Builds of Courage

by RBSkald

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Builds of Courage

Contents

Introduction

If you are reading this homebrew document, chances are that you are a big fan of the Legend of Zelda video games made by Nintendo, and that you want to express your love for the world of Hyrule through the medium of tabletop roleplaying. Since the main character in each of the LOZ games is always a warrior named Link, it is only natural that he is a popular inspiration for player character builds in fantasy TTRPGs. This homebrew is intended as a guide to help players create a Fifth Edition compatible character build inspired by one of Link's various incarnations.

Why so Many Hero Builds?

Unlike in singleplayer action-adventure games where gameplay mechanics require player characters to be one-man armies, party-based TTRPGs encourage player characters to fill specific niches. Indeed, adventuring parties mean that a single character does not need to depend on mastering a vast arsenal of weapons to complete a quest. Whatever role a player doesn't wish to fulfill, another player will likely pick up the slack. Therefore, the Link-inspired character you choose from this homebrew should ideally enable the sort of Zelda gameplay you wish to emulate when playing a Fifth Edition campaign.

Crafting Custom Builds

For the most part, the Hero builds presented in this homebrew are made from classes offered in official Fifth Edition materials, including the Core Rulebooks and supplementary sourcebooks. In instances where a 5e class feature doesn't align with a heroic archetype present in the Hyrule setting, an alternate feature from a different class or subclass is instead offered as a replacement. These replacements features have red highlighting when listed in Build Progression tables.

Whenever thematically appropriate for the Hyrule setting, starting equipment loadouts for the classes and backgrounds comprising these Zelda-themed builds may also deviate from the options granted by 5e rulebooks. As with alternate class features, these alterations will be highlighted in red. Note that regardless of how much a background is customized, a LOZ character build's starting background will always retain its signature feature (ie. "Military Rank" for Soldier, or "Rustic Hospitality" for Folk Hero).

In select instances, new homebrew additions are incorporated to builds that would otherwise not have been possible using unmodified 5e. These changes appear with green highlighting in Build Progression tables, and are explained either within a build's "Flavor & Errata" section or in the Appendices.

How to use These Builds

The purpose of this homebrew is to provide a series of Zelda-inspired characters builds which each represent one core gameplay aspect of the Zelda games. These builds are intended to be played in Fifth Edition games that either take place in the Hyrule setting or are otherwise heavily influenced by the LOZ series. If neither is the case, it is up to the Dungeon Master to determine if the material in this homebrew is permitted for use at the table.

Personalizing Builds

Although these builds recommend options for each player to take (which are bolded in Build Progression tables) as you make character sheets and level up, feel free to ignore included suggestions as necessary to align with your own unique vision for your character, or if you believe a different choice is more optimal. And of course, matters pertaining to an adventurer's personality or backstory are in your hands.

A Note on Currency

For immersiveness with the Hyrule setting, this homebrew uses the green rupee (gr) as the equivalent of a gold piece. A single rupee has the same weight as a coin. Copper (cp) and silver (sp) pieces remain in place as currency denominations below gr, while higher rupee denominations are listed below:

Rupee Exchange Rates
Rupee gr br rr pr sr aur
Green (gr) 1 1/5 1/20 1/50 1/100 1/300
Blue (br) 5 1 1/4 1/10 1/20 1/60
Red (rr) 20 4 1 1/2.5 1/5 1/15
Purple (pr) 50 10 2.5 1 1/2 1/6
Silver (sr) 100 20 5 2 1 1/3
Gold (aur) 300 60 15 6 3 1
INTRODUCTION

Building a Legendary Hero

Master Sword Build

You are the archetypal knight in shining armor who seals the darkness with sword and shield. Fighting in the name of the light (or a princess), you never hesitate to charge into the fray and gallantly save the day.

Goals

  • Maintain strong defense with your shield.
  • Perform spin-like attacks and other fancy moves.
  • Serve effectively as a knight and a bodyguard.
  • Fire radiant beams from your sword.
  • Wield a Master Sword or similar legendary blade.
Master Sword Build Progression
Level Proficiency Bonus Features
Fighter 1 +2 Fighting Style (Dueling), Second Wind
Fighter 2 +2 Action Surge
Fighter 3 +2 Martial Archetype (Battle Master)
Fighter 4 +2 Ability Score Improvement (+2 Str)
Fighter 5 +3 Extra Attack
Paladin 1 +3 Divine Sense, Born to the Saddle [Cavalier Fighter 3]*
Fighter 6 +3 Ability Score Improvement (Mounted Combatant)
Paladin 2 +3 Divine Smite, Fighting Style (Interception),* Spellcasting
Paladin 3 +4 Sacred Oath (Oath of Glory), Rallying Cry [Banneret Fighter 3]*
Paladin 4 +4 Ability Score Improvement (+2 Str)
Paladin 5 +4
Fighter 7 +4 Battle Master feature
Fighter 8 +5 Ability Score Improvement (+2 Cha)
Paladin 6 +5 Aura of Protection
Paladin 7 +5 Aura of Devotion [Devotion Paladin 7]
Paladin 8 +5 Ability Score Improvement (+2 Cha)
Paladin 9 +6
Paladin 10 +6 Aura of Courage
Paladin 11 +6 Improved Divine Smite
Paladin 12 +6 Ability Score Improvement (+2 Con)

Non-PHB Sources (Marked with *)

  • Sword Coast Adventurer's Guide: Banneret
  • Tasha's Cauldron of Everything: Bait and Switch, Interception, Sidekicks
  • Xanathar's Guide to Everything: Cavalier

Race Options

  • Race: Hylian (Human - Variant)
  • Languages: Common, Zoran
  • Skill Proficiency: Animal Handling
  • Feat: Shield Master

Ability Scores (Point Buy)

  • Strength: 15 (+1 for 16)
  • Dexterity: 8
  • Constitution: 14
  • Intelligence: 8
  • Wisdom: 10
  • Charisma: 15 (+1 for 16)
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Fighter
  • Skill Proficiencies: Insight, Perception
  • Starting Equipment: Soldier's plate (chain mail), longsword, shield, two handaxes, explorer’s pack

Background Options

  • Background: Soldier
  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: Carpenter's tools, vehicles (land)
  • Equipment: Tabard with embroidered Hylian Crest, severed Bokoblin horn, hammer, common clothes, belt pouch with 10 gr

Battle Master Maneuvers

  • Fighter 3: Reflect (see Flavor & Errata), Riposte, Sweeping Attack
    • Tool Proficiency = Smith’s tools
  • Fighter 7: Bait and Switch,* Trip Attack

Paladin Spells

  • Paladin 2: command, compelled duel, divine favor, thunderous smite
  • Paladin 4: shield of faith
  • Paladin 5: find steed (replaces command until cast)
  • Fighter 8 (Cha Improvement): branding smite
  • Paladin 6: zone of truth
  • Paladin 8: searing smite, warding bond
  • Paladin 10: blinding smite
  • Paladin 12: crusader's mantle

Flavor & Errata

Soldier's Plate. The armor you start out with consists of munitions-grade metal plating issued to common soldiers. As mass-produced plating is of inferior quality to tailor-made gear, your armor retains the statistics of chain mail.

Reflect Battle Maneuver. When a creature misses you with a ranged bludgeoning or spell attack, you can use your reaction and expend one superiority die to have that attack target the creature instead. If the redirected attacks hits, you add the superiority die to the attack's damage roll.

Hylian Crest as a Holy Symbol. A shield emblazoned with a Hylian Crest can be used as a spellcasting focus for your paladin spells.

Sidekick Mounts & Find Steed. If your mount is a sidekick* (like the Knight's Horse described in Appendix D: Sidekicks), you can cast find steed to develop a mystical bond with it. An eligible steed receives the following benefits:

  • Its Intelligence becomes 6 and gains the ability to understand Common.
  • While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
  • While your steed is within 1 mile of you, it can hear your commands, and you can telepathically sense its feelings.

The sidekick mount cannot be resummoned by this spell if it drops to 0 hit points and dies.

Bow & Arrow Build

The breath of the wild invigorates you like nothing else. Although you wander the wilderness, you're far from lost; you can live off the land better than anybody else. With your skill as a hunter, sniping foes from afar comes naturally to you.

Goals

  • Skillfully explore the wilderness.
  • Bring comfort to companions with your cooking.
  • Lethal at range, but can fight melee in a pinch.
  • Shoot elemental arrows from your bow.
Bow & Arrow Build Progression
Level Prof Bonus Features
Ranger 1 +2 Deft Explorer,* Favored Foe*
Ranger 2 +2 Fighting Style (Archery), Spellcasting
Ranger 3 +2 Ranger Archetype (Hunter: Giant Killer), Druidic [Druid 1]
Ranger 4 +2 Ability Score Improvement (+2 Dex)
Ranger 5 +3 Extra Attack
Fighter 1 +3 Fighting Style (Superior Technique),* Second Wind
Fighter 2 +3 Action Surge
Fighter 3 +3 Martial Archetype (Arcane Archer)*
Fighter 4 +4 Ability Score Improvement (Sharpshooter)
Ranger 6 +4 Deft Explorer Improvement
Ranger 7 +4 Hunter feature (Steel Will)
Ranger 8 +4 Ability Score Improvement (+2 Dex), Land's Stride
Ranger 9 +5
Ranger 10 +5 Deft Explorer Improvement, Hide in Plain Sight
Ranger 11 +5 Hunter feature (Whirlwind Attack)
Ranger 12 +5 Ability Score Improvement (+2 Wis)
Ranger 13 +6
Ranger 14 +6 Vanish
Ranger 15 +6 Hunter feature (Evasion)
Ranger 16 +6 Ability Score Improvement (+2 Wis)

Non-PHB Sources (Marked with *)

  • Tasha's Cauldron of Everything: Ambush, Chef, Deft Explorer, Favored Foe, Superior Technique
  • Xanathar's Guide to Everything: Arcane Archer

Race Options

  • Race: Hylian (Human - Variant)
  • Languages: Common, Seelie
  • Skill Proficiency: Medicine
  • Feat: Chef*

Ability Scores (Point Buy)

  • Strength: 10
  • Dexterity: 15 (+1 for 16)
  • Constitution: 13 (+1 for 14)*
  • Intelligence: 10
  • Wisdom: 15 (+1 for 16)
  • Charisma: 8
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Ranger
  • Languages: Leonin, Lizal
  • Skill Proficiencies: Nature, Perception, Stealth
  • Expertise: Survival
  • Starting Equipment: Chain shirt, longbow, quiver of 20 arrows, shortsword, shield, explorer’s pack

Background Options

  • Background: Outlander
  • Skill Proficiencies: Athletics, Survival
  • Tool Proficiency: Herbalism kit
  • Language: Moblin
  • Equipment: Cook's utensils, hunting trap, severed Keese wing, traveler’s clothes, belt pouch with 10 gr

Ranger Spells

  • Ranger 2: goodberry, hunter's mark
  • Ranger 3: cure wounds
  • Ranger 5: enhance ability
  • Ranger 7: locate animals or plants
  • Ranger 9: protection from energy
  • Ranger 11: elemental weapon
  • Ranger 13: conjure woodland beings
  • Ranger 15: locate creature

Battle Master Maneuvers

  • Fighter 1 (Fighting Style): Precision Attack

Arcane Shot Options*

  • Fighter 3: Bursting Arrow, Freezing Arrow (see Errata)
    • Skill Proficiency = Arcana
    • Cantrip = prestidigitation (flavor only)

Flavor & Errata

Gathering Material Components. Any material component that is required for a ranger spell must be acquired manually. For the most part though, such materials are readily found in the course of exploration as a reward for successful Wisdom (Perception or Survival) checks. Certain spells have new material requirements as well:

  • goodberry = the uncut sprig of mistletoe (or any uncut stem capable of bearing fruit) used to cast this spell is consumed, becoming barren until the next growing season.
  • cure wounds = administered when serving cooked food.
  • enhance ability = administered when serving cooked food, provided you have ingredients to produce a particular effect. When casting at higher levels, you can give different effects to different targets.
  • locate animals or plants = any fur garment made from a creature with Keen Smell will suffice as a material component. Alternatively, you can target a willing creature with Keen Smell when casting this spell, provided the creature can understand you and is given an object with the scent of the beast or plant you wish to find.
  • protection from energy = see enhance ability, sans upcasting.
  • conjure woodland beings = the holly berries used to cast this spell are eaten by the conjured beings. Other plants which tend to grow around fairy fountains are also considered acceptable offerings; in the case of picked flowers, there must be pollen for the conjured beings to collect.
  • locate creature = see locate animals or plants.

Cooking & Spellcasting. Food used to cast a spell can be cooked with one hour of work or when you finish a long rest, and can either be administered as a meal that's eaten when served or as a special treat which lasts for 8 hours. A creature can use a bonus action to eat one of those treats to gain a spell's effect. If a creature eats spell-infused food and gains an effect which requires concentration to maintain, they must concentrate on the spell instead of you.

This method of spellcasting can be used as part of a short rest.

Freezing Arrow. A creature hit by this arcane arrow takes an extra 2d6 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0.

Arcane Bomb Arrow. Change the damage type for Bursting Arrow to fire.

Conjuring Fairies. See the Guardian Fairy's entry in Appendix D: Sidekicks* for attributes common to all fairies in Hyrule.

Bomb Build

When it comes to exploring ancient ruins, you believe in walking softly and carrying a big bomb. Not only are you adept at navigating dungeons and solving their puzzles, you can blast your way out of any jam when challenges ensue.

Goals

  • Explore dungeons efficiently and discover secrets within.
  • Pick locks to remove the need for finding keys.
  • Utilize bombs to remove obstacles and blow baddies up.
  • Make your own explosives, potions, and elixirs.
  • Cast spells with a magic rod of your own design.
Bomb Build Progression
Level Prof Bonus Features
Rogue 1 +2 Expertise, Sheikah (Thieves') Cant, Canny [Ranger 1]*
Fighter 1 +2 Fighting Style (Thrown Weapon Fighting),* Second Wind
Fighter 2 +2 Action Surge
Fighter 3 +2 Martial Archetype (Battle Master)
Fighter 4 +3 Ability Score Improvement (Grenadier - see Appendix C)
Fighter 5 +3 Extra Attack
Artificer 1 +3 Spellcasting, Minor Alchemy [Transmutation Wizard 2]
Artificer 2 +3 Infuse Item
Artificer 3 +4 Artificer Specialist (Artillerist), The Right Tool for the Job
Artificer 4 +4 Ability Score Improvement (+2 Int)
Artificer 5 +4 Artificer Specialist feature
Artificer 6 +4 Tool Expertise
Artificer 7 +5 Flash of Genius
Artificer 8 +5 Ability Score Improvement (+2 Int)
Artificer 9 +5 Artificer Specialist feature
Artificer 10 +5 Magic Item Adept
Artificer 11 +6 Spell-Storing Item
Artificer 12 +6 Ability Score Improvement (Resilient: +1 Con)
Artificer 13 +6
Artificer 14 +6 Magic Item Savant

Non-PHB Sources (Marked with *)

  • Explorer's Guide to Wildemount: Blasting powder, coin of delving
  • Tasha's Cauldron of Everything: Artificer, Canny, Quick Toss, Tactical Assessment, Thrown Weapon Fighting
  • Tomb of Annihilation: Archaeologist
  • Xanathar's Guide to Everything: Common magic items, create bonfire, flame arrows, pyrotechnics

Race Options

  • Race: Hylian (Human - Variant)
  • Languages: Common, Goron
  • Skill Proficiency: Religion
  • Feat: Dungeon Delver

Ability Scores (Point Buy)

  • Strength: 10
  • Dexterity: 15 (+1 for 16)
  • Constitution: 13
  • Intelligence: 15 (+1 for 16)
  • Wisdom: 10
  • Charisma: 8
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Rogue
  • Languages: Ancient Hyrulean, Sheikah
  • Skill Proficiencies: Athletics, Investigation, Perception, Stealth
  • Expertise: History, Investigation, thieves' tools
  • Starting Equipment: Leather armor, shortbow, quiver of 20 arrows, dagger, boomerang (see Appendix B), pouch of blasting powder,* thieves’ tools, dungeoneer’s gear

Background Options

  • Background: Archaeologist*
  • Skill Proficiencies: History, Survival
  • Tool Proficiencies: Cartographer’s tools, mason’s tools
  • Equipment: Case containing an old map, bullseye lantern, miner’s pick, shovel, two-person tent, small metal key, traveler’s clothes, belt pouch with 25 gr
  • Dust Digger Item: Sledgehammer

Battle Master Maneuvers

  • Fighter 3: Ambush,* Quick Toss,* Tactical Assessment*
    • Tool Proficiency = Alchemist's supplies

Artificer Spells

  • Artificer 1: cure wounds, faerie fire, grease
    • Cantrips = create bonfire,* prestidigitation (shower of sparks only)
  • Artificer 2: identify
  • Artificer 3 (Cantrip): fire bolt (replaces create bonfire)
    • Eldritch Cannon = Magic rod (flamethrower)
  • Artificer 4: jump, longstrider
  • Artificer 6: pyrotechnics*
  • Artificer 8: enhance ability, lesser restoration
  • Artificer 10: protection from energy
    • Cantrip = light
  • Artificer 12: flame arrows*
  • Artificer 14: stoneskin
    • Cantrip = resistance

Artificer Infusions

  • Artificer 2: Replicate Magic Item (coin of delving,* mystery key,* pipe of smoke monsters,* wand of secrets)
  • Artificer 6: Enhanced Arcane Focus, Replicate Magic Item (wand of pyrotechnics*)
  • Artificer 10: Replicate Magic Item (candle of the deep,* wand of magic detection)
  • Artificer 14: Replicate Magic Item (alchemy jug, lantern of revealing)

Flavor & Errata

Sheikah Cant. You understand the secret signs and symbols used by the Sheikah tribe and the breakaway Yiga Clan, who still makes active use of thieves' cant when operating undercover.

Pyrotechnic Alchemy. Consult Appendix C: Pyrotechnic Alchemy for descriptions of various pyrotechnic items.

Grenade-like Items as Weapons. To help make this build combat-viable, grenade-like items qualify as martial ranged weapons with the thrown property, and thus are eligible to benefit from the Thrown Weapon fighting style, the Quick Toss maneuver,* and the Extra Attack feature. Thrown pyrotechnic items which don't require you to make attack rolls are classified as weapons regardless.

Artificer Spellcasting. With your proficiency in alchemist's supplies, you have two main ways of casting artificer spells. Spells with a range of 60 feet are cast with magical grenade-like items, while touch spells are mainly administered as potions and elixirs. Harmless fireworks like sparklers are achievable through prestidigitation.

Upon constructing a magic rod, you can use it to cast your Artillerist spells and the fire bolt cantrip, as well as gain the ability to use prestidigitation for lighting or snuffing out small flames. It eventually becomes your Spell-Storing Item at Artificer 11, which you can use to store scorching ray.

Ancient Power of the Zonai. Your archaeological endeavors have uncovered a means by which the ancient Zonai people fused raw material with empty containers (such as glass beakers) to craft magical spells on the fly. You apply these spellcasting techniques when casting artificer spells.

Grenade-like spells that you cast with this power do not require concentration to maintain. If you target a creature with a touch spell, they must maintain concentration on it instead of you.

Gathering Material Components. Aside from Artillerist spells, any material component that is required for an artificer spell must be acquired through exploration or shopping. Some spells also have new material requirements:

  • identify = a Zonaite shard worth 100 gr must be fused onto a wand.
  • jump = can use the hind leg of any energetic critter.
  • longstrider = requires the appendage of any hasty critter.
  • pyrotechnics* = as part of casting this spell, you brandish an ignited flame source and throw it at a point within the item's range.
  • enhance ability = requires parts from critters with particular attributes.
  • protection from energy = see enhance ability.
  • light = brightblooms can be used as material components.
BUILDING A LEGENDARY HERO

Horse Build

Your life has been spent mostly on horseback. With the companionship of a swift and faithful steed, you are a terror of the plains, able to make hit and run attacks without giving the enemy a chance to catch up to you.

Goals

  • Develop a magical friendship with your little horsey.
  • Wrangle livestock that need corralling.
  • Function as a capable scout.
  • Move around an open battlefield with impunity.
Horse Build Progression
Level Prof Bonus Features
Ranger 1 +2 Deft Explorer,* Favored Foe*
Ranger 2 +2 Fighting Style (Archery), Spellcasting
Ranger 3 +2 Ranger Archetype (Hunter: Colossus Slayer), Born to the Saddle [Cavalier Fighter 3]*
Ranger 4 +2 Ability Score Improvement (+2 Dex)
Ranger 5 +3 Extra Attack
Rogue 1 +3 Expertise, Sneak Attack, Student of War [Battle Master Fighter 3]
Rogue 2 +3 Cunning Action
Rogue 3 +3 Roguish Archetype (Scout)
Rogue 4 +4 Ability Score Improvement (Alert)
Ranger 6 +4 Speech of the Woods [Shepherd Druid 2]*
Ranger 7 +4 Hunter feature (Escape the Horde)
Ranger 8 +4 Ability Score Improvement (+2 Dex), Eye for Detail [Inquisitive Rogue 3]*
Ranger 9 +5
Ranger 10 +5 Deft Explorer Improvement, Dread Ambusher [Gloom Stalker Ranger 3]*
Ranger 11 +5 Hunter feature (Volley)
Ranger 12 +5 Ability Score Improvement (Piercer: +1 Str)*
Ranger 13 +6
Ranger 14 +6 Vanish
Ranger 15 +6 Hunter feature (Uncanny Dodge)
Ranger 16 +6 Ability Score Improvement (+2 Wis)

Non-PHB Sources (Marked with *)

  • Tasha's Cauldron of Everything: Deft Explorer, Favored Foe, Piercer, Sidekicks
  • Xanathar's Guide to Everything: Cavalier, Circle of the Shepherd, Gloom Stalker, Inquisitive, Life Events, Scout, beast bond

Race Options

  • Race: Hylian (Human - Variant)
  • Languages: Common, Gerudo
  • Skill Proficiency: Athletics
  • Feat: Mounted Combatant

Ability Scores (Point Buy)

  • Strength: 13
  • Dexterity: 15 (+1 for 16)
  • Constitution: 12
  • Intelligence: 8
  • Wisdom: 15 (+1 for 16)
  • Charisma: 8
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Ranger
  • Languages: Ordonian, Seelie
  • Skill Proficiencies: Insight, Perception, Stealth
    • Expertise = Animal Handling
    • Rogue 1 Tool Proficiency = Smith's tools
  • Starting Equipment: Chain shirt, composite (short) bow, quiver of 20 arrows, bullwhip (whip), lasso (see Appendix B), explorer’s pack

Background Options

  • Background: Folk Hero
  • Skill Proficiencies: Animal Handling, Survival
  • Tool Proficiencies: Horse call (flute), leatherworker's tools
  • Equipment: Riding saddle, saddlebags, bit & bridle, horse call (flute), pair of spurs, common clothes, belt pouch with 10 gr
  • Life Event Boon: Riding horse*

Ranger Spells

  • Ranger 2: beast bond,* longstrider
  • Ranger 3: hunter's mark
  • Ranger 5: aid
  • Ranger 7: enhance ability
  • Ranger 9: elemental weapon
  • Ranger 11: conjure animals (horses only)
  • Ranger 13: freedom of movement
  • Ranger 15: darkvision

Flavor & Errata

Horse Sidekick. See the Traveler's Horse entry in Appendix D: Sidekicks* for further details about your mount.

Gathering Material Components. Any material component that is required for a ranger spell must be acquired manually through exploration or shopping. Certain spells have new material requirements as well:

  • beast bond* = casting this spell on a mount requires you to feed it with an apple or carrot. While the spell is in effect and your steed is within your line of sight, it can understand your verbal commands, and you can telepathically sense its feelings.
  • longstrider = to cast this spell on a mount, your footwear must incorporate spurs.
  • aid = wrapping the cloth around a mount's leg allows you to cast this spell on it.
  • enhance ability = requires a grooming implement in order to be cast on a horse.
  • conjure animals = requires horse grass or a horse call to blow into.
  • freedom of movement = same as aid, except it uses a leather strap instead.

Clarification on Sylvan. Seelie is regarded as the Hyrule setting's equivalent to the Sylvan language. The term "Sylvan" instead replaces "Druidic" in this document. Accordingly, you do not learn Sylvan/Druidic upon gaining the Speech of the Woods feature.

BUILDING A LEGENDARY HERO

Fairy Build

As one of the children of the forest, you've spent most of your existence as a plant-like nature spirit. However, the magic of a generous woodland patron has transformed you into a Hylian child, allowing you to go adventuring under a guardian fairy's watchful eye while getting into some mischief.

Goals

  • Travel with a fairy companion who provides healing.
  • Be a menace with a slingshot.
  • Find Koroks and befriend them.
  • Wear masks for disguises and altering your form.
  • Embody the magical trickster archetype.
Fairy Build Progression
Level Prof Bonus Features
Ranger 1 +2 Favored Foe,* Druidic [Druid 1]
Warlock 1 +2 Otherworldly Patron (The Archfey), Pact Magic
Warlock 2 +2 Eldritch Invocations
Warlock 3 +2 Pact Boon (Pact of the Chain)
Warlock 4 +3 Ability Score Improvement (Actor: +1 Cha)
Warlock 5 +3
Warlock 6 +3 The Archfey feature
Warlock 7 +3
Warlock 8 +4 Ability Score Improvement (Skill Expert: +1 Cha)*
Warlock 9 +4
Warlock 10 +4 Otherworldly Patron feature
Warlock 11 +4 Mystic Arcanum (6th level)
Warlock 12 +5 Ability Score Improvement (+2 Cha)
Warlock 13 +5 Mystic Arcanum (7th level)
Warlock 14 +5 The Archfey feature
Warlock 15 +5 Mystic Arcanum (8th level)
Warlock 16 +6 Ability Score Improvement (+2 Dex)
Warlock 17 +6 Mystic Arcanum (9th level)
Warlock 18 +6
Warlock 19 +6 Ability Score Improvement (+2 Dex)

Non-PHB Sources (Marked with *)

  • Tasha's Cauldron of Everything: Sidekicks, Skill Expert, class options, customized ability scores
  • The Wild Beyond the Witchlight: Feylost, Witchlight Hand
  • Xanathar's Guide to Everything: Gift of the Ever-Living Ones, infestation, magic stone

Race Options

  • Race: Kokiri (Gnome - Forest)
  • Age: You assume the form of an ageless Hylian child. You are immune to magical aging effects.
  • Cantrip: magic stone* (replaces Natural Illusionist)
  • Languages: Common, Seelie

Ability Scores (Point Buy)

  • Strength: 8
  • Dexterity: 14 (+2 for 16)*
  • Constitution: 12
  • Intelligence: 8
  • Wisdom: 14
  • Charisma: 15 (+1 for 16)*
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Ranger
  • Skill Proficiencies: Insight, Stealth, Survival
    • Warlock 8 = Performance
      • Skill Expertise = Deception
  • Starting Equipment: Leather armor, slingshot (sling), 20 Deku nuts (sling bullets), shortsword, wooden shield, explorer’s pack

Background Options

  • Background: Feylost*
  • Skill Proficiencies: Deception, Sleight of Hand
  • Tool Proficiency: Woodcarver's tools
  • Language: Deku
  • Equipment: Woodcarver's tools, strange-smelling seed snatched from your friend's maracas, mask depicting a Keaton's vulpine face, picto box sized for a fairy, traveler's clothes, belt pouch with 8 gr
  • Companion [Witchlight Hand background]: Sprite*
    • Replaces Feywild Visitor

Warlock Spells

  • Warlock 1: charm person, sleep
    • Cantrips = minor illusion, prestidigitation
  • Warlock 2: expeditious retreat
  • Warlock 3: calm emotions
  • Warlock 4: mirror image
    • Cantrip = infestation*
  • Warlock 5: plant growth
  • Warlock 6: blink
  • Warlock 7: hallucinatory terrain
  • Warlock 8: dimension door
  • Warlock 9: dominate person
  • Warlock 10: mislead
    • Cantrip = friends
  • Warlock 19: seeming

Mystic Arcanum Spells

  • Warlock 11: conjure fey
  • Warlock 13: etherealness
  • Warlock 15: glibness
  • Warlock 17: true polymorph

Invocations

  • Warlock 2: Beast Speech, Mask of Many Faces
  • Warlock 3: Investment of the Chain Master (replaces Beast Speech)*
  • Warlock 5: Gift of the Ever-Living Ones*
  • Warlock 7: Sculptor of Flesh
  • Warlock 9: Otherworldly Leap
  • Warlock 12: Misty Visions
  • Warlock 15: Master of Myriad Forms
  • Warlock 18: Shroud of Darkness

Flavor & Errata

Archfey Patron. Your woodland patron may either be the Deku Tree or one of the Great Fairies. In either case, they grant you both your child form and your guardian fairy.

Fairy Sidekick. See the Guardian Fairy described in Appendix D: Sidekicks* for further details about your sprite companion.

Fairy Dust as a Material Component. If you acquire a component pouch, your fairy companion will keep it stocked with fairy dust for spellcasting (with notable exceptions listed below).

Fairy Familiar. When the Pact of the Chain grants you the find familiar spell at Warlock 3, you can cast it to establish a mystical bond with your fairy sidekick. As an action, you can temporarily dismiss your fairy to a pocket dimension. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the fairy disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. The sidekick cannot be resummoned by this spell if it drops to 0 hit points and dies.

Also, while your fairy sidekick is within 100 feet of you, both of you can telepathically sense each other's feelings.

Koroks and Druidic Secrets. The hidden messages left by sylvan folk are directly derived from the secret signs devised by the Koroks, who are your kin.

Magic Nuts. The magic stone* cantrip can use nuts from trees as ammunition along with pebbles.

Spellcasting with Masks. To cast disguise self using Mask of Many Faces, you must acquire a mask for each disguise you adopt. Once you get Otherworldly Leap, a mask or headgear representing a rabbit must be worn in order to cast jump. Finally with Master of Myriad Forms, alter self becomes a spell which requires a mask as a material component. As long as you wear the required mask, any of these spells remain in effect unless dispelled or (in the case of alter self) if your concentration ends.

With your woodcarver's tools, you can craft one mask as part of a long rest. You must have enough wood on hand to produce it.

BUILDING A LEGENDARY HERO

Fierce Deity Build

Whether it is due to your otherworldly ancestry or simply the will of the gods, your soul carries a divine spark of the heavens. Despite you ominous appearance, your true purpose is to achieve a celestial awakening by combating evil.

Goals

  • Encourage piety in the hearts of the righteous.
  • Inspire terror in the hearts of evildoers.
  • Withstand injury with superhuman endurance.
  • Fling energy blasts from an eldritch sword.
Fierce Deity Build Progression
Level Prof Bonus Features
Paladin 1 +2 Divine Sense, Strength of the Grave [Shadow Sorcerer 1]*
Paladin 2 +2 Divine Smite, Fighting Style (Great Weapon Fighting), Spellcasting
Warlock 1 +2 Otherworldly Patron (The Hexblade),* Pact Magic
Paladin 3 +2 Sacred Oath (Oath of Vengeance), Divine Health
Paladin 4 +3 Ability Score Improvement (Telepathy)*
Paladin 5 +3 Extra Attack
Warlock 2 +3 Eldritch Invocations
Warlock 3 +3 Pact Boon (Pact of the Blade)
Warlock 4 +4 Ability Score Improvement (+2 Cha), Eldritch Versatility*
Warlock 5 +4
Warlock 6 +4 Dark One's Blessing [Fiend Warlock 1]
Warlock 7 +4
Warlock 8 +5 Ability Score Improvement (+2 Cha)
Warlock 9 +5
Warlock 10 +5 The Hexblade feature
Warlock 11 +5 Mystic Arcanum (6th level)
Warlock 12 +6 Ability Score Improvement (Slasher: +1 Dex)*
Warlock 13 +6 Mystic Arcanum (7th level)
Warlock 14 +6 The Hexblade feature
Warlock 15 +6 Mystic Arcanum (8th level)

Non-PHB Sources (Marked with *)

  • Monsters of the Multiverse: Aasimar
  • Tasha's Cauldron of Everything: Eldritch Versatility, customized ability scores, blade cantrips, feats
  • Xanathar's Guide to Everything: Eldritch Smite, Hexblade, Improved Pact Weapon, Relentless Hex, Shadow Magic, cause fear, thunderclap

Race Options

  • Race: Wrathful Heavenborn (Aasimar)*
    • 3rd level = Necrotic Shroud
  • Relentless Endurance [Half-Orc]: replaces Healing Hands
  • Cantrip: thaumaturgy (replaces Light Bearer)
  • Languages: Common, Ancient Hyrulean

Ability Scores (Point Buy)

  • Strength: 14 (+2 for 16)*
  • Dexterity: 13
  • Constitution: 12
  • Intelligence: 10
  • Wisdom: 8
  • Charisma: 15 (+1 for 16)*
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Paladin
  • Skill Proficiencies: Athletics, Intimidation
  • Starting Equipment: Soldier's breastplate (scale mail), greatsword, glaive, five javelins, amulet, explorer's pack

Background Options

  • Background: Haunted One
  • Skill Proficiencies: Investigation, Religion
  • Languages: Demon Speech, Sheikah
  • Equipment: Circlet, prayer wheel, 5 incense sticks, black brocade robe, common clothes, belt pouch with 15 gr

Paladin Spells

  • Paladin 2: command, compelled duel, divine favor, wrathful smite
  • Paladin 4: protection from evil and good
  • Paladin 5: magic weapon (replaces compelled duel)
  • Warlock 3: branding smite (replaces magic weapon)
  • Warlock 8 (Cha Improvement): zone of truth
  • Warlock 12 (Cha Improvement): searing smite

Warlock Spells

  • Warlock 1: cause fear,* shield
    • Cantrips = green-flame blade,* thunderclap*
  • Warlock 2: expeditious retreat
  • Warlock 3: blur, hex (replaces expeditious retreat)
  • Warlock 4: invisibility
    • Cantrip = eldritch blast
  • Warlock 5: fear
  • Warlock 6: gaseous form
  • Warlock 7: staggering smite
  • Warlock 8: banishment
  • Warlock 9: banishing smite
  • Warlock 10: cone of cold
    • Cantrip = booming blade*

Mystic Arcanum Spells

  • Warlock 11: eyebite
  • Warlock 13: plane shift
  • Warlock 15: glibness

Invocations

  • Warlock 2: Devil's Sight, Thief of Five Fates
  • Warlock 3: Improved Pact Weapon* (replaces Thief of Five Fates)
  • Warlock 5: Agonizing Blast
  • Warlock 7: Eldritch Smite
  • Warlock 9: Relentless Hex*
  • Warlock 12: Lifedrinker
  • Warlock 15: Witch Sight

Flavor & Errata

Divine Patron. Although you wield the power to destroy, you answer to a light-aligned deity such as the Goddess Hylia, or perhaps one of the Four Giants of Termina. Your divine patron ensures that you stay true to your holy mission and not fall prey to the temptation of wickedness.

Soldier's Breastplate. The armor you start out with is a munitions-grade breastplate once issued to common soldiers. As mass-produced plating is of inferior quality to tailor-made gear, your armor retains the statistics of scale mail.

Revealing the Third Eye. Instead of flightless wings, a third eye manifests on your forehead when you use your Necrotic Shroud.

Helix Hexblade. Upon choosing the Pact of the Blade, your pact weapon manifests as a helix-bladed greatsword. This blade is eventually capable of blasting eldritch disks of energy when you swing your sword at a distant target.

BUILDING A LEGENDARY HERO

Wind Waker Build

At a ripe young age, you have discovered a talent for song and magic. Since then, you've taken to treasure hunting on the high seas, letting the wind and your wits guide you from one adventure to the next.

Goals

  • Play uplifting sea shanties while sailing the ocean blue.
  • Utilize a variety of whimsical magical spells.
  • Hook onto baddies with a harpoon.
  • Awaken the power of the wind.
  • Harness a true instrument of the bards.
Wind Waker Build Progression
Level Prof Bonus Features
Bard 1 +2 Bardic Inspiration, Spellcasting
Bard 2 +2 Jack of All Trades, Magical Inspiration,* Song of Rest (d6)
Bard 3 +2 Bard College (College of Swords: Dueling fighting style),* Expertise
Bard 4 +3 Ability Score Improvement (Moderately Armored: +1 Dex)
Bard 5 +3 Bardic Inspiration (d8), Font of Inspiration
Bard 6 +3 College of Swords feature, Storm Guide: wind only [Storm Sorcerer 6]*
Bard 7 +3
Bard 8 +4 Ability Score Improvement (+2 Cha)
Bard 9 +4 Song of Rest (d8)
Bard 10 +4 Bardic Inspiration (d10), Magical Secrets
Bard 11 +4
Bard 12 +5 Ability Score Improvement (+2 Cha)
Bard 13 +5 Song of Rest (d10)
Bard 14 +5 College of Swords feature, Magical Secrets
Bard 15 +5 Bardic Inspiration (d12)
Bard 16 +6 Ability Score Improvement (+2 Str)
Bard 17 +6 Song of Rest (d12)
Bard 18 +6 Magical Secrets
Bard 19 +6 Ability Score Improvement (+2 Str)
Bard 20 +6 Superior Inspiration

Non-PHB Sources (Marked with *)

  • Acquisitions Incorporated: distort value
  • Fizban's Treasury of Dragons: Nathair's mischief
  • Tasha's Cauldron of Everything: Magical Inspiration, customized ability scores, expanded Bard spell list
  • Xanathar's Guide to Everything: College of Swords, Storm Sorcery, charm monster, gust, skywrite, storm sphere, warding wind, whirlwind

Race Options

  • Race: Young Hylian (Halfling - Lightfoot)
  • Languages: Common, Rito

Ability Scores (Point Buy)

  • Strength: 14 (+2 for 16)*
  • Dexterity: 13
  • Constitution: 12
  • Intelligence: 8
  • Wisdom: 10
  • Charisma: 15 (+1 for 16)*
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Bard
  • Skill Proficiencies: Acrobatics, Performance, Survival
    • Bard 3 Expertise = Perception, Performance
  • Tool Proficiencies: Conductor’s baton (wand), pan flute, accordion
  • Weapon Proficiencies: harpoon (see Appendix B; replaces rapier), trident (replaces hand crossbow)
  • Starting Equipment: Leather armor, cutlass (longsword), boomerang (see Appendix B), pan flute, explorer's pack

Background Options

  • Background: Sailor
  • Skill Proficiencies: Athletics, Perception
  • Tool Proficiencies: Navigator’s tools, vehicles (water)
  • Equipment: Belaying pin (club), grappling hook, seagull feather, common clothes, belt pouch with 10 gr

Bard Spells

  • Bard 1: animal friendship, distort value,* feather fall, Tasha's hideous laughter
    • Cantrips = light, vicious mockery
  • Bard 2: unseen servant
  • Bard 3: Nathair's mischief,* skywrite* (replaces distort value)*
  • Bard 4: warding wind*
    • Cantrip = prestidigitation (puff of wind or faint musical notes only)
  • Bard 5: slow*
  • Bard 6: sending
  • Bard 7: confusion
  • Bard 8: charm monster*
  • Bard 9: animate objects
  • Bard 10 {Cantrip): gust*
  • Bard 11: Otto's irresistible dance
  • Bard 13: teleport
  • Bard 15: glibness
  • Bard 17: foresight

Magical Secret Spells

  • Bard 10: gust of wind, wind wall
  • Bard 14: control wind, storm sphere*
  • Bard 18: control weather, whirlwind*

Flavor & Errata

Conductor's Baton. Upon joining the College of Swords, you learn to use a conductor's baton instead of a weapon as a spellcasting focus for air spells (including feather fall).

Gathering Material Components. Any material component that is required for a non-air bard spell must be acquired manually through exploration or shopping. Certain spells have new material requirements as well:

  • animal friendship = if you succeed at charming a beast, the morsel of food used to cast the spell is eaten.
  • Tasha's hideous laughter = you throw a tart or another baked pastry into your face or that of another creature other than the target, turning the component into a unsalvageable gooey mess. Alternatively, you can brush a feather against a poppet with a shape roughly similar to that of the target (ie. a two-legged doll for humanoids, or a four-legged doll for mammalian beasts).
  • Nathair's mischief = a flower petal, drop of molasses, or crust from any baked pastry can be used to cast this spell, consuming the component in the process.
  • sending = a blue gem worn as a necklace.

Wolf Build

According to family legend, one of your ancestors was a cunning warrior with the ability to shapeshift into a wolf. While you may look like an ordinary person living a pastoral existence, you also have the power to change into wolf form.

Goals

  • Transform into a wolf form which can grow in ability.
  • Access a wide variety of hunting abilities.
  • Use polearms as backup weapons if needed.
Wolf Build Progression
Level Prof Bonus Features
Druid 1 +2 Druidic, Favored Foe [Ranger 1]*
Druid 2 +2 Druid Circle (Circle of the Moon), Wild Shape
Druid 3 +2 Hunter's Prey (Horde Breaker) [Hunter Ranger 3]
Druid 4 +2 Ability Score Improvement (Weapon Master: +1 Dex)
Druid 5 +3 Extra Attack [Ranger 5]
Druid 6 +3 Circle of the Moon feature
Druid 7 +3 Defensive Tactics (Multiattack Defense) [Hunter Ranger 7]
Druid 8 +3 Ability Score Improvement (Polearm Master)
Druid 9 +4 Land's Stride [Ranger 8]
Druid 10 +4 Unarmored Defense [Monk 1]
Druid 11 +4 Multiattack (Whirlwind Attack) [Hunter Ranger 11]*
Druid 12 +4 Ability Score Improvement (+2 Wis)
Druid 13 +5 Slayer's Prey [Monster Slayer Ranger 3]*
Druid 14 +5 Vanish [Ranger 14]
Druid 15 +5 Superior Hunter's Defense (Evasion) [Hunter Ranger 15]
Druid 16 +5 Ability Score Improvement (+2 Wis)
Druid 17 +6 Supernatural Defense [Monster Slayer Ranger 7]*
Druid 18 +6 Feral Senses [Ranger 18], Nature's Ward [Land Druid 10]
Druid 19 +6 Ability Score Improvement (+2 Str)
Druid 20 +6 Foe Slayer [Ranger 20]

Non-PHB Sources (Marked with *)

  • Monsters of the Multiverse: Shifter
  • Tasha's Cauldron of Everything: Sidekicks
  • Xanathar's Guide to Everything: Monster Slayer

Race Options

  • Race: Skin-changer (Shifter - Longtooth)*
  • Languages: Common, Ordonian
  • Skill Proficiency: Intimidation

Ability Scores (Point Buy)

  • Strength: 14 (+2 for 16)
  • Dexterity: 13
  • Constitution: 10
  • Intelligence: 8
  • Wisdom: 15 (+1 for 16)
  • Charisma: 12
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Druid
  • Skill Proficiencies: Animal Handling, Insight
  • Weapon Proficiencies: Boomerang (see Appendix B; replaces dart)
    • Druid 4 (Feat) = Glaive, greataxe, halberd, pike
  • Starting Equipment: Hide armor, wooden shield, spear, boomerang (see Appendix B), explorer's pack

Background Options

  • Background: Hermit
  • Skill Proficiencies: Athletics, Survival
  • Languages: Seelie, Wolfos
  • Equipment: Herbalism kit, staff, wolf pelt, traveler’s clothes, belt pouch with 10 gr

Flavor & Errata

Wild Shape & Sidekick Progression. To better ensure that your wolf shape remains combat viable at higher levels, you can use the Sidekick* system to level-up the Wolf stat block. When you first acquire the Wild Shape feature, you gain access to a wolf with one level of Warrior, which then levels up (up to a maximum of 19) each time you gain a druid level. See the Ordonian Wolf's entry in Appendix D: Sidekicks for further details.

Tongue of the Wolfos. The malevolent wolves of Hyrule are able to communicate and coordinate with one another through a series of barks, growls, and howls. Your wolflike nature gives you an inherent understanding of this foul tongue, which you can speak while in wolf form. Ordinary wolves not touched by malice lack the intelligence to fully understand the Wolfos language's nuances.

BUILDING A LEGENDARY HERO

Ball & Chain Build

Brute strength is your greatest asset. As if your imposing ball & chain didn't make you mighty enough, your quest to learn the magical secrets of the Gorons will certainly make you the most powerful warrior on the battlefield.

Goals

  • Throw your weight around with a ball & chain.
  • Be very tough to kill.
  • Increase your athletic ability with Goron magic.
Ball & Chain Build Progression
Level Prof Bonus Features
Fighter 1 +2 Fighting Style (Great Weapon Fighting), Second Wind
Fighter 2 +2 Second Wind
Fighter 3 +2 Martial Archetype (Battle Master)
Fighter 4 +2 Ability Score Improvement (Crusher: +1 Str)*
Fighter 5 +3 Extra Attack
Barbarian 1 +3 Martial Archetype (Rune Knight)*
Fighter 6 +3 Ability Score Improvement (Skill Expert: +1 Str)*
Barbarian 2 +3 Danger Sense, Reckless Attack
Fighter 7 +4 Battle Master feature
Barbarian 3 +4 Rune Knight feature [Fighter 7]
Barbarian 4 +4 Ability Score Improvement (+2 Str)
Barbarian 5 +4 Remarkable Athlete [Champion Fighter 7]
Barbarian 6 +5 Rune Knight feature [Fighter 10]
Barbarian 7 +5 Aspect of the Beast (Bear) [Totem Barbarian 6]
Barbarian 8 +5 Ability Score Improvement (+2 Con)
Barbarian 9 +5 Brutal Critical (1 die)
Fighter 8 +6 Ability Score Improvement (+2 Con)
Barbarian 10 +6 Rune Knight feature [Fighter 15]
Barbarian 11 +6 Fighting Spirit [Samurai Fighter 3]*
Barbarian 12 +6 Ability Score Improvement (+2 Cha)

Non-PHB Sources (Marked with *)

  • Tasha's Cauldron of Everything: Brace, Crusher, Rune Knight, Skill Expert
  • Xanathar's Guide to Everything: Samurai

Race Options

  • Race: Hylian (Human - Variant)
  • Languages: Common, Goron
  • Skill Proficiency: Deception
  • Feat: Heavy Armor Master

Ability Scores (Point Buy)

  • Strength: 15 (+1 for 16)
  • Dexterity: 11 (+1 for 12)
  • Constitution: 15 (+1 for 16)
  • Intelligence: 8
  • Wisdom: 12
  • Charisma: 10
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Fighter
  • Skill Proficiencies: Insight, Perception
    • Fighter 6 (Feat) = Intimidation
      • Expertise = Athletics
  • Starting Equipment: Chain mail, ball & chain (see Appendix B), greatsword, two handaxes, explorer's pack

Background Options

  • Background: Soldier
  • Skill Proficiencies: Athletics, Sleight of Hand
  • Tool Proficiencies: Dice set, playing card set
  • Equipment: Bone dice set, severed Lizalfos talon, common clothes, belt pouch with 10 gr

Battle Master Maneuvers

  • Fighter 3: Brace,* Pushing Attack, Sweeping Attack
    • Tool Proficiency = Smith's tools
  • Fighter 7: Lunging Attack, Menacing Attack

Goron Runes*

  • Barbarian 1: Fire Rune, Frost Rune
  • Barbarian 3: Hill Rune
  • Barbarian 7: Storm Rune
  • Barbarian 10: Cloud Rune

Flavor & Errata

Strength of the Gorons. With their bulky physiques and affinity for stone, the Gorons are regarded as the toughest and most physically resilient people of Hyrule. Although typically average-sized for humanoids, legends speak of huge Gorons such as the fabled Biggoron who grew to be the size of enormous giants.

BUILDING A LEGENDARY HERO

Sheikah Slate Build

As a scholar who studies ancient Sheikah civilization, you are fortunate to have stumbled upon a rare arcane tablet of their make. With a little bit of research, you've managed to unlock the tablet's secrets, giving you the ability to cast magic runes.

Goals

  • Map terrain with a functional Sheikah Slate.
  • Cast runes to alter the battlespace.
  • Investigate the mysteries of the past.
Sheikah Slate Build Progression
Level Prof Bonus Features
Wizard 1 +2 Arcane Recovery, Runecasting
Wizard 2 +2 Arcane Tradition (School of Evocation)
Wizard 3 +2
Wizard 4 +2 Ability Score Improvement (+2 Int)
Wizard 5 +3
Wizard 6 +3 School of Evocation feature
Wizard 7 +3
Wizard 8 +3 Ability Score Improvement (+2 Int)
Wizard 9 +4
Wizard 10 +4 School of Evocation feature
Wizard 11 +4
Wizard 12 +4 Ability Score Improvement (Resilient: +1 Con)
Wizard 13 +5
Wizard 14 +5 School of Evocation feature
Wizard 15 +5
Wizard 16 +5 Ability Score Improvement (+2 Dex)
Wizard 17 +6
Wizard 18 +6 Rune Mastery
Wizard 19 +6 Ability Score Improvement (+2 Dex)
Wizard 20 +6 Signature Runes

Non-PHB Sources (Marked with *)

  • Icewind Dale: Rime of the Frostmaiden: frost fingers
  • Tasha's Cauldron of Everything: Artificer Initiate
  • Xanathar's Guide to Everything: catapult, control flames, erupting earth, invulnerability, mold earth, shape water, wall of water

Race Options

  • Race: Hylian (Human - Variant)
  • Languages: Common, Sheikah
  • Skill Proficiency: Nature
  • Feat: Artificer Initiate*

Ability Scores (Point Buy)

  • Strength: 8
  • Dexterity: 15 (+1 for 16)
  • Constitution: 13
  • Intelligence: 15 (+1 for 16)
  • Wisdom: 12
  • Charisma: 8
BUILDING A LEGENDARY HERO

Class Options

  • Starting Class: Wizard
  • Skill Proficiencies: Investigation, Religion
    • Artificer Tool Proficiency = Cartographer’s tools
  • Starting Equipment: Dagger, component pouch, research notebook (spellbook), explorer's pack

Background Options

  • Background: Sage
  • Skill Proficiencies: Arcana, History
  • Languages: Ancient Hyrulean, Demon Speech
  • Equipment: Arcane tablet (1 lb. version of cartographer's tools), traveler's clothes, belt pouch with 15 gr

Wizard Runes

  • Wizard 1: alarm, catapult,* comprehend languages, detect magic, frost fingers,* grease (feat), Tenser's floating disk
    • Cantrips = acid splash (feat), mage hand, mending, shape water*
  • Wizard 2: = identify, shield
  • Wizard 3: = levitate, shatter
  • Wizard 4: = hold person, locate object
    • Cantrip = mold earth*
  • Wizard 5: = Leomund's tiny hut, slow
  • Wizard 6: = erupting earth,* phantom steed
  • Wizard 7: = control water, fabricate
  • Wizard 8: = locate creature, Otiluke's resilient sphere
  • Wizard 9: = passwall, telekinesis
  • Wizard 10: = legend lore, teleportation circle
    • Cantrip = control flames*
  • Wizard 11: = move earth, Otiluke's freezing sphere
  • Wizard 12: = Drawmij's instant summons, wall of ice
  • Wizard 13: = reverse gravity, teleport
  • Wizard 14: = forcecage, sequester
  • Wizard 15: = antimagic field, power word stun
  • Wizard 16: = mind blank, telepathy
  • Wizard 17: = prismatic wall, time stop
  • Wizard 18: = foresight, invulnerability*
    • Rune Mastery = frost fingers,* shatter
  • Wizard 19: = flaming sphere, wall of water*
  • Wizard 20: = wall of fire, wall of stone
    • Signature Runes = erupting earth,* slow

Flavor & Errata

Arcane Tablet. While your particular model of arcane tablet does not use the same set of runes as the Sheikah Slate made famous by the Hero of the Wild, they both run on the same ancient Sheikah technology. Furthermore, each tablet model utilizes the same cartography functionality.

As per the Artificer Initiate feat,* you can use an arcane tablet as a spellcasting focus for your wizard spells.

Gathering Material Components. The following spells have new material requirements:

  • identify = requires an arcane tablet upgrade worth 100 gr, which gives it camera functionality.
  • locate object = requires a photo of an object to be stored in the arcane tablet's album.
  • phantom steed = you must use an ancient core worth at least 200 gr as a material component, consuming it in the process. The summoned steed resembles an ancient motorcycle with a horse design.
  • locate creature = requires a photo of a creature to be stored in the arcane tablet's album.
  • teleportation circle = the rare chalks and inks you use to draw the circle must be infused with a drop of ancient energy worth 50 gr, which can be harvested with your arcane tablet from a Guidance Stone. Erecting a permanent teleportation circle requires a Travel Gate worth 20,000 gr, which must then be powered continuously by a furnace lit with a Blue Flame.
  • legend lore = first requires an arcane tablet upgrade worth 200 gr, and then drops of ancient energy worth 250 gr for every casting once the compendium is installed. Finally, the person, place, or object you seek information about must have been photographed with your arcane tablet's camera.
  • sequester = a creature or target must be bathed in drops of ancient energy worth 5,000 gr, which are consumed by the casting.
BUILDING A LEGENDARY HERO

Appendix A: Languages of Hyrule

This section is set aside for brief descriptions of the various languages that are mentioned in the preceding character builds. Some languages are unique to the Hyrule setting, while others are modifications of languages already found in Dungeons & Dragons. Links to name generators are also provided; even for races not featured in these homebrew builds.

Common Languages

Hylian/Common

The official language of the Kingdom of Hyrule and the common tongue of all peoples that live within it. Over the centuries, Hylian has accumulated loan words and proverbs borrowed from Hyrule's other tribes.

Script: Hylian (link to Zelda Wiki)

Fantasy Name Generators: Human names (LOZ)

Goron

The Goron language is primal and raw, full of hard consonants and guttural sounds. Its script consists of runes intended for etching into stone. Among non-Gorons, it is primarily used when worshiping the goddess Din.

Script: Hylian, Goron (ancient and sacred texts)

Fantasy Name Generators: Goron names

Zoran

Zoran is fluid with subtle intonations and intricate grammar; the epitome of serenity and refinement. Its cursive alphabet is a showcase of calligraphic beauty. Among non-Zora, it is mainly used when worshiping the goddess Nayru.

Script: Hylian, Zoran (ancient and sacred texts)

Fantasy Name Generators: Zora names

Rito

Sharing linguistic ties with Zoran, the Rito language is as flighty and soothing as a bird's song. Owing to the Rito's ability to fly long distances beyond their home territories, their tongue is more heavily influenced by other languages they encounter.

Script: Hylian, Zoran (ancient and sacred texts)

Fantasy Name Generators: Rito names

Gerudo

Belonging to the same linguistic family as the Goron tongue, the Gerudo language owes much of its evolution to contact with cultures along the great overland trade routes west of Hyrule. Its speakers cling tightly to their harsh mother tongue, fiercely resisting the urge to speak Common day-to-day even as most non-Hylians relegate their traditional languages to ceremonial status.

Script: Gerudo (link to Zelda Wiki), Goron (ancient texts)

Fantasy Name Generators: Gerudo names

Sheikah

The Sheikah tongue is a closely guarded secret from outsiders. Faint traces of its Zonai origins remain, for the Sheikah often employ unique orthographic tendencies such as writing in columns from right-to-left. Those non-Sheikah who learn this secret tongue find it useful when pursuing spiritual enlightenment or researching arcane technology.

Script: Hylian, Sheikah (secret texts: link to Zelda Wiki), Zonai (ancient texts)

Fantasy Name Generators: Sheikah names

See Also: Sheikah Cant

Seelie

Seelie is functionally a pidgin mashup of Hylian and Sylvan, but with the incorporation of seemingly nonsense words and lyrical phrases. Initially learned by rural peasants through encounters with fairies, its playful whimsiness has since become a commonplace element in folk songs and tales.

Script: Hylian, Deku (among non-humanoids)

Fantasy Name Generators: Fairy names (LOZ)

Ordonian

Originating from the southern marches of Hyrule, Ordonian is regarded as a rustic dialect of Hylian known for its drawl and its strong oral tradition. This southern accent is strongly associated with goat herders and cattle ranchers.

Script: Hylian

Fantasy Name Generators: Human names (LOZ), Human names (D&D - Old version)

Exotic Languages

Deku

The language of the Deku is slow, ponderous, and deep in resonance. Its unsophisticated alphabet consists of gashes cut into stemlines; written messages are only used to mark territory or memorials. Although it can be used when praying to the goddess Farore, pronouncing words in this tongue is usually too cumbersome for any being that isn't a plant.

Script: Deku

Fantasy Name Generators: Deku names

Sylvan/Druidic

An offshoot of the Deku language, Sylvan is considerably livelier than its sonorous ancestor, and exists specifically as a more convenient sacred language for the worshipers of Farore. In addition, Sylvan also functions as a way to communicate secrets through abstract carvings on rocks or tree trunks, cryptic arrangements of natural objects, casting druidcraft, or by mimicry of animal sounds such as bird calls.

Script: Deku, crude pictograms

Fantasy Name Generators: Korok & Kokiri names

APPENDIX A: LANGUAGES OF HYRULE

Moblin

Moblins and their diminutive Bokoblin kin speak a jumble of harsh, grating languages with hard consonants. Starting out as a debased corruption of Deku, the influence of Demon Kings such as Demise and Ganondorf has led the Moblin tongues to liberally plunder from Languages of Power such as the Demon Speech, Gerudo, and Goron. Dialects can vary wildly between tribes, even to the point of unintelligibility.

Script: Crude pictograms, Deku, Demon Speech

Fantasy Name Generators: Blin names (LOZ), Goblin names (generic), Goblin names (D&D)

Lizal

Lizal is a family of languages descended from the Demon Speech which includes numerous hard consonants and sibilants, which sound like hisses to most ears. Chiefly spoken by Lizalfos and by evil serpents, most true dragons on the other hand commune in Ancient Hyrulean.

Script: Crude pictograms, Demon Speech

Fantasy Name Generators: Dragon names (LOZ), Lizardfolk names (generic)

Leonin

The Lynels are a proud if dangerous race, and their language is no different. Despite the best attempts of the Demonic Powers, Leonin remains virtually free of influence from the Demon Speech, and has somehow avoided the fragmentation which plagues the Moblin and Draconic tongues despite (or perhaps because of) the Lynels' nomadic nature.

Script: N/A

Fantasy Name Generators: Leonin names (D&D - sans pride names)

Demon Speech

The Demon Speech was invented in ages past by Demon Lord Ghirahim as a common tongue to unite the forces aligned with his master. A hideous language which conveys menace whenever uttered, this foul tongue in its "purest" form is spoken by very few creatures aside from Wizrobes, true demons, and denizens of the Dark World. When written down, the Demon Speech usually employs a system of handwritten hieroglyphs, although mages studying dark magic rely on unique cursive variants for notation.

Script: Demon Speech

Fantasy Name Generators: Demon names (generic)

Ancient Hyrulean

This predecessor of the modern Common Tongue combined the languages of the first Hylians with that of the now-extinct Zonai, who wrote with a logographic script. Although now considered a dead language, Ancient Hyrulean remains the official liturgical language of priests devoted to the goddess Hylia as well as the collective trinity of the Golden Goddesses. Furthermore, it remains the language of choice in the study of magic, and there are also ancient spirits who refuse to learn less archaic tongues.

Script: Hylian, Sheikah (among Sheikah monks), Zonai

Fantasy Name Generators: Deity names (LOZ)

APPENDIX A: LANGUAGES OF HYRULE

Appendix B: Exotic Weaponry

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Boomerang 2 gr 1d4 bludgeoning 2 lb. Light, finesse, special, thrown (range 30/120)
Martial Melee Weapons
Ball & chain 20 gr 1d10 bludgeoning 10 lb. Heavy, reach, two-handed
Harpoon 15 gr 1d6 piercing 8 lb. Special, thrown (range 20/60), two-handed
Lasso Special, thrown (range 15/45), two-handed

Special Weapons

This section describes weapons that have special rules or require further explanation:

Boomerang. On a miss, a boomerang returns to your hand.

Harpoon. If you hit a Large or smaller creature with this barbed rope-attached spear, you can use a bonus action to make a Strength (Athletics) check contested by the creature’s Strength (Athletics) check. If you win the contest, you pull it up to 20 feet towards you. You can use this trait in conjunction with the Grappling Strike* maneuver.

Whether you hit or miss, you pull the harpoon back into your hand after making a ranged attack.


*Found in Tasha's Cauldron of Everything

Lasso. Proficiency with a lasso allows you to wield a tied loop of rope as a ranged weapon. A Large or smaller creature hit by a lasso is grappled until it is freed. Until this grapple ends, you cannot use your lasso to make another attack.

A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to contest its Strength ability against yours, freeing itself on a success. Dealing 2 slashing damage to the lasso (AC 10) cuts it, ending the effect and destroying the lasso.

On a miss, you pull the lasso back into your hand.

APPENDIX B | EXOTIC WEAPONRY

Appendix C: Pyrotechnic Alchemy

Alchemical Items
Item Cost Weight
Blasting powder (pouch)* 20 gr 2 lb.
Bomb, fire 35 gr 1/2 lb.
Bomb, iron 75 gr 1 lb.
Bomb, glue 50 gr 1/2 lb.
Bomb, smoke 20 gr 1/2 lb.
Explosive seed* 40 gr 1/2 lb.
Petard 200 gr 30 lb.
Pyrotechnist’s flash (vial) 30 gr 1 lb.
Signal rocket 1 gr 2 lb.
Stinkpot 40 gr 1 lb.

*See page 225 of Explorer’s Guide to Wildemount.

Bomb, Fire. This ceramic-encased container holds a small amount of crude petroleum. As an action, you can light this bomb and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must make a DC 11 Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much damage on a successful one.

Bomb, Iron. Made from a cast iron shell, this explosive produces the same effect as the bomb found on page 268 of the Dungeon Master's Guide. However, it can only be thrown at a point up to 15 feet away.

Bomb, Glue. Sticky, adhesive tar is stored within this ceramic-encased explosive. As an action, you can light this bomb and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must succeed on a DC 11 Dexterity saving throw or be restrained. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bomb, Smoke. As an action, you can ignite this spherical paper bomb filled with black powder and hurl it at a point up to 20 feet away, detonating on impact. The explosion leaves a smoke cloud that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn.

Petard. A petard is a 20 lb. cast-iron explosive hoisted next to an obstacle (typically a gate or wall) with two 5 lb. wooden beams. It takes one action each to set a support beam in place, one action to mount the petard, and one action to ignite it within your space.

When you ignite the petard, it detonates at the end of your turn. All creatures and objects within 20 feet of the explosion must make a DC 15 Dexterity saving throw, taking 12d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from a petard blast.

Pyrotechnist’s Flash. This mixture of herbs and black powder produces an unbearably bright flash. As an action, you can light the vial and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must succeed on a DC 11 Constitution saving throw or be blinded until the start of your next turn.

Signal Rocket. A signal rocket comes with an attached stick that can be planted into the ground or other suitable surface. It takes one action to plant the rocket and another to ignite it. A rocket flies 200 feet before exploding in a loud colorful burst that's audible from at least 300 feet away.

Each creature within 10 feet of an exploding skyrocket must succeed on a DC 11 Constitution saving throw or be blinded until the start of your next turn.

Stinkpot. This small clay vessel is stuffed with sulfur and other noxious materials. As an action, you can light this pot and throw it at a point up to 20 feet away, shattering it on impact. The explosion leaves a nauseating gas cloud that fills a 10-foot-radius sphere. Each creature that starts its turn inside the gas cloud must succeed on a DC 11 Constitution saving throw or spend its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn.

Feat: Grenadier

You are an expert in using grenade-like items as battlefield tools. You gain the following benefits:

  • You are proficient in improvised thrown weapons that shatter on impact.
  • You can double the range with which you can throw any grenade-like item, up to a maximum range of 60 feet.
  • As a reaction, you can move up to half your speed to intercept a grenade-like item before it explodes. If you are within 5 feet of the item and it does not shatter on impact, you can then hurl it at a point within range, even if that item normally detonates upon impact. Any ignited grenade-like item you pick up and hurl back detonates immediately upon impact.
APPENDIX C: PYROTECHNIC ALCHEMY

Appendix D: Sidekicks

Guardian Fairy

  • Base Stat Block: Sprite
    • Appears as a wisp of light with gossamer wings.
    • Gains the Illumination trait; it sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    • Loses leather armor, its Longsword and Shortbow attacks, the Invisibility trait, and expertise in Stealth.
    • Swap Intelligence score with Wisdom (sidekick only).
  • Sidekick Class: Spellcaster - Healer role
    • Saving Throw Proficiency = Wisdom
    • Skill Proficiencies = Arcana, Nature
Level Progression
  • Ability Score Improvements: +2 Wisdom until maxed out, then +2 Constitution.
  • Spellcaster 6 (Potent Cantrips): Replace with Cunning Action [Expert Sidekick 2].
  • Spellcaster 14 (Empowered Spells): Evocation school.
Healer Spells
  • Healer 1: faerie fire
    • Cantrips = guidance, spare the dying
  • Healer 2: cure wounds
  • Healer 3: detect good and evil
  • Healer 4 (Cantrip): light
  • Healer 5: lesser restoration
  • Healer 7: find traps
  • Healer 9: remove curse
  • Healer 10 (Cantrip): druidcraft
  • Healer 11: dispel magic
  • Healer 13: death ward
  • Healer 15: aura of purity
  • Healer 17: mass cure wounds
  • Healer 19: commune with nature

Traveler's Horse

  • Base Stat Block: Riding horse
  • Sidekick Class: Warrior - Defender role
    • Saving Throw Proficiency = Dexterity
    • Skill Proficiencies = Athletics, Perception
Level Progression
  • Ability Score Improvements: +2 Dexterity until maxed out, then +2 Constitution.

Knight's Horse

  • Base Stat Block: Warhorse
  • Sidekick Class: Warrior - Defender role
    • Saving Throw Proficiency = Dexterity
    • Skill Proficiencies = Athletics, Intimidation
Level Progression
  • Ability Score Improvements: +2 Strength until maxed out, then +2 Constitution.

Ordonian Wolf

  • Base Stat Block: Wolf
  • Sidekick Class: Warrior - Attacker role
    • Saving Throw Proficiency = Dexterity
    • Skill Proficiencies = Acrobatics, Animal Handling
Level Progression
  • Druid 5: Skulker feat
  • Druid 9: Piercer feat* with +1 Dexterity
  • Druid 13: +2 Dexterity
  • Druid 15: Savage Attacker feat
  • Druid 17: Mobile feat
  • Druid 20: Alert feat

*Found in Tasha's Cauldron of Everything

APPENDIX D: SIDEKICKS

Appendix E: Optional Rules

Although the rules presented in this section do not fall under the scope of providing Zelda-style homebrew builds, they are included here as options for players and DMs who wish to further distill the essence of a Legend of Zelda game into tabletop RPG form.

Called Shots

This option enables more dynamic combat by giving characters the ability to purposely target weak spots, leaving lingering injuries on enemies:

If you make an attack roll with a weapon or spell, you can first choose to declare which part of a creature you will attempt to hit and describe the injury you hope to inflict in the process, taking a penalty on that attack roll. The injury you choose must be one you have a realistic means of inflicting; for example, you cannot sever a large dragon’s wing with a weapon made for a medium-sized creature, or stab a giant’s eye if you can’t reach its head. Each injury effect is described on page 272 of the Dungeon Master’s Guide.

Called Shot Options
Injury Attack Roll Penalty
Lose an Eye -5
Lose an Arm/Hand -5
Lose a Foot/Leg -5
Limp -4
Internal Injury -4
Broken Ribs -3
Horrible Scar -3
Festering Wound -3
Minor Scar -2

If the attack hits, the creature suffers the long-term injury you have chosen along with taking damage. If you take a -5 penalty and land a hit, any applicable feat bonuses also apply. Depending on the penalty you took, a creature you hit with a called shot additionally must succeed on a DC 15 Constitution saving throw or suffer one of the following system shock effects:

  • -3 Penalty = the creature can't take reactions until the end of its next turn.
  • -4 Penalty = the creature can't take reactions, and has disadvantage on attack rolls and ability checks until the end of its next turn.
  • -5 Penalty = the creature is stunned until the end of its next turn.

Durability for Weapons & Armor

These optional rules simulate the wear and tear that items go through due to combat:

If an attacker scores a critical hit on you, your armor takes a cumulative -1 penalty to the AC it offers. If penalties drop your AC to 10, your armor breaks and becomes unusable until fully repaired. If you are equipped with a shield, it suffers the penalty instead, in which case the shield breaks once its AC bonus is reduced to +0.

If you make a weapon attack roll and roll a natural 1, the weapon takes a cumulative -1 penalty to damage rolls as a result of denting or weakening from stress. If the weapon’s penalty drops to -5, it breaks and becomes unusable until fully repaired.

Armor or weapons you acquire during your adventures may be found in varying conditions as listed below:

  • Rusty = the item is coated in rust or otherwise in a state of disrepair, permanently leaving it one penalty away from breaking.
  • Worn = the beat-up item has a permanent -1 penalty to its AC bonus or damage rolls.
  • Fine = a sparkling brand-new item with no penalties.
  • Masterwork = the item is a work of art in of itself and has a +1 bonus to its AC or damage rolls. Alternatively, it is instead a common magic item.
  • Wondrous = the item is an uncommon magic item or rarer. Magic armor and weapons of increased rarity are even more expensive, and may potentially be priceless beyond all measure.
Item Quality Table
Item Condition Price Modifier
Rusty x .1
Worn x .5
Fine
Masterwork x 2
Wondrous x 10 minimum

Spellcasting & Durability. When casting a spell with a spellcasting focus, whenever you roll a natural 1 when using your spellcasting ability modifier or any time a creature rolls a natural 20 on a saving throw against your spell, you take a cumulative -1 penalty to your ability modifier and spell save DC whenever you use that focus. As with weapons, a spellcasting focus breaks if its penalty drops to -5. In the case of component pouches, it runs out of components if you occur a -5 penalty on that item.

Repairing Items. If you have proficiency in an appropriate set of artisan’s tools and the necessary supplies to do so, you can remove 1 penalty level from a particular item as part of a long rest. Magic items may require more exotic material or tools to repair them. If necessary, you may need to seek out a hierling to repair an item (or restock a component pouch).

APPENDIX E: OPTIONAL RULES

Exhaustion Revisited

Consider this option in order to make stamina management a more frequent aspect of gameplay:

Listed below are additional ways to suffer from exhaustion to complement the methods listed in the Player's Handbook and Dungeon Master's Guide.

Strenuous Movement

You can swim in water with a strong current, climb a steep vertical surface, or continuously move at double your speed for a number of minutes equal to your Constitution score before suffering from loss of stamina. Each additional minute spent doing such activities requires you to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. If climbing or swimming doesn't cost you extra movement, you automatically succeed on the saving throw connected to said movement type.

Giving Yourself Advantage

You can exert yourself beyond your limits to give yourself a temporary edge in battle. As a reaction, you can give yourself one level of exhaustion in order to immediately make your next attack roll, saving throw, or ability check with advantage.

One-Minute Rest

In situations where one hour may be too long to benefit from a short rest, you can choose to instead gain one level of exhaustion in order to reduce the time needed for resting down to one minute.

Exhaustion & One-Hour Rests

As part of these variant exhaustion rules, a character can use a proper one-hour short rest to reduce their exhaustion level by 1, provided the character also ingests food and drink. Characters who rise from the dead or suffer from a system shock effect (see "Called Shots") must use long rests to reduce exhaustion until all exhaustion effects end.

Martial Spellcasting

These options may potentially apply if you are using the homebrew character builds provided in this document:

Enhanced Concentration

If you target yourself or a friendly creature with a spell that requires concentration to maintain, you cannot lose concentration on that spell as a result of taking damage. This variant rule does not apply to spells which summon creatures.

Self-Only Restrictions

To more accurately reflect the magical abilities of the typical LOZ protagonist, certain spells for the various homebrew character build have a range of self.

  • Master Sword Build: enhance ability, haste, heroism, protection from energy, shield of faith
  • Horse Build: darkvision
    • Mount-Only Spells = aid, enhance ability, freedom of movement, longstrider
  • Fierce Deity Build: gaseous form, invisibility, protection from evil and good
  • Wind Waker Build: foresight
APPENDIX E: OPTIONAL RULES

Art Credits & Sources

  • Cover Page: Butiboco (pixiv.net)
  • Page 1: Skyward Sword
  • Page 2: Official JP Site (nintendo.co.jp)
  • Page 4: Hyrule Warriors: Age of Calamity
  • Page 6, 22, 27, & 29: Breath of the Wild
  • Page 8: Link's Awakening
  • Page 10: Ocarina of Time
  • Page 12 & 14: Majora's Mask
  • Page 16: The Wind Waker
  • Page 18 & 25 (right): Twilight Princess
  • Page 20: Hyrule Warriors
  • Page 24: A Link to the Past
  • Page 25 (left): National Maritime Museum, Greenwich, London (collections.rmg.co.uk)
  • D&D Watercolor Stains: Jared Ondricek (watercolors.giantsoup.com)

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