Sheikah (5e Class)

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A half-orc stands alone in a grove, only the moon illuminate's the area around him. A rustle from behind draws the half-orcs attention and in the tree he sees a man wearing strange robes. The man doesn't make a noise even when he drops to the grass below. This is the man his tribe fears? He doesn't believe their stories, he will make quick work of him. The half-orc charges towards him and swings his Great axe towards the man. Just before it hits him the man disappears in a shower in red paper and appears behind the half-orc, he isn't alone. The half-orc swings around and sees not only the man but blue duplicates of the man as well, each of them holding a strange dagger. As the duplicates and the man charge toward the half-orc he lowers himself into a defensive stance nervously awaiting the first attack. As they pass him the half-orc kneels down and begins to bleed from multiple wounds in his chest. The half-orc looks up at the man "What are you". The man says nothing and with a final blow, kills the half-orc. He then disappears again in a shower of red paper and slips away into the night.

Leaders of a Forgotten people[edit]

The Sheikah class is modeled after the monks abilities in Legend of Zelda breath of the wild with some stuff added on to it.. This class is meant to be paired with the Sheikah (5e Race). Using another race is okay so long as there's some relation to the Sheikah people.

Creating a Sheikah[edit]

When creating a Sheikah consider how they fully realized their power. Were they taught or did it come from years of study? Is it a family tradition? Or was the power given to you by the goddess Hylia herself?

Quick Build

You can make a Sheikah quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity the Strength. Second, choose the Hooded Figure background. Third, choose the Crossbow and Guardian weapon.

Class Features

As a Sheikah you gain the following class features.

Hit Points

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


Armor: Light armor, Hide armor
Weapons: Simple weapons, Martial weapons, Unarmed Strikes
Tools: Disguise kit, Thieves tools
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Perception, Stealth, Survival


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

  • (a) A crossbow and 20 bolts or (b) Any martial weapon
  • (a) 4 Daggers or (b) A Guardian dagger
  • An Explorers pack
  • A short sword, A monk's hat, Mini Guardian assistant, Sheikah Slate
  • If you are using starting wealth, you have 5d4+10 in funds.

Table: The Sheikah

Level Proficiency
Features Sneak Attack
1st +2 Teleportation, Cloning, Sneak Attack 1d6
2nd +2 Cloning 2, Activation, Minor Construction 1d6
3rd +2 Extra Attack 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Improved Sneak Attack 3d6
6th +3 Bomb Runes 3d6
7th +3 Major Construction 4d6
8th +3 Ability Score Improvement, Cloning 3 4d6
9th +4 Extra Attack 2 5d6
10th +4 Magnesis Rune 5d6
11th +4 6d6
12th +4 Ability Score Improvement, Cryonis Rune 6d6
13th +5 Extra Attack 3 7d6
14th +5 Cloning 4 7d6
15th +5 Improved Sneak Attack 8d6
16th +5 Ability Score Improvement, Stasis Rune 8d6
17th +6 Extra Attack 4 9d6
18th +6 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Ultimate Construction 10d6

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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.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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