Hyrule: Scion (5e Class)

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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
Exotic Races
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: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
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, Magic Rods, 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 +3
3rd +2 Scion Patron feature 2 4 1st +6
4th +2 Ability Score Improvement 3 4 1st +9
5th +3 Spell Versatility 3 5 2nd +12
6th +3 Immutable 3 5 2nd +15
7th +3 Patron's Form 3 6 2nd +18
8th +3 Ability Score Improvement, Scion Patron feature 3 6 2nd +21
9th +4 3 7 3rd +24
10th +4 Minor Patron 3 7 3rd +27
11th +4 Scion Patron feature 3 8 3rd +30
12th +4 Ability Score Improvement 4 8 3rd +33
13th +5 4 9 4th +36
14th +5 Improved Spell Versatility 4 9 4th +39
15th +5 Scion Patron feature 4 10 4th +42
16th +5 Ability Score Improvement 5 10 4th +45
17th +6 5 11 5th +48
18th +6 Willful Reflex 5 11 5th +51
19th +6 Ability Score Improvement 5 12 5th +54
20th +6 Scion Patron feature, True Patron, Lengthened Longevity 5 12 5th +57

Scion Patron[edit]

Choose the type of patron from which your supernatural capabilities are derived: Dragon, Fairy, Mask, Sword, Poe or Demon. 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 3 for every level you gain in this class. 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 short rest or 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, Poe or Demon.)

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 involving 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
Demon Fiend

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 and use your bonus action to make a single weapon attack or unarmed strike, Dash, or Dodge.

Spell Resistance[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 magical 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 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, demon, construct, undead, or aberration (as decided by your Patron Affinity. You decide how your appearance changes, including if there are any changes to your height, weight, facial features, voice, hair, skin, or any other distinguishing characteristic. You might make yourself appear to more closely resemble a member of a race that reflects you patron. You can change your size to Medium if you are of a smaller size. If you have a Fairy patron, you can change your size to Small if you are of a larger size. While transformed, your creature type changes to the type listed in your Patron Affinity feature.

If you are a Mask Scion, this feature functions somewhat differently. You can still change your appearance, but instead of resembling an aberration, your appearance changes to more closely resemble a humanoid race of your choice, such as a Hylian, Deku scrub, Goron or Zora. This ability counts as a transmutation spell for you.

This ability does not alter any of your statistics, except for your size.

You can remain in your Patron's Form indefinitely, but it ends early if 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 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 take the Attack, Dash, Disengage, or Dodge 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 bastion of life, and cannot die of old age.

A Dragon gains their patron's great lifespan, being functionally immortal unless they are killed, though they still show signs of age (although these stop before they cause a creature serious medical issue).

A Poe Scion will, upon its death, rise from the dead as a Poe. The Scion retains any ability score increase from its former race and its known languages, but all other features from its race are replaced by those of a Poe. This only occurs the first time a Poe Scion dies.

A Sword Scion gains the ability to become one with their blade, and has unlocked the ability to become a Sword Spirit themselves. The Scion can now designate one weapon as its Linked Weapon, which will contain the Scion's spirit. Upon the Scion's death, its spirit flies to its Linked Weapon, transforming the Scion into a Weapon Spirit. The Scion retains any ability score increase from its former race and its known languages, but all other features from its race are replaced by those of a Weapon Spirit. Even before the Scion enters its Linked Weapon, the Scion ceases to age while it carries its Linked Weapon.

A Mask Scion can, upon their death, transfer their consciousness into their Mask. If this is done, the Scion becomes a construct, cannot age, and does not require food, water or sleep. As a Mask, they gain Truesight for 120 ft, gain a flying speed of 30 feet and can hover, and can cast spells as if they always had a spellcasting focus. However, the Scion's Strength score becomes 7. Additionally, the Mask Scion can attempt to possess any humanoid that wears their Mask as an action. The creature wearing the Mask must make a Charisma saving throw against the Mask Scion's spell save DC or be possessed by the Mask for 24 hours. While possessed, the mask controls the possessed creature's body and uses it as if it was their own. However, the Mask still uses its own statistics. While possessing a creature, the Mask gains access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets.
Once the Scion has inhabited a body for at least 2 hours, it may use the possessed creature's Strength, Dexterity, and/or Constitution scores instead of its own. After the 24 hour duration is up, the possessed creature can repeat the Charisma saving throw. On a success, the Mask's possession of that creature ends, and the Mask can't possess that creature again for the next 7 days. The Mask Scion can choose to end its possession early (no action required).

A Demon Scion can choose to merge with its demonic patron, becoming a new being distinct from either individual. The few Demon Scions that have managed this feat often take new names, as neither of their previous names suit them any longer. A Demon scion that chooses to undergo this transformation becomes permanently under the effects of their Patron's Form feature, and ceases to age.

Dragon Scion[edit]

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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, #Spell Resistance 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, Draconis Fundamentum 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 Fighter 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 shields (but not heavy shields) and four martial weapons of your choice.

You gain proficiency with one skill from the following list: Animal Handling, Arcana, Athletics, Intimidation, Perception, or Stealth.

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 the following list: acid, cold, fire, lightning or poison. 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 you gained from the Scion class.

Dragon Wings[edit]

Starting from 3rd level, you can temporarily summon spectral draconic wings that allow you to fly. As a bonus action, you can summon these wings by expending 1 magic point, and they last until the start of your next turn. You can maintain these wings seamlessly by expending an additional magic point the start of consecutive turns.

While these wings are present, you gain a flying speed equal to your base walking speed.

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. You gain one Fighting Style available to the Hyrulean Fighter class.

Alternatively, you can choose to gain the following Fighting Style, which is unique to Dragon Scions:

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. You are also unable to cast or maintain concentration on spells while you are raging, with the exception of claws of the dragon, dragon rend and dragon's breath. Your rage lasts for one minute, but you can end it early as a bonus action. You can rage once before needing to finish a long rest, however this increases to twice per long rest 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.

Draconis Fundamentum[edit]

At 8th level, your power over draconic magic surges. Choose one type of damage from acid, cold, fire, lightning, or poison. Each time you cast a spell that inflicts damage, you can add your Charisma modifier to one damage roll of the chosen type.

In addition to dealing more damage, your spells also rip through resistances more easily. Your spells that inflict damage of your chosen type ignore any damage resistance a target has to that damage. You treat any immunity to your chosen damage type as though it was a damage resistance instead.

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, lightning, or poison. 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 to damage of the chosen type instead.

Extra Attack[edit]

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Weak Point Fighter[edit]

At 15th level, you learn to better exploit the weaknesses of your foes when you strike with a weapon attack. You have advantage on called shots to hit a creature's weak point, if it has one.
Additionally, you gain the ability to easily harry creatures with called shots. The first time each turn that you make a called shot, it costs you one less Stamina point to make that called shot (min 0).

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. By doing so, you gain the following benefits for 1 minute:

  • You gain a flying speed of 80 feet.
  • You gain temporary hit points equal to your Scion level + your Constitution modifier.
  • You gain resistance to acid, cold, fire, lightning, and poison damage, and all your attacks of these damage types benefit from your Draconis Fundamentum feature.
  • Your unarmed strikes inflict slashing damage equal to 3d6 + your Strength modifier, and become magical weapons. While you are concentrating on claws of the dragon, you use the spell's damage type, and your unarmed strikes are still considered light weapons.
  • You have advantage on every attack roll made with a melee weapon or Unarmed Strike.
  • 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.

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

Fairy Scion[edit]

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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 +4
3rd +2 Enhanced Magic, Smiting Attack 2 3 1st +8
4th +2 Ability Score Improvement 3 4 1st +12
5th +3 Spell Versatility, Spell Resistance 3 4 2nd +16
6th +3 Immutable 3 5 2nd +20
7th +3 Patron's Form 3 5 2nd +24
8th +3 Ability Score Improvement, Fairy Form 3 6 2nd +28
9th +4 3 6 3rd +32
10th +4 Minor Patron 3 7 3rd +36
11th +4 Healing Surge 3 7 3rd +40
12th +4 Ability Score Improvement 4 8 3rd +44
13th +5 4 8 4th +48
14th +5 Improved Spell Versatility 4 9 4th +52
15th +5 Fairy Magic 4 9 4th +56
16th +5 Ability Score Improvement 5 10 4th +60
17th +6 5 10 5th +64
18th +6 Willful Reflex 5 11 5th +68
19th +6 Ability Score Improvement 5 12 5th +72
20th +6 Fairy's Wish, True Patron, Lengthened Longevity 5 12 5th +76

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 one skill from the following list: 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 a friendly creature and they expend at least one Hit Die to restore hit points, both you and that creature regains an additional number of hit points equal to your proficiency modifier. A creature cannot benefit from more than one Restful Aura during its short rest.

Enhanced Magic[edit]

At 3rd level, you gain access to an enhanced store of magic, due to your patron's history with the arts. When you gain this ability, your magic point maximum increases by 3. Your magic point maximum increases by 1 for every additional level you gain in 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 or unarmed strike during your turn, you can expend 1 magic point to inflict an extra amount of radiant damage equal to your Charisma modifier. That attack's damage becomes magical for the purposes of overcoming damage resistance or immunity, if it wasn't already.

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 flying speed equal to your base walking speed, and you can hover in place.
  • Your size becomes tiny, instead of small.
  • 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]

Your ability to heal wounded creatures is nigh-unparalleled. Starting at 8th level, whenever you cast a spell using magic points that restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points are equal to your Charisma modifier.

In addition to restoring more health, your spells also can affect more types of creatures. Your spells that restore hit points can now affect undead and constructs, just as they would any other creature type.

Healing Surge[edit]

Starting from 11th level, you can channel excess life energy from any spell you cast. Whenever you expend magic points to cast a Scion spell, you can expend 1 additional magic point to regain 1d4 hit points per level of the spell. For example, if you cast a 3rd level spell and use this feature, you regain 3d4 hit points.

Fairy Magic[edit]

Starting at 15th level, you can flex your magic to perform a magical blessing or cast an esoteric spell. 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 that spell without expending magic points.
  • 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, and it can be dispelled 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 an action, you call out loudly to your patron and create one of the following effects:

  • Cast any spell of 8th level or lower that has a casting time of 1 action without expending magic points.
  • 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 effect is considered magical, and it can be dispelled by dispel magic or a similar feature as if it was a 9th-level spell.

Once you use this feature, you must complete 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, Masquerade 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Enduring Mask, Bewitching Gaze 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Spell Resistance 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 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.

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

Bonus Proficiencies[edit]

You gain proficiency with Woodcarver's Tools. If you are already proficient with woodcarver's tools, you can instead gain proficiency in any Artisan's Tools of your choice, or the disguise kit.

You gain proficiency with one skill from the following list: Animal Handling, Deception, Insight, Sleight of Hand, and Perception.

You gain the ability to accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against your spell save DC.

Masquerade[edit]

As a Mask Scion, you have learned how to create a Mask to channel your power. This Mask is unique to you, and can be used as a spellcasting focus for your Scion spells.
While you are wearing your Mask, you can cast alter self as an action by expending 1 magic point. This does not count against your number of known spells.

If your Mask is lost or destroyed, you can perform a 1 hour ritual which requires 500r of material components to summon or re-create your Mask.

Enduring Mask[edit]

Beginning at 3rd level, you can begin and maintain your mask-based transformations with ease. Whenever you cast a transmutation spell, you can expend 1 less magic point than usual to do so (minimum of 1 magic point). Additionally, when you cast alter self while wearing your Mask, it does not require concentration. Instead, it lasts for its full duration (1 hour).

Bewitching Gaze[edit]

Also at 3rd level, you learn how to call misfortune to your enemies. As a bonus action, you can expend one magic point and choose one creature you can see within 60 feet of you. Roll a d4. The target must subtract the number rolled from the first attack roll, ability check, or saving throw it makes before the start of your next turn.

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 equal to your proficiency bonus. These beasts, which are your Shapechanger forms, must have a CR equal to or lower than your Charisma modifier. Each time you gain a level in this class, you can swap one of your Shaperchanger forms with a different beast of an appropriate CR. You must have seen each of your chosen beasts at least once to be able to duplicate their form.

As an action, you can expend 6 magic points to transform into of one of your chosen Shapechanger forms. This transformation lasts for 1 hour, or until you are Incapacitated, die, or revert back as a bonus action. Your transformation also ends early if you lose concentration on it (as if you were concentrating on a spell). Any equipment you are wearing or carrying is absorbed into your Shapechanger form upon transforming.

While transformed, you retain your retain your hit points, Intelligence, Wisdom, and Charisma scores, your personality, and your memories. Your statistics are otherwise replaced with those of the creature you transformed into, and you gain temporary hit points equal to the Hit Point maximum of that creature. You can't cast spells, speak, or take an action that requires fine motor control unless your Shapechanger form would be able to do so. When your temporary hit points are reduced to 0, you revert back to your normal form.

Shifter's Craft[edit]

Your transformations are more potent - and more dangerous. Beginning at 8th level, you can add your Charisma modifier to one damage roll of any transmutation spell you cast.

In addition, you can empower your transmutation spell to make them last longer. When you cast a transmutation spell that has a duration of 1 minute or longer, you can expend 1 magic point to double its duration, to a maximum duration of 24 hours.

Two-Faced[edit]

Starting from 11th level, you gain the ability to split your mind in two, allowing you to concentrate intently on more than one effect. While you are concentrating on a transmutation spell, you can cast a second concentration transmutation spell while retaining concentration on a first spell. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.
Concentrating on your Expert Shapechanger feature counts as concentrating on a transmutation spell for the purposes of this feature.

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

Master Shapechanger[edit]

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

When select your Shapechanger forms for your Expert Shapechanger feature, you can now choose an Aberation, a beasts, or a Monstrosity with a CR equal to or lower than your Scion level divided by 2 (rounded down). When transforming into an aberration or monstrosity via that feature, you must expend 9 magic points instead of 6.
In addition, you gain the ability to remain in your Shapechanger form for longer, and retain the ability to do so under more circumstances. Your Shapechanger form transformation now lasts for a number of hours equal to your Charisma modifier.

Fierce Deity[edit]

Starting at 20th level, you can briefly assume the form of a Fierce Deity at the start of your turn by expending 10 magic points. You cannot transform in this way while under the effect of your Expert Shapechanger feature or any spell or ability that alters your form. When you transform into a Fierce Deity, you gain the following benefits for 1 minute:

  • Your walking speed doubles, and your size becomes large if it wasn't already.
  • You gain temporary hit points equal to your Scion level + your Constitution modifier.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain a large, magical Greatsword, that you are proficient with. You may use either your Strength, Dexterity, or Charisma modifier for the attack and damage rolls of this weapon. On a hit, the weapon deals 4d6 slashing damage. This weapon is lost when your Fierce Deity form ends.
  • Once per turn, you can cast one of your Scion spells as a bonus action. This spell must have casting time of 1 action and a duration of instantaneous.
  • You have advantage on Strength, Constitution, and Charisma saving throws.
  • You have advantage on Strength (Athletics) and on Charisma (Intimidation) checks.
  • Your AC increases by 2.

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, Spell Resistance 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.

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

Bonus Proficiencies[edit]

You gain the knowledge needed to properly arm yourself in battle. You gain proficiency with Medium Armor, Shields (but not heavy shields), and two martial weapons of your choice.

You also gain proficiency with one skill from the following list: Acrobatics, Arcana, Athletics, History, Perception, or Stealth.

You can read, write, and speak the Ancient language. If you already knew this language, you instead learn another language 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 that you and your DM work together to decide. Though it is relatively new to the world, this weapon has the potential to become a thing of legend. With your DM’s permission, you can instead have a pair of these weapons as your Sword Spirits, with each weapon occupied by a separate spirit.

Choose one or two non-magical melee weapon(s) with which you are proficient. These weapon(s) cannot be pieces of ammunition. A chosen weapon becomes the Linked Weapon of an associated Sword Spirit, and you gain the following benefits when wielding that weapon:

  • You may use your Charisma modifier for attack and damage rolls with this weapon, instead of Strength or Dexterity.
  • You may use the Sword Spirit as a spellcasting focus for your Scion spells.
  • You can command your Sword Spirit (no action required) to use its reaction to take the help action, although they can only help you. Once you do so, you cannot command your Sword Spirit(s) to help you again until you complete a short or long rest.

Despite its unique nature, this weapon is not considered magical for the purposes of overcoming damage resistance. If the Linked Weapon of your 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. If you have two Linked Weapons, this ritual can summon or recreate both of them.

Ethereal Energy[edit]

Your Sword Spirit is tied to a unique form of energy that it can channel into your attacks. When you gain this feature, choose one type of damage other than bludgeoning, piercing, slashing, or poison. This damage type is your Sword Spirt's Edge alignment. If you have a pair of Sword Spirits, they both share one Ethereal Energy, which you choose when you gain this feature.
Whenever you hit with an attack from your Sword Spirit, you can choose for it to inflict damage of the chosen type instead of the weapon's normal damage type.


Edge Allignments[edit]
Element Damage Type Alignment
Light Radiant Lawful Good
Energy Lightning Neutral Good
Flame Fire Chaotic Good
Storm Thunder Lawful Neutral
Magic Force True Neutral
Frost Cold Chaotic Neutral
Psionic Psychic Lawful Evil
Darkness Necrotic Neutral Evil
Corrosion Acid Chaotic Evil

Blade Arts[edit]

At 3rd level, your Sword Spirit has unlocked hidden potential within itself, and by proxy: you. While you are wielding your Sword Spirit, you gain access to one of the following Blade Arts of your choice. Each blade art can only be taken once, and you choose which when you gain this feature.

Blade Art Alignment Effect
Deflection Lawful Good When you are targeted by a ranged weapon attack, or when a creature within 5 feet of you is attacked, by a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
Ethereal Strike Neutral Good You learn the Skyward Strike spell, and can cast it (at first level) as a bonus action by expending 1 magic point. This spell does not count against your maximum spells known. In addition, the damage of this spell changes to the damage type you chose with your Ethereal Energy feature.


Dancing Guard Chaotic Good While you are not wearing armor, your AC is equal to 10 + your Charisma modifier + your Dexterity modifier. You can use a shield and still gain this benefit.
Defense Lawful Neutral While you are wielding your Sword Spirit, you gain a +1 bonus to AC.
Weapon Sense True Neutral You gain blindsight with a range of 10 feet.
Forceful Return Chaotic Neutral Your Sword Spirit weapon gains a +2 bonus to hit when thrown, and it returns to your hand immediately after you use it to make a thrown weapon attack.
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.
Ambusher Neutral Evil When you make a Dexterity (Stealth) or initiative roll, you can roll 1d4 and add the result to the d20 roll (no action required). You can draw your Sword Spirit weapon immediately before you modify a roll using this Blade Art.
Crushing Blow Chaotic Evil After you roll damage for your Sword Spirit weapon, you can choose to re-roll one of the weapon's damage dice, but you must use the new roll.
Death Sword's Scream *Unaligned 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 stunned until the end of their next turn. A creature immune to the frightened condition is immune to this effect.
Two-weapon Mastery Any When you make the extra attack of two-weapon fighting, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. In order to choose this Blade Art, you must have a pair of Sword Spirits.

You cannot select a blade art if you have already obtained its associated fighting style from another source.

A Sword Spirit can have any ability, regardless of its alignment, 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.

  • 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 weapon now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, choose one of the following Greater Sword Spirt properties. Your Sword Spirit gains the chosen property while it is in your possession:

Greater Sword Spirit Effect
+1 Weapon This weapon grants a +1 bonus to attack and damage rolls made with it.
Brilliant Weapon While this weapon, you can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, or to extinguish this light. Additionally, when you are targeted by an attack, you can use your reaction to expend 1 Magic Point and cause the weapon to flare with light. Unless the attacker succeeds on a Constitution saving throw against your spell save DC, they are blinded until the start of their next turn.
Guided Weapon For the purpose of making a called shot using this weapon, you can expend magic points as if they were Stamina points.
Maiming Weapon When you damage a creature with an attack using this weapon, the target can't regain hit points until the start of your next turn. Additionally, when you score a critical hit using this weapon, the target takes an additional 7 damage of the weapon's type.
Primordial Weapon Whenever you hit a creature with an attack from this weapon, you can expend 2 Magic Point to cause each creature of your choice within 5 feet of the target to take an extra 5 damage. The type of this damage is determined by this weapon's Edge Alignment.
Weapon of Warning While this weapon is on your person, you have advantage on initiative rolls. Additionally, you and any friendly creatures within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.


Finally, you can also transform one magic weapon into your Sword Spirit's Linked Weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. Your Sword Spirit now gains the properties of this magic weapon, in addition to your chosen Greater Sword Spirt property. If both properties grant the weapon a bonus to attack and damage rolls, then only the higher bonus is used. The weapon ceases being your Sword Spirit's Linked Weapon if you die, or if you perform the 1-hour ritual on a different weapon.

If you have a pair of Sword Spirits, both weapons gain the same properties from this feature, whether that be one of the Greater Sword Spirt properties, and/or the properties of a magic weapon.

Arcana Unleashed[edit]

Also at 8th level, your Sword Spirit has become more accustomed to magic, and has gained the ability to make spells more potent. You can add your Charisma modifier to one damage roll for any spell that requires you to make a melee attack. Alternatively, if you cast a spell that inflicts damage of one of your chosen Ethereal Energies, you can add your Charisma modifier to one damage roll of that spell, even if it doesn't require you to make a weapon attack.

Extra Attack[edit]

At 11th level, you may attack twice, instead of once, when taking the attack action. Moreover, you can cast one of your cantrips in place of one of those attacks.

Additional Blade Art[edit]

Also at 11th level, your Weapon spirit gains an additional Blade Art.
You may also choose to change your Weapon Sprit's associated Ethereal Energy at this time. If you have a pair of Sword Spirits, you can choose to only change one of your weapon's Ethereal Energies, allowing each blade to have a distinct Edge Alignment.

Two Minds, One Blade[edit]

At 15th level, whenever you make an attack roll using your Sword Spirit, you can treat a d20 roll of 9 or lower as a 10, unless it is a critical failure.

Master Sword Spirit[edit]

At 20th level, your Sword Spirit has become so powerful it now has the ability to exit its Linked Weapon and fight at your side. As an action, you can expend 10 Magic points to create a copy of yourself (representing your Sword Spirit) with the following statistics:

  • While in this form, your Sword Spirit uses your game statistics, except it is a Construct, its Hit Point maximum is half as much, and it can't use this feature.
  • Your Sword Spirit is friendly to you and creatures you designate, and it obeys your commands and acts on your turn in combat.
  • Your Sword Spirit has the same non-magical equipment you do, as well as a copy of its Linked Weapon. This equipment is made of a opaque, glass-like material, has no value, and disappears when your Sword Spirit exits this form.
  • Your Sword Spirit cannot cast spells of 3rd level or higher, and it only has half of your Magic point maximum when you summon it.
  • Your Sword Spirit can remain in this form for 1 minute, or until it drops to 0 Hit Points, at which point it returns back to its Linked Weapon.

If you have a pair of Sword Spirits, you only summon one of them when you use this action (your choice).

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

Variant: Sword Spirits as Scions[edit]

This rule is for Sword Scions that are also weapon spirits.

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.
  • Master Sword Spirit. Your summoned sword spirit looks like a slightly transparent version of you, instead of another sword spirit. No other mechanics of this ability change.
  • 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, Well of Power, Phantom Tounge 2 4 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Spell Resistance 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, Memories of the Dead, Necrotic Power, Undead Resilience 3 6 2nd +14
9th +4 3 7 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Effortless Levitation 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 Improved Undead Resilience, Nether Knowledge 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 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 with one skill from the following list: 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. You learn the Capture Soul spell, which doesn't count towards your known spells. Additionally, when you consume a poe soul, you always regain hit points equal to the result rolled on the d20, 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 flying 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 anything you are wearing or carrying to 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.

Well of Power[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 point 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. You regain 2 magic points for each hit die you expended, up to your maximum amount of magic points.

Phantom Tounge[edit]

At 3rd level, you gain the ability to speak telepathically to any creature you know of within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend you. Your communication doesn't give the creature the ability to respond to you telepathically.

Undead Resilience[edit]

At 8th level, your connection to your undead patron deepens. While you are transformed with your Patron's Form feature, you gain the following benefits:

  • You gain resistance to necrotic, poison, and psychic damage.
  • You have advantage on saving throws against being poisoned and against becoming charmed or frightened.
  • You gain the ability hold your breath for up to 10 minutes, and you can go a number of days equal to your Constitution modifier (min 1) without water before suffering any ill effects.

Memories of the Dead[edit]

Beginning at 8th level, you exert much more power over the souls you capture.
When consuming a poe soul, you recover double the HP you usually would. Alternatively, you can destroy one of your Poe Souls in order to compel information from it. When you do so, you can ask the spirit associated with the Soul one question. The spirit appears to you and answers in a language it knew in life. The spirit cannot knowingly lie to you, but most spirits will answer as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

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. Each time you cast a spell that inflicts necrotic, poison, or psychic damage, you can add your Charisma modifier to one damage roll of that spell.

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

Effortless Levitation[edit]

Starting from 11th level, levitation becomes easy for you. You gain a flying speed equal to your base walking speed, 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 now gain the following benefits:

  • You gain immunity to necrotic, poison, and psychic damage.
  • You cannot be poisoned, charmed, or frightened
  • 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.

Nether Knowledge[edit]

Starting at 15th level, you can rip knowledge from the eternal depths of the undead void—from the countless minds that have lived and died.

  • Immediately before making a Intelligence ability check or Intelligence saving throw, you can choose for the d20 roll to be treated as a 20 without rolling.
  • As an action, choose any spell with a casting time of 1 action that does not exceed your Max Spell Level. You cast that spell, without expending magic points.
  • As a reaction, you can intercede when a creature you can see is about to die. If the target is at 0 hit points, the target immediately regains 1 Hit Point. If target is instead subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target.

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 cause creatures of your choice within 60 feet of you take necrotic damage equal to your Charisma modifier. You can increase this damage by expending magic points (up to a max of 5). For each point expended, all targets take an additional 2 necrotic damage. Non-magical plants in this range immediately wither and die.
When you deal necrotic damage using this feature, you can also restore hit points equal to the total damage dealt, divided as you choose among any number of creatures within 60 feet of you.

Demonic Scion[edit]

Ganon_Artwork_%28Ocarina_of_Time%29.png
The art of inviting a Demon into the self is a dangerous art indeed. Source

Table: The Demon Scion

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Max Spell
Level
Magic
Points
1st +2 Spellcasting, Bonus Proficiencies, Demon's Vitality 2 2 1st Cha modifier
2nd +2 Patron Affinity 2 3 1st +2
3rd +2 Demon Form, Innate Occultation 2 3 1st +4
4th +2 Ability Score Improvement 3 4 1st +6
5th +3 Spell Versatility, Spell Resistance 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, Vestigial Fortitude, Defy Fate 3 6 2nd +14
9th +4 3 6 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Extra Attack, Demonic Mutation 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 Lingering Will 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 Demon Incarnate, True Patron, Lengthened Longevity 5 12 5th +38

Whether by birth, pact, prophecy or curse, your power comes from the single most maligned force in all of Hyrule: a Demon. A myriad of malevolent supernatural forces have plagued the lands of Hyrule since its creation, and one of them has been tied to your very soul.

Your Demonic patronage can manifest in a number of ways. It can be a direct link to an existing Demon (Such as Vaati or Bellum), an investiture of demonic magics resulting in a devilish countenance, or a malevolent curse manifested in evil magics fueled by dark urges. No matter how it affects you, it is entirely possible that the demonic force that manifests your powers do not wish you harm, and can certainly be used for good. However, the darkness inherent in those who actively seek this power may mean that you do not wish to.

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

Bonus Proficiencies[edit]

You gain proficiency with two Martial Weapons of your choice and with Medium Armor (but not shields).

Choose a skill from Arcana, Athletics, Deception, Persuasion, or Intimidation that you are proficient in. You may add double your proficiency bonus to ability checks using this skill.
If you are not proficient in any of these skills, you instead gain proficiency with one of these skills of your choice.

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

Demon's Vitality[edit]

Due to the unnatural power invested in your body, you gain the following benefits at 2nd level:

  • Your Scion Hit Dice increase in size to d10s, and your maximum hit points increases by 2.
    Whenever you gain a Scion level after gaining this feature, you use your enhanced Hit Dice (d10s) for the purposes of determining your maximum hit point increase.
  • Whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Scion level.

Demon Form[edit]

Starting at 3rd level, you gain the ability to invoke the power of your demonic heritage to transform your body.

As a bonus action, you may transform into a primal, demonic form for 1 hour. Traces of your original form may remain, but the vast majority of your body has changed into that of a Demon. While transformed, you cannot cast spells of 1st level or higher, and you become a fiend. You can attempt to exit your Demon Form as a bonus action, but to do so you must succeed a Wisdom saving throw against your spell save DC.

The abilities of your Demon form is determined by your Vestiges, which grant you abilities unique to Demonic Scions.
Choose a number of Vestiges equal to your proficiency bonus. While transformed, you gain the benefits of all the Vestiges that you know. You must meet the prerequisites of a Vestige in order to learn it, and a Vestige's Level requirement is based on your level in the Scion Class.

You can transform into your Demon Form twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Innate Occultation[edit]

Also at 3rd level, you have a unique perspective on the occult, as you are partly the subject of their research.

You gain access to one General Mutation or Field Mutation known to Occultists. For the purposes of choosing Mutations, your Occult Subject is The Great Calamity, and you use your Scion level in place of Researcher levels for determining Mutation prerequisites.

You may use Charisma, instead of Intelligence for your chosen Mutations. Upon gaining a Scion level, you may change any of your Mutations to any Mutation you meet the prerequisites of.

Vestigial Fortitude[edit]

At 8th level, your vestiges can affect you even when not in your full demonic glory. Choose one of your Vestiges that does not grant hit points or temporary hit points. You gain the benefits of this Vestige while you are transformed with your Patron's Form feature.

Also at this level, you learn an additional number of vestiges equal to half your Charisma modifier (rounded down).

ST_Malladus_Concept_Artwork.png
If one is not careful, the demonic power that Vestiges grant can be ruinous to both the host and those around them. Source

Defy Fate[edit]

Also at 8th level, your demonic magic allows you to slip the fate the gods have decided for you.

You gain a number of Fatebreaker dice equal to your proficiency bonus. Once on your turn, you can expend one of your Fatebreaker dice to add it to an single attack roll, or ability check that you make. You may expend your Fatebreaker die after seeing the d20 roll but before any effects from the roll are resolved.

Your Fatebreaker dice increases as you gain levels in this class, as shown on the table below. You regain all expended dice upon completing a long rest.

Scion
Level
Fatebreaker
Die
8th d4
11th d6
14th d8
17th d10
20th d12

Extra Attack[edit]

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.


Demonic Mutation[edit]

At 11th level, your occult power has grown even more powerful. You learn two more Occult Mutations, in addition to the one you learned through your Innate Occultation feature. These can be Occult, Advanced or Great Calamity Mutations. All restrictions from your Innate Occultation feature also apply to these Mutations.

Lingering Will[edit]

At 15th level, your fortitude has evolved to defy fate, including death itself. If you drop to 0 Hit Points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. If you are forced to make this saving throw in response to radiant damage, you make the saving throw with disadvantage.

Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

Demon Incarnate[edit]

At 20th level, your demonic incarnation has become your true self, having been empowered by so many Vestiges. You can now transform using your Demon Form feature a number of times equal to 2 plus your Charisma modifier before requiring a long rest, and your Demon Form lasts until you dismiss it as a bonus action.

Additionally, the number of vestiges you know now equals to your proficiency bonus plus your Charisma modifier, instead of half your Charisma modifier.

Vestiges[edit]

Level Required Vestige Name Prerequisite Effect
3rd Demonic Mutation When you transform, you may slightly alter your ability scores to reflect your transformation. When you transform, you can reduce any one of your ability scores by 2, and then increase a different ability score by 2, if doing so does not exceed your maximum score for that ability. This change lasts until your transformation ends.
3rd Renewed Vitality Upon transforming, you gain temporary hit points equal to your Constitution modifier + your Charisma modifier. These temporary hit points last until your transformation ends.
3rd Demonic Resistance Choose one damage type other than bludgeoning, piercing, or slashing. While transformed, you gain resistance to damage of that type.
3rd Demonic Spellcaster While transformed, you retain the ability to cast spells of 1st level or lower.
3rd Demon's Blade Choose one weapon you are proficient with. While transformed, you can add your proficiency bonus to damage rolls using that weapon, unless you were already adding your proficiency bonus to that weapon's damage.
3rd Hands of Violence While transformed, your grow long claws that you can use to make unarmed strikes. These claws deal 1d6 slashing damage, have the Light property, and you may use your Charisma instead of Strength when making attack and damage rolls with them.
3rd Demonic Shell While transformed, your can have your AC become equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit, but while you are not using a shield, you gain a +1 bonus to your AC.
3rd Demonic Growth While transformed, your size increases to Large if it was not already. Your equipment, other than items you are wearing, do not increase in size with you.
8th Demonic Infusion Demonic Resistance While transformed, your melee attacks deal additional damage equal to one roll of your Fatebreaker Die. The damage type is the same as the damage type chosen as part of your Demonic Resistance Vestige.
8th Renewed Sustainability Renewed Vitality Upon transforming, you instead gain temporary hit points equal to your Scion level plus your Charisma modifier. These temporary hit points still only last until your transformation ends.
8th Voracious Mutation Demonic Mutation When you transform, you can instead reduce one of your ability scores by 2 and another by 1, and then increases two different ability scores, one by 2 and one by 1, if doing so does not exceed your maximum score for that ability. Additionally, all of your maximum scores increase by 2. These changes last until your transformation ends.
8th Demonic Warlock Demonic Spellcaster While transformed, you now retain the ability to cast spells of 2nd level or lower.
11th Demonic Size Demonic Growth While transformed, your size now increases to Huge. Your equipment, other than items you are wearing, do not increase in size with you.
15th Demonic Invicibility Demonic Infusion While transformed, your attacks ignore resistance to the damage type chosen as part of your Demonic Resistance Vestige. Additionally, you gain immunity to the chosen damage type.
15th Renewed Immortality Renewed Sustainability Upon transforming, you regain hit points equal to one half of your hit point maximum (rounded down).
15th Violent Mutation Voracious Mutation When you transform, you can instead reduce one of your ability scores by 3 and another by 2, and then increases two different ability scores, one by 2 and one by 1, if doing so does not exceed your maximum score for that ability. Additionally, all of your maximum scores increase by 3, instead of 2. These changes last until your transformation ends.
15th Demonic Mage Demonic Warlock While transformed, you now retain the ability to cast spells of 3rd level or lower.
20th Demonic Hunger Demonic Invincibility While transformed, your attacks ignore immunity to the damage type chosen as part of your Demonic Resistance Vestige. Additionally, when you would take damage of that type, you instead regain hit points equal to half the damage dealt.
20th Demonic Immortality Renewed Sustainability If damage would reduce you to 0 Hit Points, you can use your reaction to immediately transform into your Demon Form. This transformation only lasts one minute, but does not expend a use of your Demon Form feature. When transformed in this way, you cannot use your bonus action to attempt to exit your Demon Form early. When this transformation ends, you immediately fall to 0 hit points, but are stable.
20th Apocolyptic Mutation Violent Mutation When you transform, you also gain the ability to increase three of your ability scores by 1. You do not need to reduce a corresponding ability score to gain this benefit, and you can apply these bonuses to a single ability score (for a total of +3), or to multiple. Additionally, all of your maximum scores increase by 5, instead of 3.
20th Demonic Archmage Demonic Mage While transformed, you now retain the ability to cast spells of any level.

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.



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