Way of the Sheikah (Hyrule 5e)
Way of the Sheikah[edit]
Monk Subclass
The soft footfalls of the Yiga footsoldier made only a soft ssk-ssk-ssk in the desert sand as he ran alongside his brethren in the cold Gerudo night. The vai of the Gerudo settlement knew they were coming. But, they did not know when, or where, they would strike. The intel was good; the treasury was heavily guarded from every entrance except one single window on the top floor of the building. A series of simple hand gestures, and in a puff of red smoke he was on the rising crest of the cliff overlooking the tower, a mere hundred feet away. The Yiga assassin could see right through the open window of the Gerudo captain who so loved the desert’s night air. Her vibrant red hair dipped low over the desk, scribbling meaningless memos and paperwork as he drew his duplex bow, loading it with a single poisoned arrow. She would die this night, and the treasury’s contents would belong to Master Kohga before sunrise.
The Moblin swung his bat wide, roaring in frustration as the slender, nimble figure evaded blow after blow after blow. A swift, graceful backflip with her kodachi in one hand, she made a series of hand gestures, and a glowing blue symbol appeared over its head. It looked up in confusion, and then shock as the blade of the kodachi embedded itself in its chest. The symbol disappeared in a wisp of blue light, coalescing into three duplicates standing by her side as the moblin collapsed to the earth, dead. The glowing blue echoes drew their blades. The onslaught of bokoblins could have handled one Sheikah ninja. But four? Not a chance.
The ancient monk, motionless in his meditative posture and timeless in his patience, awaited in a softly glowing blue cube of light in the shrine. The soft tick of whirring machinery, the even and endless pulsating blue glow had not changed one whit in ten thousand years. He sat, frozen almost the same as the day he had first taken on the solemn duty of guarding the sacred place, awaiting the arrival of the hero who wielded the Master Sword. Shriveled, wizened, nearly mummified, but alive as the millennia passed. He persisted, singular in his driven and solemn duty as his mind wandered the drifts of time, communing with the ancient goddess Hylia. He felt her presence as strongly as he did then. The time was near at hand. His patience would be rewarded.
The Sheikah of Hyrule have a long and storied history as masters of the martial arts, ancient technology, and the secrets of longevity and sacred power. Since time immemorial, they have served at the right hand of the Hyrulean royal family as their confidants, escorts, agents, assassins, advisors, and most faithful servants. All Sheikah share this heritage, although those of the Yiga Clan have rejected this duty in favor of serving Calamity Ganon as thieves and common thugs.
Many Sheikah study the path of martial arts, but precious few ever achieve the level of a true master.
Sheikah Disciplines[edit]
When you take the Way of the Shiekah at 3rd level, you gain access to certain disciplines handed down through your clan for many generations. A discipline requires you to spend ki points each time you use it. You know the Swift Travel discipline and one other Sheikah discipline of your choice. You learn one additional discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new discipline, you can also replace one that you already know with a different discipline. If a discipline requires a prerequisite, such as Improved Misdirection, you must still keep Art of Misdirection on your list of Disciplines.
Casting Discipline Spells[edit]
Some Sheikah disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of a discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Hunter’s Mark does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Mark of the Eye to cast Hunter’s Mark, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Disciplines Available[edit]Art of Misdirection[edit]You can spend 2 ki points to cast Silent Image. You learn the Minor Illusion cantrip. Cutting Wind[edit](Prerequisite: 6th Level) You make a series of hand gestures, and then vanish before you strike with inhuman speed. You may expend up to your maximum allowable ki for a spell at your level, and select an equal number of targets within 90 feet of you. Make a melee weapon attack or unarmed strike against each target. You may make an attack roll against each target only one time. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. You cannot use this ability if you are Restrained or Grappled. Earthwake Technique[edit](Prerequisite: 11th Level) You can spend 4 ki points to cast Erupting Earth. You may also spend 3 ki points to cast Spike Growth. When you cast Spike Growth, you and a number of allies equal to your Wisdom modifier are unaffected by the hazardous terrain. Heaven Dart[edit](Prerequisite: 11th Level) You make a series of hand signs, summoning a massive kunai that plunges from the sky. As an action, you can spend 4 ki points to summon a massive kunai. The kunai descends onto one target within 60 feet. The target makes a Dexterity saving throw, taking 3d8 piercing damage on a failed save and half damage on a successful one. Creatures within a 10’ radius make a Dexterity saving throw or take 2d8 piercing damage as the dart shatters into a thousand pieces. For each additional ki point you spend, this dart deals an additional 2d8 points of piercing damage when it shatters. Improved Misdirection[edit](Prerequisite: 6th Level, Art of Misdirection) You can spend 3 ki points to cast Blur. Once per short rest, you can gain advantage on any Stealth or Sleight of Hand check you make for up to 1 hour. At 11th level, this bonus lasts until the end of a short rest, and you may spend 4 ki points to cast Major Image or 5 ki points to cast Hallucinatory Terrain. Improved Swift Travel[edit](Prerequisite: 11th Level) You may spend 4 ki points to cast Thunder Step. If you take a bonus action to use any Swift Travel discipline, you gain advantage on the next attack roll you make and deal an additional 1d4 points of force damage. At 17th level, this increases to 1d8 points of force damage, and when you use any Swift Travel discipline, you may transport one additional willing creature that is Medium or smaller. Ki Force Clones[edit]As part of your bonus action when you use your Flurry of Blows ki feature, you may spend an extra ki point to mark an enemy with a glowing blue rune. The rune remains in place over its head for 1 minute, until it is dead, or you mark a different creature with the rune. You gain a +1 to attack rolls against the marked creature while the rune persists. The next time you make a successful attack roll against the marked creature, the rune disappears and three glowing blue illusory duplicates of yourself appear in your space. For one minute, you are considered to be under the effects of the spell Mirror Image. As long as any of these duplicates are active, you can choose to deal additional damage equal to your Wisdom modifier with a monk weapon or unarmed strike once per turn. Mark of the Eye[edit]You can spend 2 ki points to cast Hunter’s Mark. You learn the True Strike cantrip and can cast it as a bonus action. Once you cast True Strike using this feature, you cannot do so again on your next turn. Master of Rune and Slate[edit](Prerequisite: 6th level, Runic Illumination, and an Intelligence score of 15 or higher) Using lost ancient arts, you create a tablet slate. This slate gives you access to an extradimensional space that functions as a Bag of Holding. Once as part of your action, you may summon one of its items into your hands, onto your body, or in a space up to 10 feet away from you. While the slate is on your person, you may take the following actions:
Whenever you make an Intelligence (History) or Intelligence (Arcana) check related to the origin and function of Sheikah relics, runes, and artifacts, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Multi-Shot[edit](Prerequisite: 6th Level) Once on your turn you may use an action to spend 3 ki points, making a number of ranged weapon attacks using a dart or a monk weapon equal to your Dexterity modifier. Make a separate ranged weapon attack roll for each one. Runic Illumination[edit](Prerequisite: An Intelligence score of 13 or higher) You can spend 2 ki points to cast Faerie Fire, and you may cast Illusory Script at will. You gain the Dancing Lights cantrip. These lights are an even shade of blue or red, depending on your alignment. School of the Unseeing[edit](Prerequisite: 11th Level, Mark of the Eye) When you enter a defensive stance using Patient Defense, your armor class increases by 2. If a creature misses on an attack roll made against you while you are receiving this bonus, you may use your reaction to make an Attack of Opportunity against that creature, dealing an additional amount of damage equal to half your level. You also gain blindsight out to 15 ft., and you cannot be surprised while you are conscious. Secrets of the Immortals[edit](Prerequisite: 11th Level) You gain the Thaumaturgy cantrip, and can cast Levitate and Enlarge/Reduce on yourself at will, without expending ki or material components. You may expend 5 ki points to cast Sheikah Meditation. When you gain the Timeless Body class feature at 15th level, you can no longer die from old age. You are instead given a specific task or duty from the goddess Hylia or the evil spirit of Ganon and must carry it out as a heavenly mandate. Once this duty is completed and this entity is pleased, you die and cannot be restored to life. Stealthy Approach[edit]You gain proficiency in the Stealth skill if you do not have it already. If you already have proficiency in Stealth, you instead gain double proficiency. As an action, you can spend 3 ki points to cast Pass Without Trace or Invisibility. You may only cast Invisibility on yourself. Summoned Relic[edit](Prerequisite: 17th Level, Secrets of the Immortals) You may spend 6 ki points to summon 2 large spiked steel orbs 3 feet across, emblazoned with a Sheikah eye. The relics persist for 10 minutes, until you lose focus as if concentrating on a spell, or until you use your force of will to propel them into a target as part of an Attack, making an attack roll using your Wisdom modifier plus your Proficiency bonus. Each orb has a range of 60’ and deals 3d6 bludgeoning damage and 2d6 piercing damage on a hit. In addition, the target must make a Strength save or be knocked prone. If an orb deals more than 20 points of damage with a single strike, it breaks apart and you recover 4 ki points. You may cast Shillelagh, Spiritual Weapon, and Shield of Faith at will. Swift Travel[edit]When you use your Step of the Wind, you may spend 1 extra ki point to teleport up to your walking speed to a space that you can see. Versatile Guise[edit]You may spend 2 ki points to cast Disguise Self. You may spend 1 hour and 10 rupees worth in rare inks, papers, and incenses to create a number of disguise tags equal to your Wisdom modifier. These tags persist for 1 week, and disappear after a single use. Back to Main Page → 5e Homebrew → Character Options → Subclasses |