Hero of Time (5e Class)

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Design Note: This class is not meant to be used with Hyrule (5e Campaign Setting).

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Hero of Time[edit]


We recommend having either the Human Variant from the PHB, Half-Elf, or the Hylian race which you can find here.

Creating a Hero of Time[edit]

Link the first and only known Hero of Time

Questions to ask yourself when creating a Hero of Time:

  • When did you discover that you were a Hero of Time?
  • Do you know the history of the Hero of Time?
  • What do you plan to do with your power?
Quick Build

You can make a Hero of Time quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk hero background.

Class Features

As a Hero of Time you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hero of Time level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hero of Time level after 1st


Armor: Light, Medium, Heavy armor, and shields.
Weapons: Simple and Martial weapons.
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from the following skills: Acrobatics, Athletics, History, Nature, Perception, Sleight of hand, Stealth, or Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Hero's Tunic or (b) Chain Mail
  • Long sword and a shield
  • (a) Shortbow and 20 arrows or (b) Boomerang
  • (a) Dungeoneer's Pack and a Hylia holy symbol or (b) Explorer's Pack and a Hylia holy symbol

Table: The Hero of Time

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Striking Aim, Triforce of Courage
2nd +2 Seal the Darkness, Fighting Style, Spellcasting 2
3rd +2 Guidance by Light, Spin Attack 3
4th +2 Ability Score Improvement 3
5th +3 Fairy Familiar 4 2
6th +3 Forest Will 4 2
7th +3 Extra Attack 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Fire Resilience 4 3 2
10th +4 4 3 2
11th +4 Water Affection 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Shadow Movement 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Spirit Oath 4 3 3 3 1
18th +6 Nayru's Love 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Greater Seal the Darkness 4 3 3 3 2

Hylia's Blessings[edit]

Triforce of Courage[edit]

You are fueled to fight on with the power of Hylia in your veins. Every time you swing your blade you gain more and more powerful as you get closer to your goal, killing your nemesis. With the combination of Hylia's power and your natural strength, you gain advantage against being frightened or intimidated as well as Constitution saving throws.

Striking Aim[edit]

You were always superb when it came to aiming with bows, you take advantage of your aim and use your strength to pull the arrow back with great force and accuracy. When using a ranged weapon with the exception of crossbows you may use your Strength modifier for the attack and the damage.

Fairy Familiar[edit]

As soon as you first wake up as a child you've gotten this fairy that has followed you and no matter what you've done it's never stopped. The fairy never fights however you seemed to have developed a relationship for it as it seems to understand you. You can name the fairy as you wish and it seems to grow closer to you as if someday you will be able to have a conversation with it. If the fairy is "killed" during battle it explodes in a puff of sparks and dandelion seeds. All things on the battlefield believe it is dead but it reappears after a short or long rest.


The fairy is only able to heal you during battle when it sees your struggling, the heal is 3d4 + Your constitution modifier. Once the fairy has healed you it disappears as if it was slain.

  • AC | 14 (Natural Armor)
  • HP | 2 (1d4+0)
  • STR | 3 (-4)
  • DEX | 18 (+4)
  • CON | 10 (+0)
  • INT | 14 (+2)
  • WIS | 11 (+0)
  • CHA | 16 (+3)

Seal the Darkness[edit]

By level 2 you are able to call the power of Hylia into your Longsword and create the ultimate blade called the Master Sword or Sword that Seals the Darkness. This new sword does 2d8 extra radiant damage along with the sword's base damage. If the enemy being hit is an undead or fiend it deals an extra 1d8 radiant damage. The initial time on this damage is 2 minutes with an additional 5 minutes if you sacrifice another level of exhaustion. After this ability is used you gain two levels of Exhaustion plus the additional time if added. At level 20 you are able to use this ability without gaining exhaustion.

Spin Attack[edit]

Starting at 3rd level, you can use your weapon to perform a spin attack in which forces all enemies within 10 ft of you to perform a Dexterity saving throw or be hit with full damage, on a successful save the creature take half as much damage. You can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell Level higher than 1st, to a maximum of 4d8.


By 3rd level you have learned to summon the connection you have with the Goddess Hylia to cast spells as a Paladin does. Charisma is your spellcasting ability for your hero of time Spells, since their power derives from your connection to Hylia. You use your Charisma to ask the Goddess to give you the strength needed to cast the spell. In addition, you use your Charisma modifier when Setting the saving throw DC for a hero spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a Hylia holy Symbol as a spellcasting focus for your "Hero of time" spells.

Extra Attack[edit]

Beginning at 7th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Fighting Style[edit]


You gain a +2 bonus to Attack rolls you make with Ranged Weapons.


While you are wearing armor, you gain a +1 bonus to AC.


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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Nayru's Love[edit]

Starting at level 18, as a bonus action you can expend one spell slot to gain total cover for 1 minute for a 1st-level spell slot, plus an additional minute for each spell level higher than 1st, to a maximum of 3 additional minutes. Whilst using this ability you are able to move freely and use your actions as normal.


You can change your weapon's damage using medals:

Bombos Medal: Fire. Quake Medal: Force. Ether Medal: Thunder.

Guidance by Light[edit]

At level 3 you can see the good in people and their intentions, you gain the ability to understand a creature's alignment as well as advantage on Wisdom (Insight) checks.

Forest Will[edit]

At level 6 you remember your childhood much clearer, your fond memories of your best friends. You retain your sense of curiosity and bravery that you had as a child, you suddenly feel as if you can conquer and fear. You are immune to being frightened from creatures smaller to one size larger than you.

Fire Resiliance[edit]

At level 9 you gain the ability to call upon the sage Darunia to give you his strength and resilience. Your weapon begins to glow and you feel the heat from your blade but it doesn't seem to affect you, your blade molds into a hammer of sorts and now deals 2d6 fire damage in a 10x10 area hitting all hostile creatures being forced to roll a Dexterity saving throw; on a successful save take half damage but full on a failed save.

Water Affection[edit]

At level 11 you are able to call upon the love water has for your ancestors to speak to any water creature as well as gaining advantage on Wisdom checks and saving throws.

Shadow Movement[edit]

Once reaching level 14 you are able to move in the shadows with ease, you gain advantage in Dexterity (Stealth) no matter where you are. However, if you are in a shady or dark area you are considered stealth-ed just by walking into the shadows, and enemies must have a passive perception higher than your Dexterity score.

Spirit Oath[edit]

At 17th level you remember the promise made to you in your past lives by the sage Nabooru. You gain advantage in Charisma checks and saving throws as well as the skills such as: Persuasion, Intimidation, etc.


You are unable to multiclass into the Hero of Time.

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