Professor Gnoll
2015-12-10, 06:24 AM
Evening, all. This is the homebrew thread for the 5th Edition Legend of Zelda themed campaign currently brewing over here:
http://www.giantitp.com/forums/showthread.php?471525-Zelda-themed-Campaign-5e
We'll mostly be focussing on creating races for now, but I'm sure we'll end up with a few other things. Anyone with experience in homebrewing or Legend of Zelda is welcome to join in and contribute!
The main races of Hyrule are:
Humans: Hopefully we're all familiar with this lot. Your standard humans- round ears, good at everything but not great at one thing. The exact distinction between Humans, Hylians and Gerudo is a little blurry.
Background: Worshippers of the Goddess Hylia, Hylians are often thought to be the most blessed of all races. Possessed of innate physical, mental and magical powers, many of the greatest heroes in the history of Hyrule, including the Hero of Time himself, have been Hylians.
Ability Score Increase: You may choose two scores to be increased by 1.
Age: Hylians mature in their late teens, and live to be nearly 100 years old.
Alignment:Hylians don’t tend strongly towards either Law or Chaos, but they often tend towards Good.
Size: Hylians usually range between five feet and six and a half feet tall. Your size is Medium.
Speed: You have a base walking speed of 30 feet.
Hylian Weapon Training: You have Proficiency with shortswords, longswords, shortbows, and longbows.
Courage: You have Advantage on saving throws against fear effects.
Power: You know one Cantrip of your choice from the Wizard Spell List. Intelligence is your spellcasting Ability for this spell.
Wisdom: You have Proficiency with the Insight Skill.
Language: You can speak Common and Hylian.
Background: The Gerudo are a tribe of desert-dwelling thieves and bandits. Nearly entirely female, only one male is born every hundred years, and is crowned the King of Thieves. Gerudo live in secluded and highly guarded fortresses, from which they conduct their raids on nearby settlements. The favoured weapon of the Gerudo is the scimitar; which they wield with deadly agility. Gerudo favour the Rogue and Ranger classes, though some, such as the famed Twinrova, wield powerful elemental magic as Sorcerers.
Gerudo Traits:
Ability Score Increase: The Gerudo are lithe and agile, but also quick-witted and cunning. Your Dexterity Score increases by 2, and your intelligence increases by 1.
Age: Gerudo mature in their teens and age at the same rate as humans, but can reach impressive ages of over a century and a half.
Alignment: Self-sufficient raiders and bandits, Gerudo tend towards the Chaotic. However, Gerudo can still run the full range of alignments, capable of both Good and Evil acts.
Size: Gerudo are Medium sized, and vary in heights from around 5-6'. They tend to be somewhat taller than regular humans.
Speed: Your base walking speed is 30ft.
Languages: Gerudo typically speak in their own language, but also learn Hylian in order to better interact with other races. You can speak, read and write Hylian and Gerudo.
Gerudo Weapons Training: Gerudo are proficient with scimitars.
Desert Born: You have resistance to fire damage, and can go an extra day without water before exhaustion.
Sheikah: The mysterious guardians of the Royal Family. One of the oldest of the races of Hyrule, the Sheikah are a clan of warriors who wield stealth and subterfuge as a weapon as readily as they do a sword. Music is an inherent part of Sheikah culture, and the means by which ancient knowledge is passed down. The Sheikah favour the Rogue, Monk and Bard classes.
Physical Appearance: Sheikah possess tan skin, along with red eyes and blonde or white hair. They also have long, pointed ears reminiscent of the Hylians.
Ability Score Increase: Your dexterity is increased by 2 and your wisdom is increased by 1.
Age: The Sheikah mature at the same as Hylians, but possess extended lifespans, living for over a hundred years.
Alignment: Sheikah typically tend towards Neutral or Good
Musicians: The Sheikah are naturally talented at focusing power through music. You may choose a single instrument- you are proficient in the use of this instrument, and may use it as a spellcasting focus.
Meld with Shadows: You can attempt to hide even when only lightly obscured.
Ghost Step: At third level, you may cast the spell Misty Step once per day without expending a spell slot.
Zora: Fishlike water-dwellers, the Zora are a wise people, noble and proud. Skilled natural swimmers, the Zora live within aquatic caves, and hold a particular reverence for Nayru, the Goddess of Wisdom. The Zora favour the Cleric and Ranger classes.
Appearance: The Zora are tall and lithe, covered in pale scales and bearing powerful fins that aid them in swimming. They possess webbed hands and feet, along with gills. Male Zora in a dominant position can grow to huge size.
Ability Score Increase: Your Constitution is increased by 2 and your Dexterity is increased by 1.
Size: Zora are typically 6-7' tall, but are capable of growing much larger, up to almost 10'.
Speed: Your base walking speed is 30ft.
Swift Swimmers: Zora can breathe water, and have a swimming speed of 30ft.
Electric Barrier: Once per short rest, as a reaction, you may deal 1d10+Con modifier Lightning damage to an enemy within 5ft that has attacked you.
Razor Fins: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on hit.
The Gorons are a good-natured rocklike people with a talent for mining and industry. Despite a hulking and threatening appearance, Gorons usually lead peaceful lives. Gorons favour the Fighter and Barbarian classes.
Appearance: Gorons are round humanoids of large size, and are covered in rocky growths that increase in size as they age.
Ability Score Increase: Your Strength is increased by 2 and your Constitution is increased by 1.
Size: Gorons are far larger than the average human, ranging from 7-10ft in size. They are typically Medium in the prime of their life, but ancient Gorons can reach massive sizes.
Speed: Your walking speed is 25ft. Your speed is not reduced by wearing heavy armour.
Volcano Dwellers: You have resistance to Fire.
Rock Eaters: Gorons survive on a pure diet of rocks. You cannot eat regular food, and you survive by eating rocks and minerals. Certain rare rocks and crystals taste far better to the Gorons than regular stones.
Rolling Menace: You possess the ability to curl up into a ball and roll as a form of movement or attack. While in ball form, you have +1 AC and your movement speed is 35ft, but you cannot use weapons or cast spells with somatic components. If you move at least 20ft and collide with an enemy, you may perform a melee attack against the enemy that deals 1D10 + your Strength modifier damage. An enemy hit by this attack must make a strength save with a DC of 10 + your Strength modifier or be knocked prone.
Backround:Diminuitive, childlike forest dwellers, the Kokiri are naturally secretive, and prefer to hide away deep within forests. Kokiri are playful and innocent, but mistrustful of outsiders- especially those of great size. Every Kokiri has a fairy companion that serves as a friend and ally.
Appearance: Kokiri appear in most respects to be a Hylian child, and typically have blonde or red hair. Kokiri garb consists of a distinctive green tunic, tied at the waist.
Ability Score Increase: Your Wisdom increases by 2 and your Charisma increases by 1.
Age: Kokiri age normally up until the age of around eight, at which point they cease to age and retain their childlike appearance for the rest of their lives.
Size: Kokiri are around 3-4ft tall, and are Small.
Speed: Your base walking speed is 25ft.
Forest Stealth: You have advantage on Hide checks made when using trees, foliage or other plants as cover.
Nimble: You can move through the space of any creature a size larger than you.
Fairy Companion: Kokiri: At level 1, you know the Find Familiar spell, which you can use to summon the following creature:
Kokiri Fairy
tiny fey
AC: 17
HP: 3
STR 3
DEX 13
CON 10
INT 10
WIS 12
CHA 12
Speed: 40 (Flying)
Glow: Your Fairy glows with a dim light that surrounds itself. This makes it more difficult to hit (reflected in the high Armor Class) as well as providing illumination around it (5' Bright light, 15' dim)
Z-Target: Once per short rest, the fairy may hover around an enemy and outline his weaknesses to you, granting you advantage against the target for one attack roll or ability check.
Hey, Listen!: You have advantage on Nature checks made to identify creatures.
Deku Scrubs: A plant-like race that mostly inhabits the forest regions. Deku are mischievous, and some are merchants well-known for their bartering and haggling. Music is a part of Deku culture, in the form of bagpipes. The Deku favour the Rogue and Bard classes. (possibly druid, due to nature?)
Physical Appearance: Deku Scrubs are a short plant-like race, small in size. They have a large snout, used for shooting seeds. (use rules for gnomes or halflings)
Ability Score Increase: Your charisma is increased by 2 and your intelligence is increased by 1.
Age: (I really have no idea on this one)
Musicians: Music is an important part of Deku culture. You are automatically proficient in bagpipes.
Deku Seeds: You can shoot seeds and small rocks from your snout. This is treated as a slingshot for hit/damage purposes.
On this last feat, I'm not sure what fits better:
Photosynthesis: You don't require food, as long as you spend one hour in direct sunlight (with no other actions) per day. You still require water. In the absence of light, you may eat normally.
or
Deku Shield: Once per short rest, you may use ground cover in grassland/forest/soft terrain to ignore one attack.
Twili: A peaceful, yet shadowy race. Wield dark magic.
Ability Score Increase: Your Intelligence is increased by 2 and your Wisdom is increased by 1.
Resources:
https://www.reddit.com/r/DnD/comments/2ookln/dd_5e_legend_of_zelda_campaign_setting/
Lens of Truth: When held up to the eye, the Lens of Truth grants Truesight.
Hookshot: A grappling hook, 40ft in length. It may be targeted at any Hookshot Target or wooden or softer object. The user must make a dexterity check with a DC of 5+ every 5 ft beyond 20ft(For example, a target 35ft away would have a DC of 8). If this check is passed, the Hookshot hits, and the user is immediately dragged to the targeted location.
Longshot: Same as the Hookshot, but up to 75 feet. The DC is 5+ every 5ft beyond 30.
Quiver of Ice (Require Attunement)
Using a bonus action, every piece of ammunition inside this quiver is affected as if it was affected by the "Ice Arrows" spell for the next hour. After doing so, you can't use this feature until the next dawn.
Quiver of Fire (Require Attunement)
Using a bonus action, every piece of ammunition inside this quiver is affected as if it was affected by the "Flame Arrows" spell for the next hour. After doing so, you can't use this feature until the next dawn.
Goron's Ruby (Require Attunement to a spellcaster)
A talisman of gold and ruby, shaped into the Goron symbol. This talisman can be used as a spell casting focus or holy symbol. Once per day, you can cast the spell "Din's Fire" as a 5th level spell. After doing so, you can't use this feature until the next dawn.
Kokiri's Emerald (Require Attunement to a spellcaster)
A talisman of gold and emerald, shaped into the swirl that represents the Kokiri. This talisman can be used as a spell casting focus or holy symbol. Once per day, you can cast the spell "Farore's Wind" as a 5th level spell. After doing so, you can't use this feature until the next dawn.
Zora's Sapphire (Require Attunement to a spellcaster)
Talisman of gold and sapphire, with the three blue circles that the Zora use as their symbol. This talisman can be used as a spell casting focus or holy symbol. Once per day, you can cast the spell "Nayru's Love" as a 5th level spell. After doing so, you can't use this feature until the next dawn.
Ice Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When
a target is hit by a ranged weapon attack using a piece
of ammunition drawn from the quiver, the target must make a Constitution saving throw or be incapacitated from the frozen ice around them. The condition lasts until the end of your next turn. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
spell ends when twelve pieces of ammunition have been
drawn from the quiver.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the number of pieces of
ammunition you can affect with this spell increases by
two for each slot level above 3rd.
Light Arrows
9th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 Hour.
You touch a quiver containing arrows or bolts. When
a target is hit by a ranged weapon attack using a piece
of ammunition drawn from the quiver, the target takes
an extra 5d10 Radiant Damage. If the target creature is evil, it must make a Charisma Saving Throw (DC 17) or be stunned until the end of your next turn. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
spell ends when twelve pieces of ammunition have been
drawn from the quiver.
Din's Fire
5th-level evocation
Casting Time: 1 action
Range: 30 ft sphere centered on you.
Components: V, S
Duration: Instantaneous
You shout a command, and touch the ground with one hand. Fire surrounds you and spread out in a sphere lightning flammable objects on fire. Creatures caught in the flames must make a Dexterity saving throw or take 10d6 Fire Damage. On a successful save they take half as much damage.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
2d6 for each slot level above 5th.
Nayru's Love
5th-Level Abjuration
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.
You create a barrier of magical force around a target that is blue and crystal-like in shape. The barrier surrounds the target, and allows them to perform actions as normal. The barrier has 40 + double the caster's spell casting modifier temporary hit points. Whenever the target takes damage, the barrier takes the damage instead. If the barrier is reduced to 0 hit points, it disappears and any remaining damage is carried over to the target.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the barrier has an additional 20 temporary hit points for each spell slot above 5th level.
Farore's Wind
5th-level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (A small emerald worth 500 gp, consumed when designating a location)
Duration: Instant
You instantly teleport to a previously designated location. You appear in
the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below).
If you cast this spell without first preparing a sanctuary, the
spell has no effect.
You must designate a location by casting this spell while holding an emerald worth 500gp. The location you cast this spell is marked with an emerald mark that can only be seen through magical means such as "Detect Magic".
http://www.giantitp.com/forums/showthread.php?471525-Zelda-themed-Campaign-5e
We'll mostly be focussing on creating races for now, but I'm sure we'll end up with a few other things. Anyone with experience in homebrewing or Legend of Zelda is welcome to join in and contribute!
The main races of Hyrule are:
Humans: Hopefully we're all familiar with this lot. Your standard humans- round ears, good at everything but not great at one thing. The exact distinction between Humans, Hylians and Gerudo is a little blurry.
Background: Worshippers of the Goddess Hylia, Hylians are often thought to be the most blessed of all races. Possessed of innate physical, mental and magical powers, many of the greatest heroes in the history of Hyrule, including the Hero of Time himself, have been Hylians.
Ability Score Increase: You may choose two scores to be increased by 1.
Age: Hylians mature in their late teens, and live to be nearly 100 years old.
Alignment:Hylians don’t tend strongly towards either Law or Chaos, but they often tend towards Good.
Size: Hylians usually range between five feet and six and a half feet tall. Your size is Medium.
Speed: You have a base walking speed of 30 feet.
Hylian Weapon Training: You have Proficiency with shortswords, longswords, shortbows, and longbows.
Courage: You have Advantage on saving throws against fear effects.
Power: You know one Cantrip of your choice from the Wizard Spell List. Intelligence is your spellcasting Ability for this spell.
Wisdom: You have Proficiency with the Insight Skill.
Language: You can speak Common and Hylian.
Background: The Gerudo are a tribe of desert-dwelling thieves and bandits. Nearly entirely female, only one male is born every hundred years, and is crowned the King of Thieves. Gerudo live in secluded and highly guarded fortresses, from which they conduct their raids on nearby settlements. The favoured weapon of the Gerudo is the scimitar; which they wield with deadly agility. Gerudo favour the Rogue and Ranger classes, though some, such as the famed Twinrova, wield powerful elemental magic as Sorcerers.
Gerudo Traits:
Ability Score Increase: The Gerudo are lithe and agile, but also quick-witted and cunning. Your Dexterity Score increases by 2, and your intelligence increases by 1.
Age: Gerudo mature in their teens and age at the same rate as humans, but can reach impressive ages of over a century and a half.
Alignment: Self-sufficient raiders and bandits, Gerudo tend towards the Chaotic. However, Gerudo can still run the full range of alignments, capable of both Good and Evil acts.
Size: Gerudo are Medium sized, and vary in heights from around 5-6'. They tend to be somewhat taller than regular humans.
Speed: Your base walking speed is 30ft.
Languages: Gerudo typically speak in their own language, but also learn Hylian in order to better interact with other races. You can speak, read and write Hylian and Gerudo.
Gerudo Weapons Training: Gerudo are proficient with scimitars.
Desert Born: You have resistance to fire damage, and can go an extra day without water before exhaustion.
Sheikah: The mysterious guardians of the Royal Family. One of the oldest of the races of Hyrule, the Sheikah are a clan of warriors who wield stealth and subterfuge as a weapon as readily as they do a sword. Music is an inherent part of Sheikah culture, and the means by which ancient knowledge is passed down. The Sheikah favour the Rogue, Monk and Bard classes.
Physical Appearance: Sheikah possess tan skin, along with red eyes and blonde or white hair. They also have long, pointed ears reminiscent of the Hylians.
Ability Score Increase: Your dexterity is increased by 2 and your wisdom is increased by 1.
Age: The Sheikah mature at the same as Hylians, but possess extended lifespans, living for over a hundred years.
Alignment: Sheikah typically tend towards Neutral or Good
Musicians: The Sheikah are naturally talented at focusing power through music. You may choose a single instrument- you are proficient in the use of this instrument, and may use it as a spellcasting focus.
Meld with Shadows: You can attempt to hide even when only lightly obscured.
Ghost Step: At third level, you may cast the spell Misty Step once per day without expending a spell slot.
Zora: Fishlike water-dwellers, the Zora are a wise people, noble and proud. Skilled natural swimmers, the Zora live within aquatic caves, and hold a particular reverence for Nayru, the Goddess of Wisdom. The Zora favour the Cleric and Ranger classes.
Appearance: The Zora are tall and lithe, covered in pale scales and bearing powerful fins that aid them in swimming. They possess webbed hands and feet, along with gills. Male Zora in a dominant position can grow to huge size.
Ability Score Increase: Your Constitution is increased by 2 and your Dexterity is increased by 1.
Size: Zora are typically 6-7' tall, but are capable of growing much larger, up to almost 10'.
Speed: Your base walking speed is 30ft.
Swift Swimmers: Zora can breathe water, and have a swimming speed of 30ft.
Electric Barrier: Once per short rest, as a reaction, you may deal 1d10+Con modifier Lightning damage to an enemy within 5ft that has attacked you.
Razor Fins: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on hit.
The Gorons are a good-natured rocklike people with a talent for mining and industry. Despite a hulking and threatening appearance, Gorons usually lead peaceful lives. Gorons favour the Fighter and Barbarian classes.
Appearance: Gorons are round humanoids of large size, and are covered in rocky growths that increase in size as they age.
Ability Score Increase: Your Strength is increased by 2 and your Constitution is increased by 1.
Size: Gorons are far larger than the average human, ranging from 7-10ft in size. They are typically Medium in the prime of their life, but ancient Gorons can reach massive sizes.
Speed: Your walking speed is 25ft. Your speed is not reduced by wearing heavy armour.
Volcano Dwellers: You have resistance to Fire.
Rock Eaters: Gorons survive on a pure diet of rocks. You cannot eat regular food, and you survive by eating rocks and minerals. Certain rare rocks and crystals taste far better to the Gorons than regular stones.
Rolling Menace: You possess the ability to curl up into a ball and roll as a form of movement or attack. While in ball form, you have +1 AC and your movement speed is 35ft, but you cannot use weapons or cast spells with somatic components. If you move at least 20ft and collide with an enemy, you may perform a melee attack against the enemy that deals 1D10 + your Strength modifier damage. An enemy hit by this attack must make a strength save with a DC of 10 + your Strength modifier or be knocked prone.
Backround:Diminuitive, childlike forest dwellers, the Kokiri are naturally secretive, and prefer to hide away deep within forests. Kokiri are playful and innocent, but mistrustful of outsiders- especially those of great size. Every Kokiri has a fairy companion that serves as a friend and ally.
Appearance: Kokiri appear in most respects to be a Hylian child, and typically have blonde or red hair. Kokiri garb consists of a distinctive green tunic, tied at the waist.
Ability Score Increase: Your Wisdom increases by 2 and your Charisma increases by 1.
Age: Kokiri age normally up until the age of around eight, at which point they cease to age and retain their childlike appearance for the rest of their lives.
Size: Kokiri are around 3-4ft tall, and are Small.
Speed: Your base walking speed is 25ft.
Forest Stealth: You have advantage on Hide checks made when using trees, foliage or other plants as cover.
Nimble: You can move through the space of any creature a size larger than you.
Fairy Companion: Kokiri: At level 1, you know the Find Familiar spell, which you can use to summon the following creature:
Kokiri Fairy
tiny fey
AC: 17
HP: 3
STR 3
DEX 13
CON 10
INT 10
WIS 12
CHA 12
Speed: 40 (Flying)
Glow: Your Fairy glows with a dim light that surrounds itself. This makes it more difficult to hit (reflected in the high Armor Class) as well as providing illumination around it (5' Bright light, 15' dim)
Z-Target: Once per short rest, the fairy may hover around an enemy and outline his weaknesses to you, granting you advantage against the target for one attack roll or ability check.
Hey, Listen!: You have advantage on Nature checks made to identify creatures.
Deku Scrubs: A plant-like race that mostly inhabits the forest regions. Deku are mischievous, and some are merchants well-known for their bartering and haggling. Music is a part of Deku culture, in the form of bagpipes. The Deku favour the Rogue and Bard classes. (possibly druid, due to nature?)
Physical Appearance: Deku Scrubs are a short plant-like race, small in size. They have a large snout, used for shooting seeds. (use rules for gnomes or halflings)
Ability Score Increase: Your charisma is increased by 2 and your intelligence is increased by 1.
Age: (I really have no idea on this one)
Musicians: Music is an important part of Deku culture. You are automatically proficient in bagpipes.
Deku Seeds: You can shoot seeds and small rocks from your snout. This is treated as a slingshot for hit/damage purposes.
On this last feat, I'm not sure what fits better:
Photosynthesis: You don't require food, as long as you spend one hour in direct sunlight (with no other actions) per day. You still require water. In the absence of light, you may eat normally.
or
Deku Shield: Once per short rest, you may use ground cover in grassland/forest/soft terrain to ignore one attack.
Twili: A peaceful, yet shadowy race. Wield dark magic.
Ability Score Increase: Your Intelligence is increased by 2 and your Wisdom is increased by 1.
Resources:
https://www.reddit.com/r/DnD/comments/2ookln/dd_5e_legend_of_zelda_campaign_setting/
Lens of Truth: When held up to the eye, the Lens of Truth grants Truesight.
Hookshot: A grappling hook, 40ft in length. It may be targeted at any Hookshot Target or wooden or softer object. The user must make a dexterity check with a DC of 5+ every 5 ft beyond 20ft(For example, a target 35ft away would have a DC of 8). If this check is passed, the Hookshot hits, and the user is immediately dragged to the targeted location.
Longshot: Same as the Hookshot, but up to 75 feet. The DC is 5+ every 5ft beyond 30.
Quiver of Ice (Require Attunement)
Using a bonus action, every piece of ammunition inside this quiver is affected as if it was affected by the "Ice Arrows" spell for the next hour. After doing so, you can't use this feature until the next dawn.
Quiver of Fire (Require Attunement)
Using a bonus action, every piece of ammunition inside this quiver is affected as if it was affected by the "Flame Arrows" spell for the next hour. After doing so, you can't use this feature until the next dawn.
Goron's Ruby (Require Attunement to a spellcaster)
A talisman of gold and ruby, shaped into the Goron symbol. This talisman can be used as a spell casting focus or holy symbol. Once per day, you can cast the spell "Din's Fire" as a 5th level spell. After doing so, you can't use this feature until the next dawn.
Kokiri's Emerald (Require Attunement to a spellcaster)
A talisman of gold and emerald, shaped into the swirl that represents the Kokiri. This talisman can be used as a spell casting focus or holy symbol. Once per day, you can cast the spell "Farore's Wind" as a 5th level spell. After doing so, you can't use this feature until the next dawn.
Zora's Sapphire (Require Attunement to a spellcaster)
Talisman of gold and sapphire, with the three blue circles that the Zora use as their symbol. This talisman can be used as a spell casting focus or holy symbol. Once per day, you can cast the spell "Nayru's Love" as a 5th level spell. After doing so, you can't use this feature until the next dawn.
Ice Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When
a target is hit by a ranged weapon attack using a piece
of ammunition drawn from the quiver, the target must make a Constitution saving throw or be incapacitated from the frozen ice around them. The condition lasts until the end of your next turn. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
spell ends when twelve pieces of ammunition have been
drawn from the quiver.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the number of pieces of
ammunition you can affect with this spell increases by
two for each slot level above 3rd.
Light Arrows
9th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 Hour.
You touch a quiver containing arrows or bolts. When
a target is hit by a ranged weapon attack using a piece
of ammunition drawn from the quiver, the target takes
an extra 5d10 Radiant Damage. If the target creature is evil, it must make a Charisma Saving Throw (DC 17) or be stunned until the end of your next turn. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
spell ends when twelve pieces of ammunition have been
drawn from the quiver.
Din's Fire
5th-level evocation
Casting Time: 1 action
Range: 30 ft sphere centered on you.
Components: V, S
Duration: Instantaneous
You shout a command, and touch the ground with one hand. Fire surrounds you and spread out in a sphere lightning flammable objects on fire. Creatures caught in the flames must make a Dexterity saving throw or take 10d6 Fire Damage. On a successful save they take half as much damage.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
2d6 for each slot level above 5th.
Nayru's Love
5th-Level Abjuration
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.
You create a barrier of magical force around a target that is blue and crystal-like in shape. The barrier surrounds the target, and allows them to perform actions as normal. The barrier has 40 + double the caster's spell casting modifier temporary hit points. Whenever the target takes damage, the barrier takes the damage instead. If the barrier is reduced to 0 hit points, it disappears and any remaining damage is carried over to the target.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the barrier has an additional 20 temporary hit points for each spell slot above 5th level.
Farore's Wind
5th-level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (A small emerald worth 500 gp, consumed when designating a location)
Duration: Instant
You instantly teleport to a previously designated location. You appear in
the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below).
If you cast this spell without first preparing a sanctuary, the
spell has no effect.
You must designate a location by casting this spell while holding an emerald worth 500gp. The location you cast this spell is marked with an emerald mark that can only be seen through magical means such as "Detect Magic".