Variant (5e Equipment)|blowgun]], {{5h|e|Seed Shooter}}, {{5h|e|Slingshot}}<br />
<br />
|}<br />
{{clear}}<br />
<br />
=== Exotic Weapons ===<br />
Making an attack with an exotic weapon is particularly abnormal, as defined by each weapon's description. <br />
<br />
An exotic weapon's proficiency may rely on another weapon. Anyone proficient with a {{5e|Greatclub}} is also proficient with a {{5h|e|Deku Stick}}, for example.<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Exotic Melee Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Proficiency&nbsp;Required<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Bug-Catching Net (5e Equipment)|Bug&#8209;Catching&nbsp;Net]] || 10 r || 1 bludgeoning || 2 lb. || Light, special || net (or simple weapons)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Lizal Boomerang}} || 900 r || 3 (1d6) slashing || 2 lb. || Finesse,&nbsp;[[#Weapon Properties|returning]],&nbsp;special,&nbsp;thrown&nbsp;(range 20/60) || {{5e|Scimitar}}&nbsp;(or&nbsp;martial&nbsp;weapons)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5H|e|Deku Stick}} || 500 r || 9&nbsp;(2d8)&nbsp;bludgeoning || 2 lb. || Two-handed, special || {{5e|Greatclub}} (or simple weapons)<br />
<br />
|}<br />
{{clear}}<br />
{| style="float:right"<br />
| https://zelda.gamepedia.com/media/zelda.gamepedia.com/d/d9/HW_Magical_Rod.png<br />
|}<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Exotic Ranged Weapons<br />
! style="padding-left:0.5em;padding-right:2.5em;" | Cost<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Damage<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Weight<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Properties<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Proficiency&nbsp;Required<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| {{5E|Net}} || 10 r || &mdash; || 3 lb. || Loading, special, thrown (range 5/15) || net (or martial weapons)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Lightning Rod (5e Equipment)|Lightning Rod]] || 1,100 r || 7 (2d6) lightning || 1 lb. || Special (range 30) || magic rods<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Fire Rod (5e Equipment)|Fire Rod]] || 900 r || 10 (3d6) fire || 1 lb. || Special (range 90) || magic rods<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Ice Rod (5e Equipment)|Ice Rod]] || 900 r || 10 (3d6) ice || 1 lb. || Special (range 60) || magic rods<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Bomb, Hyrulean (5e Equipment)|Bomb]] || 100 r || 10 (3d6) thunder || 5 lb. || Loading, thrown (range 20/60), two-handed, special || bombs<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| style="padding-left:1.5em"| [[Bombchu (5e Equipment)|Bombchu]] || 300 r || 14 (4d6) thunder || 10 lb. || Loading, special (range 100 or more) || bombs<br />
<br />
|}<br />
{{clear}}<br />
<br />
===Weapon Enhancements===<br />
{| style="float:right;"<br />
|<center>http://i.imgur.com/KyvEjkQ.png<br/>A guardian {{5e|Shortsword}}.<br/>[https://zelda.gamepedia.com/Weapons_in_Breath_of_the_Wild Source]</center><br />
|}<br />
A simple or martial weapon can be made with any of the following enhancements, each of which increases its cost. <!--Some enhancements can only be applied to certain types of weapons.-->Ten pieces of ammunition can be enhanced as if they were one weapon.<br />
<br />
A weapon can only have one enhancement unless stated otherwise in the enhancement description.<br />
<br />
Exotic weapons, magic weapons, or weapons that have already been crafted cannot be given any enhancements, subject to DM discretion.<br />
<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Enhancement<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Summary<br />
! style="padding-left:0.5em;padding-right:0.5em;" | Cost&nbsp;Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| {{5e|Silvered Weapons|Silvered Weapon}} || Bypasses the damage immunity or resistance of some creatures || +1000 r<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
<br />
| Guardian Weapon || Bypasses damage immunity or resistance as if it was adamantine || +1600 r<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|}<br />
<br />
== Weapons of Unusual Size ==<br />
The weapons presented on this page are made to be wielded by Small or Medium humanoids. These are considered "standard" weapons. Aside from standard weapons, there are Tiny, Large, and Huge weapons. You might come across such a weapon if you loot the corpse of a Large warrior like {{5h|c|Lynel}}, or you could have them specifically crafted by a trained artisan. Either way, they are typically not found in common Hyrulean markets.<br />
<br />
If a weapon does not have the "special" property, it can exist in one of these unusual sizes. Its cost, weight, and damage depends on its size:<br />
{| class="5e" style="width:100%;max-width:70em;text-align:left" {{#vardefine:odd|0}}<br />
! Size !! Cost !! Damage !! Weight !! Other effects<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Tiny''' || &times; {{1/2}} || Special* || &times; {{1/8}} || A Medium wielder has disadvantage on attack rolls.<br/>A Large or larger character cannot wield a weapon of this size.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Standard''' || &times; 1 || {{dash}} || &times; 1 || A Tiny wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.<br/>A Huge or larger character cannot wield a weapon of this size.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Large''' || &times; 2 || + 1d4 || &times; 8 || A Medium wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.<br/>A Small or smaller character cannot wield a weapon of this size.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
|'''Huge''' || &times; 4 || + 3d4 || &times; 64 || A Large wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.<br/>A Medium or smaller character cannot wield a weapon of this size.<br />
|}<nowiki>*</nowiki><small>A Tiny weapon has damage dice two steps down from normal: 2d6 or 1d12 becomes 1d8, 1d10 becomes 1d6, 1d8 becomes 1d4, and anything 1d6 or lower becomes 1.</small><br />
<br />
For example, a Medium {{5h|Race|Hylian}} could wield a Large {{5e|Rapier}}. Wielding this rapier the hylian would deal 1d8+1d4 damage on a hit, but the hylian would have {{5e|Disadvantage}} on the attack roll, and could not benefit from the rapier's finesse property.<br />
<br />
If however the Medium {{5h|Race|Hylian}} was magically [[Alter Size (5e Spell)|enlarged]] to be of Large size and then took hold of the Large {{5e|Rapier}}, things would be different. Wielding this rapier the Large hylian would still deal 1d8+1d4 damage on a hit, but wouldn't suffer {{5e|Disadvantage}} on the attack roll, and could use the rapier's finesse property.<br />
<br />
==Unarmed Strikes==<br />
An unarmed strike is a kind of melee attack any character can make in place of an attack with a weapon. It could be a punch, a kick, an elbow jab, headbutt, or another form of forceful blow.<br />
<br />
You add your {{5a|str}} modifier and proficiency bonus to the attack roll of an unarmed strike. On a hit, you inflict bludgeoning damage equal to 1 + your {{5a|str}} modifier.<br />
<br />
Features of your race or class may allow you to make other kinds of unarmed strikes, or increase the damage of your unarmed strikes.<br />
<br />
==Improvised Weapons==<br />
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a tree branch, a soup ladle, a wagon wheel, or a dead {{5h|c|Bokoblin}}. Compared to an unarmed strike, it might be more difficult to hit with an improvised weapon, but a hit will usually do greater damage.<br />
<br />
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.<br />
<br />
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). <br />
<br />
If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, this is also considered an improvised weapon attack. Such an attack deals 1d4 damage. An improvised thrown weapon normally has a normal range of 20 feet and a long range of 60 feet.<br />
<br />
<br />
----<br />
{{Hyrule|Equipment}}<br/>{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]</div>79.245.111.227