Blessings (Hyrule Supplement)
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In Hyrule, a blessing is a supernatural gift, magical enhancement, or inherent boon. Much like a magic item, it is usually received as a reward from a powerful or supernatural entity. The power of a blessing becomes an inherent part of the character, and has no physical form.
A blessing is usually received from a being of extraordinary power, such as a Great Fairy or even a deity. Lesser blessings may be the result of drinking from a fairy fountain, uncovering a secret within an ancient ruin, or reading through a tome of arcane secrets, among other possibilities. Adventurers will often seek a blessing much in the same way magic items are sought. Unlike a magic item, a blessing isn't an object and doesn't require attunement. Some blessings grant a constant benefit, while others give an extraordinary ability that can be activated one or more times.
This page lists some example blessings suited to the Hyrule campaign setting. Rarity in this context refers not to how rare a blessing is, but roughly how powerful it is compared to magic items.
List of blessings[edit]
Blessing | Rarity | Benefit |
---|---|---|
Bertie's Air | uncommon | You can hold your breath for 10 minutes. |
Daruk's Protection | legendary | A protective power containing the perfect defense of the Goron Champion Daruk. It will automatically protect you from all manner of damage. |
Din's Fortitude | very rare | Your Constitution score increases by 2. Your maximum for this score also increases by 2. |
Din's Power | very rare | Your Strength score increases by 2. Your maximum for this score also increases by 2. |
Fairy's Form | uncommon | You can cast the fairy spell once without expending magic points or spell slots, and regain the ability to cast this spell in this manner after you finish a short or long rest. |
Farore's Candor | very rare | Your Charisma score increases by 2. Your maximum for this score also increases by 2. |
Farore's Finesse | very rare | Your Dexterity score increases by 2. Your maximum for this score also increases by 2. |
Goron's Fist | uncommon | Your unarmed strike can deal bludgeoning damage equal to 1d6 + your Strength modifier, in place of its normal damage. |
Great Fairy's Veil | legendary | You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. |
Hestu's Hauling | uncommon | When determining your carrying capacity or encumberance, treat your Strength score as though it was 5 points higher. This blessing does not affect the weight you can push, drag, or lift. |
Hylia's Ward | very rare | Your AC increases by 1, and you have a +1 bonus to all saving throws. |
Mad Batter's Magic | legendary | Whenever you expend at least 2 magic points, you immediately restore 1 magic point. |
Mipha's Grace | legendary | A restorative power born from the spirit of the Zora Champion Mipha. When your hit points run out, you'll automatically regain some of them plus temporary hit points as a bonus. |
Nayru's Knowledge | very rare | Your Intelligence score increases by 2. Your maximum for this score also increases by 2. |
Nayru's Wisdom | very rare | Your Wisdom score increases by 2. Your maximum for this score also increases by 2. |
Ravio's Quick Equip | rare | As an a bonus action, you can draw one handheld object—such as wand or a longsword—into your hand. You can do so even of the object is stowed in a container like a backpack or a bag of holding. |
Revali's Gale | legendary | A blusterous power born from the spirit of the Rito Champion Revali. Create an upward draft that carries you into the sky. |
Ruto's Scale | rare | You can breathe underwater. |
Spin Attack | rare | As an action, you can make one melee weapon attack against all creatures within reach of your melee weapon. You cannot perform this action on consecutive turns. |
List of charms[edit]
A charm is a blessing that can only be activated once. After you activate its effect, you lose its benefit forever—or at least until you replace it with a new charm.
Blessing | Rarity | Benefit |
---|---|---|
Crazy Tracy's Secret | rare | When you are first reduced to 0 hit points, you immediately recover 28 (8d6) hit points. |
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