Hyrule: Scion (5e Class)

From D&D Wiki

Jump to: navigation, search
Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This class is intended for the Hyrule campaign setting and the variant rules it uses.
It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule
(DMG, page 288) or equivalent.


Scion[edit]

In 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 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.

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.

Creating a Scion[edit]

O0mEkby.png
A scion of the dragon subclass.
Source
Quick Build

You can make a Scion quickly by following these suggestions:

  1. Charisma should be your highest ability score. Your next highest score should be Dexterity, or optionally Strength if you are a dragon scion. Your third highest should be Constitution.
  2. Choose the pariah background.
  3. For your Scion Patron, choose dragon if you favor relentless destruction, choose fairy if you want to focus on supporting your allies, choose poe if you prefer versatility and unusual capabilities, or choose Mask if you like changing your skills to fit the situation.
  4. Finally, choose your spells:

Class Features

As a Scion you gain the following class features.

Hit Points

Hit Dice: 1d8 per Scion level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Scion level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, fire rods, ice rods, lightning rods, fire staffs, ice staffs, lightning staffs, scimitars, and shortswords
Tools: None
Saving Throws: Constitution, Charisma
Skills: You are proficient in your choice of one skill in the following list: Acrobatics, Arcana, Deception, Insight, Intimidation, Nature, Persuasion, and Religion.

If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.
If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.
If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.

In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.

Equipment

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

Table: The Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Scion Patron, Spellcasting 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Scion Patron feature 2 4 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility 3 5 2nd +8
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 6 2nd +12
8th +3 Ability Score Improvement, Scion Patron feature 3 6 2nd +14
9th +4 3 7 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Scion Patron feature 3 8 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 4 9 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Scion Patron feature 4 10 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 5 11 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Scion Patron feature, True Patron, Lengthened Longevity 5 12 5th +38

Scion Patron[edit]

Choose the type of patron from which your supernatural capabilities are derived: Dragon, Fairy, Mask, Sword, or 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.

Spellcasting[edit]

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.

Cantrips

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.

Spell Level MP Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Magic Meter

At 1st level, you gain a number of magic points equal to your Charisma 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.

You can cast a spell at a higher level than normal by expending additional magic points. For example, casting 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—which is 7 magic points.

Your magic points are fully restored after a long rest. Some class features and magic items can otherwise restore magic points.

Spells Known of 1st Level and Higher

You know two 1st-level spells from the spell list provided by your scion patron (Dragon, Fairy, Mask, Sword, or Poe.)

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.

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.

Spellcasting Ability

Charisma is your spellcasting ability for your scion spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.

Patron Affinity[edit]

Starting from 2nd level, you become inherently attuned to creatures who share the heritage of your patron; on an instinctive level, you understand their hopes, fears, and rationality. You have advantage on all Intelligence, Wisdom, and Charisma ability checks made against or about creatures of a certain type. The type is determined by your scion patron:

Patron Creature Type
Dragon Dragon
Fairy Fey
Mask Aberration
Sword Construct
Poe Undead

Ability Score Improvement[edit]

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.

If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.

Spell Versatility[edit]

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 bonus action to either make one weapon attack or take the Dash action.

Transmutation Opposition[edit]

Your patron has made you more resistant to magic. At 5th level, when you are subjected to a spell that affords a saving throw, you can add your Charisma modifier as a bonus to that saving throw. If this is done for a Charisma saving throw, you effectively add this modifier twice.

Immutable[edit]

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 types of creatures, such as the 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 polymorph.

Patron's Form[edit]

Starting from 7th level, you learn to superficially change your appearance to more closely resemble a creature associated with your patron.

As an action, you can change your appearance to more closely resemble a dragon, fairy, construct, undead, or aberration 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, aberration, construct or undead.

A mask scion uses this feature somewhat differently. You can still change your appearance, but instead of resembling an abberation, you change to superficially resemble a humanoid race, such as a Hylian, Deku scrub, Goron or Zora. This ability counts as a transformation ability.

In no case does this transformation alter any of your statistics other than your size.

This transformation lasts until you fall unconscious or use an action to end it.

Minor Patron[edit]

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.'

The target retains this capability until you use this feature again. At 15th level, you may conduct this ritual with a number of creatures equal to your Charisma modifier.

Improved Spell Versatility[edit]

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 bonus action to either make one attack or take the Dash action, and do not need to expend magic points to do so.

Willful Reflex[edit]

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 Dexterity saving throws or Wisdom saving throws.

True Patron[edit]

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. Even if you can become a minor patron of multiple creatures, you may only conduct this stronger ritual with one creature. 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.

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.

Lengthened Longevity[edit]

At 20th level, your time gaining influence from creatures of great power has increased your lifespan. A Fairy Scion becomes functionally ageless, and as a bastion of life cannot die of old age. A Dragon Scion gains their patron's great lifespan, being functionally immortal unless they are killed, though they still show signs of age that stop before they would die naturally. Poe Scions and Mask Scions take this feature somewhat differently, as their natural lifespans do not grow any longer.

A Poe Scion, once it reaches its natural lifespan, upon its death after a day's time will raise from the dead as if nothing had happened. You are treated as if you are an undead, you can no longer die of old age, nor do you physically age any longer and you do not require food, water or sleep. Your body appears cold, your face appears drained of any life and your eyes do not have the spark of life, though they faintly glow in the dark.

A Sword Scion has become one with their blade, and has unlocked the ability to become a Sword Spirit themselves. You may now spend 1000r’s worth of materials to create a weapon that will house your spirit. Upon your death, your spirit flies to your weapon, transforming you into a Sword Spirit. You may keep your ability score increases and languages, but all other features are replaced by those of a Sword Spirit. Until then, as long as you have your weapon, you do not age and continue to live even at the end of your lifespan unless directly killed.

A Mask Scion, upon their death, can choose to transfer their consciousness into their created mask. If this is done, they are treated as a construct, they cannot age and do not require food, water or sleep. As a mask, they gain Truesight for 120 ft. in front of them, can hover up to 10 ft. in the air and cast spells using themselves as a spellcasting focus. Though like this you treat your strength score as 7. In addition, as they can now become a patron to others, another creature can wear their mask and be able to use their spells if the mask scion wishes. However, the Mask Scion can choose to attempt to dominate the creature wearing their mask for 24 hours. A creature wearing their mask must make a Charisma saving throw against your spell save dc or be dominated by the mask for 24 hours. While dominated, the mask can animate their body and use it for their own, taking their voice, mannerisms and memories, but only for as long as their are worn. The creature is aware of what the mask is making them do. They gain any weapon, armor, tool and language proficiencies, and can cast spells known by the creature. Once you have inhabited a body for at least 2 hours you may treat the physical abilities scores as your original bodies' scores. Upon reaching 24 hours, the creature can attempt to repeat the saving throw. On a success, the mask's dominion over the creature ends, and the mask can be removed. The Mask Scion can choose to end this domination early.

Dragon Scion[edit]

R7vto6M.png
Among other capabilities, a dragon scion can transform its hands into powerful draconic claws.
Source

Table: The Dragon Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Bonus Proficiencies, Draconic Recovery, Spellcasting 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Dragon Wings, Fighting Style 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Transmutation Opposition 3 4 2nd +8
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 5 2nd +12
8th +3 Ability Score Improvement, Honed Strikes, Soul of Cinder 3 6 2nd +14
9th +4 3 6 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Dragon Resilience 3 7 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 4 8 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Weak Point Smash 4 9 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 5 10 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Dragon Form, True Patron, Lengthened Longevity 5 12 5th +38

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 or functional 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.

A scion of this subclass casts spells drawn from the dragon scion spell list.

Bonus Proficiencies[edit]

You gain proficiency with medium armor and four martial melee weapons of your choice.

You gain proficiency in one skill from Animal Handling, Arcana, Athletics, and Intimidation.

You can read, write, and speak the Lizal language. If you already knew this language, you instead learn another language of your choice.

Choose one damage type from cold, acid, fire or lightning. You gain resistance to that damage type.

Draconic Recovery[edit]

Your dragon influence enables you to rapidly recover from your magical feats. When you complete a short rest and expend at least one Hit Die to recover 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.

Dragon Wings[edit]

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.

While these wings are present, you have a fly speed equal to your base walking speed or 40 feet (whichever is greater).

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

Ranged: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dual-Wielding: You can engage in two-weapon fighting without penalty even when the one-handed melee weapons you are wielding aren't light.
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.
Endurance: You can use a bonus action to regain hit points equal to your scion level plus your Constitution modifier. Once you use this feature, you must complete a long rest before you can use it again.
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.
Power Beams: While you are at full hit points and use the Attack action on your turn to make at least one melee attack, you can cast 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 stamina point.
Reckless Attacker: Before making any melee weapon attack roll, you may spend 1 magic point to give yourself advantage on the attack roll. However, any attack made against you after this attack is made is made with advantage.
Shoving: When you use your action to make at least one melee attack, you can use your bonus action to attempt to shove a creature you hit with your attack.
Dragon Rage: When in combat, you may use your bonus action to enter a Rage. While raging, you have advantage on all strength checks and saving throws; when you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus; and you have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't concentrate on them while raging, with the exception of claws of the dragon, dragon rend and dragon's breath, as well as the patron's form, dragon wings and dragon form features. Your rage lasts for one minute. You can rage one time per long rest. This increases to twice at 11th level.

Honed Strikes[edit]

Starting from 8th level, you can augment your martial prowess and accuracy with magical finesse. For the purpose of making a called shot, you can expend magic points as if they were stamina points.

Soul of Cinder[edit]

At 8th level, your power over draconic magic surges. Choose one type of damage from acid, cold, fire or lightning. Any attack that inflicts this damage type has its damage dice increased one step when dealt by you. For example, if a spell would normally inflict 4d6 fire damage, it instead inflicts 4d8 fire damage when you cast it. You cannot increase a damage die above d12 with this feature.

In addition to dealing more damage, your spells also rip through resistances more easily. Attacks dealing your chosen damage ignore any damage resistance a creature has. You treat any immunity to this damage as though it was damage resistance instead.

Normal
Die
Empowered
Die
d2 or d3 d4
d4 d6
d6 d8
d8 d10
d10 d12
d12 d12

Dragon Resilience[edit]

Starting from 11th level, you have resistance to one type of damage when you are transformed by your 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. If you already have resistance to this damage type, such as the one gained at 1st level, you gain immunity.

In addition, when hit by this damage type, if you have gained immunity through this feature, you gain an amount of health equal to half the damage taken.

Extra Attack[edit]

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Weak Point Smash[edit]

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 critical hit under any one of the following conditions:

  • You have the advantage on the attack roll and the target of your attack is within 30 feet of you.
  • You make a called shot to hit a creature's weak point, if it has one.

Dragon Form[edit]

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:

  • Your fly speed increases by 60 feet.
  • You gain temporary hit points equal to your level + your Constitution modifier.
  • You gain resistance to acid, cold, fire, and lightning damage, and attacks dealing these damage types gain the effects of Soul of Cinder.
  • You can choose for your unarmed strike to inflict slashing damage equal to 3d6 + your Strength modifier, and your unarmed strikes become magic weapons. If you are concentrating on claws of the dragon, you use the spell's attack damage, and it is considered a light weapon.
  • You have advantage on every attack roll made with a melee weapon.
  • You have advantage on all saving throws.
  • You have advantage on Strength and Constitution checks, and on Charisma (Intimidation) checks.
  • 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.

This effect is magical, and can be dispelled as if it was a 7th-level spell. Once you use this feature, you must complete a short or long rest before you can use it again.

Fairy Scion[edit]

a263hoY.png
A fairy scion will often superficially resemble a Great Fairy.
Source

Table: The Fairy Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Spellcasting, Bonus Proficiencies, Restful Aura 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Avatar of Life, Half Magic, Smiting Attack 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Transmutation Opposition 3 4 2nd +8
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 5 2nd +12
8th +3 Ability Score Improvement, Fairy Form 3 6 2nd +14
9th +4 3 6 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Healing Surge 3 7 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 4 8 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Fairy Magic 4 9 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 5 10 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Fairy's Wish, True Patron, Lengthened Longevity 5 12 5th +38

As its name implies, a fairy scion is one who has been blessed with a significant portion of a 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.

A scion of this subclass casts spells drawn from the fairy scion spell list.

Bonus Proficiencies[edit]

You gain proficiency with shields, including heavy shields.

You gain proficiency in two skills from Acrobatics, Animal Handling, Medicine, Nature, Performance, and Stealth.

You can read, write, and speak the Deku language. If you already knew this language, you instead learn another language of your choice.

Restful Aura[edit]

Beginning at 1st level, your mere presence helps to revitalize allies and soothe wounds. If you complete a short rest alongside your allies and they expend at least one Hit Die to restore hit points, they regain an additional number of 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.

Avatar of Life[edit]

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 hit points to a creature, the creature regains additional hit points equal to your proficiency modifier + the spell's level.

Half Magic[edit]

At 3rd level, your magic point maximum permanently increases by an amount equal to your Charisma 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.)

Smiting Attack[edit]

Starting from 3rd level, you become able to energize your strikes with glistening magical power. Once per turn, when you hit a creature with a weapon attack during your turn, you can expend 1 magic point to inflict an extra amount of radiant damage equal to your Charisma modifier. The weapon is considered magical for this attack.

If you use this feature when you hit with an unarmed strike, you can treat the damage dice for your unarmed strike as 1d4 instead of 1.

Fairy Form[edit]

Starting from 8th level, your transforming abilities become more robust. When you transform with your Patron's Form feature, you can gain any or all of the following effects for the duration of the transformation:

  • You have resistance to radiant damage.
  • You gain a fly speed equal to your base walking speed, and can hover in place.
  • You gain the 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.
  • Your entire body glows, emitting bright light to a radius of 20 feet, and dim light for an additional 20 feet.

As an action, you can change which of these effects are affecting you.

Mending Magic[edit]

At 8th level, your ability to heal wounded creatures is nigh-unparalleled. Any spell you cast that heals a target or object has its dice increased one step. For example, if a spell would normally heal 4d6 hit point, it instead heals 4d8 hit point when you cast it. You cannot increase a damage die above d12 with this feature.

In addition to healing more health, your spells also can affect more creatures. Instead of being unable to heal undead or constructs, your healing spells only heal for half the health you would otherwise give.

Normal
Die
Empowered
Die
d2 or d3 d4
d4 d6
d6 d8
d8 d10
d10 d12
d12 d12

Healing Surge[edit]

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 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.

Fairy Magic[edit]

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:

  • 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.
  • Choose any spell that does not exceed your Max Spell Level, and has a casting time of 1 action. You cast the spell.
  • 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.

This effect is considered magical. It can be ended by 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.

Fairy's Wish[edit]

At 20th level, you embody fairy magic as thoroughly as a 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:

  • Cast any spell of 8th level or lower that has a casting time of 1 action.
  • 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.
  • 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.
  • Fully recover the hit points of up to ten creatures you can see. These targets are also affected as if by the lesser restoration and greater restoration spells.

This is considered a magic effect. When appropriate, its effect can be dispelled as if it were a 9th level spell.

Once you use this feature, you must finish a long rest before you can use it again.

Mask Scion[edit]

Young_Link.png
One of the first Mask Scions was a Tunic, famous for his travels through time. Source

Table: The Mask Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Spellcasting, Bonus Proficiencies, Shapechanger 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Shapechanger, Enduring Mask 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Transmutation Opposition 3 4 2nd +8
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 5 2nd +12
8th +3 Ability Score Improvement, Expert Shapechanger 3 6 2nd +14
9th +4 3 6 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Two-Faced, Dispel Defense 3 7 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 4 8 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Master Shapechanger 4 9 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 5 10 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Fierce Deity, True Patron, Lengthened Longevity 5 12 5th +38

You draw your supernatural abilities from one or more mysterious, unknowable forces that seem to defy the logic or limitations that seem to apply to most races. These forces can change the very being of those draw power from them, granting them power beyond mortal imagining.

Drawing on the power of these aberrant forces, 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.

These masks can be simple casting focuses, objects that whisper suggestions to their hosts though they lack a will of their own, or even sentient beings with their own personalities and goals. Whatever the case, Mask Scions are often seen as evil, or at the very least chaotic beings, dabbling in forces they do not understand.

Bonus Proficiences[edit]

You gain proficiency in one artisan's tool, which must be a tool you can use to craft a wearable mask for yourself. If you already have proficiency in such a tool, you can instead gain proficiency in any artisan's tool, the disguise kit, or any musical instrument.

You gain proficiency in one skill from Animal Handling, Deception, Insight, Sleight of Hand, and Perception.

You must create a mask of your own design in order to cast spells and use the other abilities of your subclass. The mask is created using 50 rupees’ worth of materials and an arcane focus, and takes 5 hours to create. If the mask is destroyed or otherwise lost, another can be created in its place. If another creature wears your mask, they will be subjected to a polymorph into a Fairy of Navigation, a Deku Scrub or a beast of CR 1 or lower at your discretion, unless they succeed a Charisma Saving Throw against your spell save DC. On a failed save, they cannot remove the mask unless you allow it for 1 hour per level you have in the scion subclass. However, if they are dropped to 0 hit points, the mask falls off and they are restored to their true form. If they succeed, they immediately drop the mask.

If a mask is destroyed or lost, you maintain the spell levels gained in the class, but must re-choose new spells and cantrips, though you may choose to create a replica of the original mask.

Shapechanger[edit]

Your mask has unlocked the power to change your being. You can cast alter self by expending 1 magic point. This does not count against your known spells.

Enduring Mask[edit]

Beginning at 3rd level, you can begin and maintain your mask-based transformations with ease. When you use your action to cast a transformation ability or transmutation spell, you can expend 1 less magic point than usual to do so (minimum of 1 magic point). You may also transform or change shape without using concentration.

Expert Shapechanger[edit]

At 8th level, your mask has unlocked the power to change your form more efficiently. When you gain this feature, choose a number of beasts up to your charisma modifier. When you do so, your max CR is equal to your level in the scion class as a CR. You may change your chosen transformations on a level up. You still need to maintain concentration to remain in whatever form you change into.

As an action, you can spend 5 magic points to transform yourself into one of your chosen beasts as if using polymorph, using your Mask as your spellcasting focus. You keep your mental ability scores (Charisma, Intelligence and Wisdom), while your physical ability scores (Strength, Dexterity and Constitution) become that of the creature you transform into. Instead of assuming the hit points of the new form, you use the creature's hit points as temporary hit points, and you transform back into your original form when they drop to 0. You can end the transformation as a bonus action.

Shifter's Craft[edit]

At 8th level, your transformations are more potent - and more dangerous. Any damage you deal has its damage dice increased by one step while under the affects of a transmutation spell or transformation spell (Such as alter self or primal savagery). For example, if a spell would normally inflict 4d6 slashing damage, it instead inflicts 4d8 slashing damage when you cast it. You cannot increase a damage die above d12 with this feature.

In addition to dealing more damage, your transformation abilities are also more potent. Your transformation abilities' durations last twice as long. In addition you gain the extra attack option when you make an unarmed, natural, or melee transmutation spell such as primal savagery.

Normal
Die
Empowered
Die
d2 or d3 d4
d4 d6
d6 d8
d8 d10
d10 d12
d12 d20

Dispel Defense[edit]

At 11th level, you learn to fortify your magic against dispelling effects. When one of your scion spells is targeted by dispel magic or a similar effect, you can make a Charisma 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.

MM_Skull_Kid_Artwork.png
One of the most powerful Mask Scions ever known wore the mask known as Majora.
This Skull Kid nearly brought about the end of a world with the power of its mask. Source

Two-Faced[edit]

Starting from 11th level, you become able to blend the effects of two of your transforming spells into one. Whenever you are concentrating on, casting, or under the effects of a transmutation spell or transformation ability, you can use your bonus action to cast another transmutation spell on yourself, and you can maintain concentration on both of these spells simultaneously as if you were concentrating on one spell. You cannot cast the other spell on another creature.

If you wish you may use your expert shapechanger while under the effect of it already this would make the second use of it cost an additional 2 magic points on top of the original cost. You would take the best stats of both creatures and have both sets of abilities and actions. 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.)

Master Shapechanger[edit]

At 15th level, you have mastered the art of shape changing.

Your expert shapechanger now allows you to turn into any creature the same CR as you or lower; not just beasts. The cost becomes 6 magic points and the base duration becomes 2 hours. In addition you may keep your physical ability scores if they are higher than the creature you turn into. You may also transform into your normal form and back as a bonus action, as long as the duration hasn't ended yet. For the purpose of dispel magic and similar abilities, treat this feature as if you are under the effects of true polymorph.

Fierce Deity[edit]

At 20th level, you can use your action and expend 1 magic point to transform. This form usually resembles a Large, accented, and visibly powerful version of your normal form, mixed with that of your mask. You can only take this action if there is a hostile creature you can see or otherwise detect that is able to inflict harm on you, and has a CR equal to or exceeding your Scion level. (Your GM may determine other creatures that are "boss monsters" may enable this feature.) 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 Constitution saving throws to do so. Two-Faced applies to this transformation; you can cast another spell and still maintain concertation on this transformation, though this form cannot be altered by true polymorph, polymorph or alter self. This effect is magical, and can be dispelled as if it was a 9th-level spell.

While you are in this Fierce Deity form, you gain the following effects:

  • Your base walking speed doubles, and you gain a boost in height to the point where you are counted as a Large creature (10 ft.-15 ft.).
  • You gain a Large magical weapon of your choice, which has a +3 bonus to attack and damage rolls. You are proficient with this weapon. You may use either your Strength, Dexterity or your Charisma modifier on attack rolls with this weapon. On a hit, the weapon inflicts unresistable, magical slashing damage equal to 4d6 + 3 + your Strength, Dexterity or your Charisma modifier. This weapon disappears when your concentration ends.
  • Every turn, you can cast any single cantrip you know as a bonus action. The cantrip must otherwise have a casting time of 1 action and a duration of instantaneous.
  • You have resistance to any type of damage derived from any attack. (If the source of damage did not require an attack roll, you do not resist that damage.)
  • You have advantage on Strength, Constitution, and Charisma saving throws.
  • You have advantage on Strength and Constitution checks, and on Charisma (Intimidation) checks.
  • Your AC increases by 2.

Your concentration ends immediately 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. There is a period of 10 minutes if, where said enemies re-engage with you, you may transform back into this form.

Once you use this feature, you cannot use it again until you finish a long rest.

Sword Scion[edit]

HW_-_Fi_Sword.png
The Goddess Sword Spirit Fi is perhaps the most well known of her kind, being the Sword Spirit that becomes the legendary Master Sword.
Source

Table: The Sword Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Bonus Proficiencies, Lesser Sword Spirit, Spellcasting, Ethereal Energy 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Blade Arts 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Transmutation Opposition 3 4 2nd +8
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 5 2nd +12
8th +3 Ability Score Improvement, Greater Sword Spirit, Arcana Unleashed 3 6 2nd +14
9th +4 3 6 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Extra Attack 3 7 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 4 8 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Two Minds, One Blade 4 9 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 5 10 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Master Sword Spirit, True Patron, Lengthened Longevity 5 12 5th +38

Throughout time, many legendary armaments have had their tales lost to history. Such weapons can be armaments of legendary quality, abhorrent history or but a simple creation of a talented smith. Regardless of origin, such sentient weapons have become known to the world as Sword Spirits.

You have stumbled upon one of these weapons in your travels, and it has made a pact of service with you. Whether it is serving you or you are serving it remains to be seen, but this pact has awakened magical power within you.

Bonus Proficiencies[edit]

You gain the knowledge needed to properly arm yourself in battle. You gain proficiency in Medium Armor, Shields and two martial weapons of your choice.

Lesser Sword Spirit[edit]

You have come into possession of a rare weapon known as a Lesser Sword Spirit. This weapon is sentient, and has an alignment, form and origin determined by you and/or your DM. Though it is relatively new to the world, this weapon has the potential to become a thing of legend.

Choose one Simple or Martial weapon. This weapon cannot be a piece of ammunition. This weapon houses your Sword Spirit, and you gain the following benefits when wielding this weapon:

  • You may use your Charisma modifier for attack and damage rolls with this weapon, instead of Strength or Dexterity.
  • You are always proficient with this weapon.
  • You may use the Sword Spirit as a spellcasting focus, and ignore somatic and material components (That are not consumed by the spell or have a GP/R cost).
  • The Sword Spirit can take the help action targeting you once per short rest.

Despite its strange nature, this weapon is not considered magical for the purposes of overcoming damage resistance. If the Sword Spirit is lost or destroyed, you can perform a 1 hour ritual which requires 500r of material components to summon or re-create your weapon.

Ethereal Energy[edit]

Your Sword Spirit is tied to a unique form of energy that it can channel energy through.

When you gain this feature, choose one form of damage. You learn the elemental edge Cantrip. You may only choose your damage type once. When cast in this way, you may only use the edge of your chosen damage type. Each element is akin to the Sword Spirit’s alignment, though it is not mandatory that the Sword Spirit have the edge corresponding to its alignment.

Edge Allignments[edit]
Element Damage Type Alignment
Light Radiant Lawful Good
Storm Lightning Neutral Good
Flame Fire Chaotic Good
Wind Thunder Lawful Neutral
Magic Force True Neutral
Frost Cold Chaotic Neutral
Psionic Psychic Lawful Evil
Evil Necrotic Neutral Evil
Toxic/Biting Poison/Acid Chaotic Evil

Blade Arts[edit]

At 3rd level, your Sword Spirit has unlocked hidden potential within itself, and by proxy: you. Depending on its alignment, choose one of the following fighting style for your sword spirit:

Blade Art Alignment Effect
Protection Lawful Good 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.
Deflection Neutral Good When you are targeted by a ranged weapon attack from a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
Reactive Defense Chaotic Good When an enemy you can see makes a melee or melee spell attack against you, you may spend 1 magic point and add half your proficiency bonus rounded down to your AC for that attack.
Defense Lawful Neutral While you are wielding your Sword Spirit, you gain a +1 bonus to AC.
Endurance True Neutral You can use a bonus action to regain hit points equal to your Scion level plus your Charisma modifier. Once you use this feature, you must complete a long rest before you can use it again.
Opportunity Attacking Chaotic Neutral You excel at finding openings in your foes' guard. As a bonus action, you can enter a reactive stance that lasts until the start of your next turn. While in your reactive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a weapon attack against a creature that moves more than 5 feet while within your reach.
Dueling Lawful Evil When you are wielding your Sword Spirit weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Power Beam Neutral Evil While you are at full hit points and use the Attack action on your turn to make at least one melee attack, you can cast power beam as a bonus action. When you cast power beam in this way, it inflicts half its normal damage, and deals the damage type of your chosen Etheral Energy. You can also cast power beam as an action by expending 1 magic point. This does not count against your spells known.
Reckless Attacker Chaotic Evil Before making any melee weapon attack roll, you may spend 1 magic point to give yourself advantage on the attack roll. However, any attack made against you after this attack is made is made with advantage.
Death Sword's Scream *Unaligned/Any As an action, you may choose to spend a number of magic points equal to your proficiency bonus to channel your sword’s fury and unleash a scream in a radius with a diameter of 5 x magic points spent in feet. Any creature in this radius must make a Wisdom saving throw against your spell save DC or be paralyzed until the end of their next turn. A creature immune to the frightened condition is immune to this effect.
Ethereal Strike Any You learn the Skyward Strike spell, and spend half the magic points required to cast it. This spell does not count against your maximum spells known. In addition, this spell deals the damage chosen for you Ethereal Energy feature.

You must be wielding your Sword Spirit to use these abilities.

A Sword Spirit of any alignment can have any ability, but those of more benevolent alignments may have trouble coming to terms with having a more malevolent Blade Art. Work with you DM to discuss what effect such a situation would have on your Sword Spirit.

You may choose another Blade Art at 11th level. This can be reflected by a change in alignment or through practice, but it is not necessary.

  • NOTE: Death Sword's Scream is a skill particular to ancient, almost insane Sword Spirits in the process of becoming a Death Sword. Such Sword Spirits are borderline mindless, but do have some semblance of intelligence. Work with your DM to determine what affect this has on both the Sword Spirit and your character.

Greater Sword Spirit[edit]

At 8th level, your Sword Spirit has gained enough power to become a Greater Sword Spirit. As a bonus action, you may summon your Sword Spirit to a space within your weapon's melee range. When your Sword Spirit appears, roll initiative for it, as has its own turns. It obeys your verbal commands, has an unarmed attack that deals 1d6 bludgeoning, slashing, piercing or your Ethereal Edge damage (You choose this damage only once when you gain this feature), and it gains a special bonus to its attack and damage rolls equal to your Charisma modifier (minimum of +0).

If you are not wielding the weapon, it can also wield itself, though it cannot give itself the help action, and cannot cast spells.

The Sword Spirit remains in physical form until the end of your next long rest or if you dismiss it as a bonus action, at which point it vanishes back into its blade.

Arcana Unleashed[edit]

At 8th level, your Sword Spirit has become more accustomed to magic, and has gained the ability to make spells more potent.

Any spell that enhances or affects your melee weapon (Such as Skyward Strike) has its damage dice increased by one step. For example, if a spell would add 1d6 to a damage roll, it would increase to 1d8. This effect also extends to the damage type chosen for your Ethereal Energy. You may also cast spells that would normally not affect magical or sentient weapons on your Sword Spirit’s weapon.

Normal
Die
Empowered
Die
d2 or d3 d4
d4 d6
d6 d8
d8 d10
d10 d12
d12 d12

In addition, your Sword Spirit weapon is considered magical for overcoming damage resistance. It is also counted as a Silvered Weapon for this same purpose.

Extra Attack[edit]

At 11th level, you may attack twice, instead of once, when taking the attack action.

Two Minds, One Blade[edit]

At 15th level, if you miss an attack roll while wielding your Sword Spirit, you may reroll the attack once per turn.

Master Sword Spirit[edit]

At 20th level, your Sword Spirit has gained enough power to become a Master Sword Spirit. This Sword Spirit can inhabit any weapon of its choosing, inhabiting a new blade as a bonus action and exiting it as an action. Any wielder of the Sword Spirit (Other than you) may use its Blade Arts and Ethereal Energy features, but all others (Including spellcasting) are unique to the bond you share.

If the Sword Spirit’s original weapon is destroyed, the Sword Spirit is not harmed. However, you must create a new copy of the weapon, otherwise you must use the Sword Spirit as if you were not the original wielder.

In addition, the Sword Spirit is counted as Adamantine for the purposes of overcoming damage resistance, and it can cast your spells using your magic points and attack and damage bonuses.

Variant Rule: Dual Sword Spirits[edit]

If you wish, and with your DM’s permission, you may have a pair of these weapons as your Sword Spirits. They can both be individuals or the same spirit, but they have the following restrictions when this rule is used:

  • You gain access to the following blade art. You may have this blade are in addition to another above, but you cannot take two blade arts unless one of them is Dual Wielder.
Dual Wielder Any You may dual wield weapons that are not light without disadvantage, and can add your ability modifier to the damage of your second attack.
  • Dual Sword Spirits may have different Ethereal Energies, and both can be active at the same time. However, this puts incredible strain on the wielder, and can only be done once without repercussions. If done more than once before a short rest, you gain one level of exhaustion per use. Both can still be used individually without issue, however..

Variant Rule: Sword Spirits as Scions[edit]

This rule is for players and NPCs playing as a weapon spirit.

Instead of having discovered a lost or forgotten sword spirit, you are dedicated to unlocking the full potential of your lineage. Instead of a separate entity residing within your blade, you yourself are the sword spirit that you draw your power from. This subclass changes in the following ways:

  • Patron's Form. Instead of transforming to resemble more a sword sprit, you make yourself appear more humanoid. Your body type and facial features remain the same, but your body appears to be organic. As you take damage, this facade may weaken, eventually revealing your sword spirit form.
  • Greater Sword Spirit. You summon a duplicate of yourself, instead of your sword spirit. No other mechanics of this ability change.
  • Master Sword Spirit. Your projected body has become your true form. You may choose to inhabit a new weapon as if you were your sword spirit. Your physical form may change depending on your inhabited weapon. All racial features apply to whatever weapon you inhabit.
  • Lengthened Longevity. Instead of transforming into a sword spirit, whatever weapon you inhabit cannot be destroyed as long as you are holding or residing in it. You can only be killed while outside your weapon.

Poe Scion[edit]

Table: The Poe Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Spellcasting, Bonus Proficiencies, Darkvision, Poe Levitation, Soul Drinker 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Poe Vanish, Regenerate Magic, Undead Resilience 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Transmutation Opposition 3 4 2nd +8
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 5 2nd +12
8th +3 Ability Score Improvement, Drain Magic, Necrotic Power, Phantom Tounge 3 6 2nd +14
9th +4 3 6 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Effortless Levitation 3 7 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 4 8 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Drain Magic (Improved), Improved Undead Resilience, Nether Knowledge 4 9 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 5 10 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Melody of Darkness, True Patron, Lengthened Longevity 5 12 5th +38

A poe scion is so named because it often takes on a ghastly appearance reminiscent of poes, though they are known among many other names—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 stalfos to redead, and even reanimate corpses to your aid.

A scion of this subclass casts spells drawn from the poe scion spell list.

Bonus Proficiencies[edit]

You gain proficiency in one skill from Deception, Intimidation, Persuasion, Religion, and Stealth.

You can read, write, and speak the Stal language. If you already knew this language, you instead learn another language of your choice.

Darkvision[edit]

Your eyes take on a faint eerie glow, cuing to your unnatural powers. You gain 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.

Soul Drinker[edit]

You can regain energy from consuming the life energy of undead beings. When you consume a poe soul, you always regain the maximum amount of hit points from it, and you are filled as if eating a hearty meal.

Poe Levitation[edit]

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.

By using this bonus action on consecutive turns before you move, you can maintain seamless flight.

Poe Vanish[edit]

At 3rd level, you learn to use the magic within you to briefly vanish from sight. When you take the Dodge action on your turn you can spend 1 magic point for you and any objects on your person become invisible until the start of your next turn. By using this action on consecutive turns, you can maintain seamless invisibility.

On a turn you use this action, your bonus action can only be used for Poe Levitation, and you cannot use any reaction until the start of your next turn.

Regenerate Magic[edit]

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 short rest, and are regained when you complete a 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.

Phantom Tounge[edit]

At 3rd level, you can channel undeath's uncanny nature to confuse your target. You may speak to a target inside their mind up to 30 ft. away. They cannot choose whether or not to hear your words, but they can choose to respond. When this is done, the target must make a Wisdom saving throw equal to your spell save or be frightened of you for 1 hour.

Undead Resilience[edit]

At 8th level, you gain resistance to poison damage and necrotic damage. You have advantage on saving throws against poison and on Constitution checks or saving throws to go without sleep. You can also hold your breath for up to 10 minutes at a time, and you can go a number of days equal to your Constitution modifier (minimum of one) without water before suffering any ill effects.

Drain Magic[edit]

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 Charisma modifier to one living creature damaged by the spell. In doing so, you regain a number of magic points equal to your Charisma modifier.

Prior to 15th level, you must complete a long rest before you can use this feature again.

Starting from 15th level, you can instead use this feature a number of times equal to your Charisma modifier if it is positive. All of these uses are restored when you finish a long rest.

In addition, when consuming a poe soul, any knowledge the target possesses becomes yours. No spells can be cast this way, but any important research or strategic info is passed unto you.

Necrotic Power[edit]

rAXEvqU.png
As a poe scion's power grows, its appearance may become increasingly grotesque.
Source

At 8th level, your power over evil magic surges. Any spell you cast that inflicts necrotic, poison and psychic 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.

In addition to dealing more damage, your evil spells also rip through resistances more easily. Your spells ignore any damage resistance a creature has to necrotic, poison and psychic damage. Your scion spells treat any immunity to necrotic, poison or psychic damage as though it was damage resistance instead.

Normal
Die
Empowered
Die
d2 or d3 d4
d4 d6
d6 d8
d8 d10
d10 d12
d12 d12

Effortless Levitation[edit]

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 incapacitated or have your speed reduced to 0 feet, but cannot continue to hover if you are unconscious.

Improved Undead Resilience[edit]

At 15th level, your Undead Resilience improves. While you are transformed with your Patron's Form feature, you gain the following benefits:

  • You have immunity to poison damage and necrotic damage. If you already have immunity, being hit by these damage types restore hit points equal to half the damage you would have taken.
  • You cannot be poisoned.
  • You have no need to breathe, eat, drink, or sleep, but you can still fall unconscious. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. If you already enter such a state, the time of your inactive state is reduced to 2 hours.

Nether Knowledge[edit]

Starting at 15th level, you can rip knowledge from the eternal depths of the undead void—from countless minds that have lived and died. On your turn, you can do one of the following:

  • Immediately before making a Intelligence ability check or Intelligence saving throw, you can choose for the d20 roll to be treated as an 18 without rolling.
  • Choose any spell that does not exceed your Max Spell Level. You cast the spell, using the normal components and casting time.
  • As a reaction, cause any creature that died since the end of your last turn to come back to life with 1 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.

Once you use this feature, you must complete a long rest before you can use it again.

Melody of Darkness[edit]

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the scion class, you must have a Constitution score and a Charisma score of at least 13 each.

Proficiencies. When you multiclass into the scion class, you gain proficiency with light armor.



Back to Main Page5e HomebrewClasses
Back to Main Page5e HomebrewCampaign SettingsHyruleClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: