User:Quincy/Link

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<!-The Chosen Hero of Hyrule->[edit]

Creating a Link[edit]


Quick Build

You can make a Link quickly by following these suggestions. First, Dexerity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Third, choose a Longsword, shield, and Explorer's pack.

Class Features

As a Link you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium Armor
Weapons: Simple and Martial Meelee Weapons
Tools: Cartographer's tools and 1 other
Saving Throws: Dex, Wis
Skills: Choose 2 from Acrobatics, Nature, Survival, and Perception

Equipment

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

  • (a) Longsword or (b) Shortsword or (c) Simple Weapon
  • (a) Shield or (b) Shortbow and 20 arrows
  • (a) Cartographer's Tools or (b) 1 other
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 2d4×10gp in funds.

Table: The Link

Level Proficiency
Bonus
Features
1st +2 The Chosen One:At level one, any attack you make shines with your determination. You gain your wisdom bonus in force damage to attacks if you are not suffering from a mental affect like frightened, charmed, stunned, etc.
2nd +2 Projectile TrainingYour training fighting with ranged creatures has taught you the power of ranged attacks. You gain expertise in simple ranged weapons weapons.
3rd +2 Triforce of Wisdom .5You have proven yourself worthy of being a chosen one. You gain a 1/8 of the triforce. When attuned to, you gain +2 of wisdom. This cannot go over 20.
4th +2 Ability Score Improvement, Ability Score Increase
5th +3 Nature's ChosenOnce you have proven your worth, you can now become one with the forest. You gain profiency in Nature and Animal Handling checks, and expertise if you already have proficiency.
6th +3 Triforce of Courage .5 As you reach level 6, you You gain resistance to all mind affecting effects. You can choose between this and Wisdom. Creatures will attack you more often when attuned to this, as they feel the aura of mental strength coming from it.
7th +3 Defensive Strength After becoming more courages, your mind becomes clearer, so and in so, you gain the revelation that defense is the best offense. You gain profiency in Shields.
8th +3 Ability Score Improvement, Defensive mirroring' At level 8, you have learned the power of using the of your enemies agianst them. Any spells your enemies cast, you can use your wisdom modifier to reflect the spell where it came from. If it comes from the sky like Meteor Swarm, you can reflect it back up to the sky. However, if it's like magic missle, you can reflect it to one person of your choice, and they can use thier dex bonus agianst your wisdom bonus with advantage. You can use this 3/day.
9th +4 Triforce of Power .5 When you reach this level, you gain the Triforce of Power. This ceartin triforce, the most corrupting of them all. This one takes your alignment and turns you neutral or evil, based on if you are good or neutral. It adds a sense of megalomania to those already evil. You gain +2 straight damage when attuned to this triforce. Even more creatures come to attack you when attuned to this. It can also cast green-flame blade 5/day
10th +4 Mutiattack You can use your bonus action to attack agian.
11th +4 Powerful physique By the time you reach level 11, you have trained your muscles to the maxium. You have advantage on all Strength checks.
12th +4 Ability Score Improvement, Full Triforce of Wisdom At level 12, you have gained the second half of the Triforce of Wisdom. When attuned to this triforce, you gain +4 Wisdom.
13th +5 Expert Musician As you have gained through your travels, you have learned the power of music. You learn druidcraft and one more druid cantrip when playing a song. You gain profiency with flutes.
14th +5 Bane of Evil Any creature that has a evil alignment suffers disadvantage on damage and attack rolls.
15th +5 Full Triforce of Courage When attuned to the full Triforce of Courage, you gain immunity to mental stats.
16th +5 Ability Score Improvement, Musical Champion At level 16, you learn to create magical weapons with music. When you have a flute, you can imbue items with spells. You can currently add 1 charge for level of spell× hours using it. You use wizard levels for this
17th +6 Magical Expertise At level 17, you can weild magic like any weapon. You disregard any requirements for magic weapons, including attunement. You are also proficient in magic items.
18th +6 Full Triforce of Power Having defeated the evil inside you, there are no prerequisites to weilding this. You gain +4 attack. You can also go to 22 wisdom.
19th +6 Ability Score Improvement, Expert Projectile Training Having learned the power of long based weapons, you gain profiency in ranged martial weapons.
20th +6 'The Chosen One Being the proven chosen one, you have profeincy in everything you do.

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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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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:You must be a wisdom spellcaster or proficienct in martial arts, be nature oriented, and must have Wisdom 13.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:Cartographer's and Acrobatics.



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