Linkrell (5e Class)

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Linkrell[edit]

A dwarf cowers in fear as a giant dragon marches towards him. The dragon lifts it's foot, ready to crush the man. As his foot falls, a bright shield appears around him, and the dragon stumbles and falls. A tiefling strikes out at a ogre. Right when his attack hits, a golden aura surrounds the sword. The ogre stares in shock, then crumples as the mighty warrior strikes him down with angelic power. Linkrell translates to Keeper of Secrets in their language. Their mysterious power has shown up on few occasions in the past.

Creating a Linkell[edit]

When creating a Linkrell, think about how they got their connection to their Guardian. Has your Guardian protected everyone in your family? Did you make a deal with a angel? Or did you randomly have a spirit following you? Did it give you your magic, or some higher power?

Quick Build

You can make a Linkrell quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, then Wisdom or Strength. Second, choose any Cultist background or Arcanist or Inheritance related background..

Class Features

As a Linkrell you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Shields.
Weapons: Quarterstaffs, Light Crossbows, Slings.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Intimidation, Persuasion, Sleight of hand, Stealth, Survival, Insight, Nature, Medicine.

Equipment

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

  • (a) Explorer's pack or (b) Dungeoneer's pack.
  • (a) Any Simple Weapon or (b) A Shield.
  • (a) Any Simple Melee Weapon or (b) Scimitar.
  • (a) Leather Armor, Dark Cloak, and a Linkrellic(arcane) focus. or (b) {{{item4b}}}
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Linkrell

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Guardian Blood, Linkrellian 3 2
2nd +2 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 4 4 3 2
6th +3 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Overlapping Empowering 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 7 4 3 3 3 2 1 1 1 1
18th +6 7 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 4 3 3 3 3 2 1 1 1
20th +6 7 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You can invoke the power of your guardian to cast any spell on the Linkrell Spell list, with the following rules.

Cantrips

At 1st level, you know three cantrips of your choice from the Linkrell Spell List. You learn additional Linkrell cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Linkrell table.

Preparing and Casting Spells

The spells you know of first level or higher are determined by your Guardian Blood. Specifications are in the spell description.

Spellcasting Ability

Intelligence is your spellcasting ability for your Linkrell spells. You use your Intelligence whenever a Linkrell spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Linkrell spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Linkrell spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a Linkrellic (Arcane) Focus for your Linkrell spells.

Guardian Blood[edit]

A Guardian follows you. It is either a Celestial, Fey, or Fiend, all described below. This will give you abilities, and will do so again at level 6,10,14, and 18. Your choice determines your spells.

Linkrellian[edit]

You can speak Linkrellian. All Linkrells can speak Linkrellian. People can learn Linkrellian after 4 years of study with a Linkrell.

Guardian Blood[edit]

Most Linkrell of the same Guardian Blood are similar, at least in power. But most Linkrell of different Guardian Bloods do not like each other.

Celestial[edit]

Language of the Angles[edit]

At level 1, you can speak Celestial.

Improved Healing[edit]

At level 1, your healing spells heal for one more of the largest die.

Brilliance[edit]

At level 1, you shed a 30ft halo of dim light that can be activated and deactivated at will, no action required.

Aid[edit]

At the end of every long rest, starting at level one, roll a d20. Then consult the table below. Gain the given power. You loose this power after your next long rest. Once you rest again, roll again.

  • 1-5: Your Guardian does nothing for the day.
  • 6-11: You can heal one person(or yourself) for 1 hit point per long rest.
  • 12-17: You can heal two people(or yourself) for 3 hit points per long rest.
  • 18-20: You can heal three people(or yourself) for 5 hit points per long rest.

Fey[edit]

Language of the Fey[edit]

At level 1, you can speak Sylvan.

Darkvision[edit]

At level 1, you gain Darkvision out to 30ft. If you already have Darkvision, add 30ft to it.

Speak with Small Beasts[edit]

At level 1, through hand signs and sounds, you can communicate simple ideas with small beasts. They cannot respond.

Protect[edit]

At the end of every long rest, starting at level 1, roll a d20. Then consult the table below. Gain the given power. You loose this power after your next long rest. Once you rest again, roll again.

  • 1-5: Your Guardian does nothing for the day.
  • 6-11: You gain a +1 to any Dexterity checks or saving throws you make for 24 hours.
  • 12-17: You gain a +1 to your AC for 24 hours.
  • 18-20: You gain a +2 to any Dexterity checks or saving throws you make and to your AC for 24 hours.

Fiend[edit]

Language of the Fiend[edit]

You can speak Infernal.

Fire Blade[edit]

Once per long rest, you can choose to deal 1d6 extra fire damage on a successful melee weapon attack.

Intimidating Presence[edit]

If someone is looking directly at you, you have an advantage on any Intimidation checks against them.

Empower[edit]

At the end of every long rest, roll a d20. Then consult the table below. Gain the given power. You loose this power after your next long rest. Once you rest again, roll again.

  • 1-5: Your Guardian does nothing for the day.
  • 6-11: You gain a +1 to any Strength checks or saving throws you make for 24 hours.
  • 12-17: You gain a +1 to all your attack rolls for 24 hours.
  • 18-20: You gain a +2 to any Strength checks or saving throws you make and to your attack roll for 24 hours.

Multiclassing[edit]

You cannot multiclass into or out of the Linkrell class.


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