Sheikah, Variant (5e Class)
Sheikah
A half-orc stands alone in a grove, only the moon illuminate's the area around him. A rustle from behind draws the half-orcs attention and in the tree he sees a man wearing strange robes. The man doesn't make a noise even when he drops to the grass below. This is the man his tribe fears? He doesn't believe their stories, he will make quick work of him. The half-orc charges towards him and swings his Great axe towards the man. Just before it hits him the man disappears in a shower in red paper and appears behind the half-orc, he isn't alone. The half-orc swings around and sees not only the man but blue duplicates of the man as well, each of them holding a strange dagger. As the duplicates and the man charge toward the half-orc he lowers himself into a defensive stance nervously awaiting the first attack. As they pass him the half-orc kneels down and begins to bleed from multiple wounds in his chest. The half-orc looks up at the man "What are you". The man says nothing and with a final blow, kills the half-orc. He then disappears again in a shower of red paper and slips away into the night.
Leaders of a Forgotten people
The Sheikah class is modeled after the monks abilities in Legend of Zelda breath of the wild with some stuff added on to it. This class is meant to be paired with the Sheikah (5e Race). Using another race is okay so long as there's some relation to the Sheikah people.
Creating a Sheikah
When creating a Sheikah consider how they fully realized their power. Were they taught or did it come from years of study? Is it a family tradition? Or was the power given to you by the goddess Hylia herself?
- Quick Build
You can make a Sheikah quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity the Strength. Second, choose the Hooded Figure background. Third, choose the Crossbow and Guardian weapon.
Class Features
As a Sheikah you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Sheikah level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sheikah level after 1st
- Proficiencies
Armor: Light armor, Hide armor
Weapons: Simple weapons, Martial weapons, Unarmed Strikes
Tools: Disguise kit, Thieves tools
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A crossbow and 20 bolts or (b) Any martial weapon
- (a) 4 Daggers or (b) A Guardian dagger
- An Explorers pack
- A short sword, A monk's hat, Mini Guardian assistant, Sheikah Slate
- If you are using starting wealth, you have 5d4+10 in funds.
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Teleportation, Cloning, Sneak Attack | 1d6 |
2nd | +2 | Cloning 2, Activation, Minor Construction | 1d6 |
3rd | +2 | Extra Attack | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Improved Sneak Attack | 3d6 |
6th | +3 | Bomb Runes | 3d6 |
7th | +3 | Major Construction | 4d6 |
8th | +3 | Ability Score Improvement, Cloning 3 | 4d6 |
9th | +4 | Extra Attack 2 | 5d6 |
10th | +4 | Magnesis Rune | 5d6 |
11th | +4 | — | 6d6 |
12th | +4 | Ability Score Improvement, Cryonis Rune | 6d6 |
13th | +5 | Extra Attack 3 | 7d6 |
14th | +5 | Cloning 4 | 7d6 |
15th | +5 | Improved Sneak Attack | 8d6 |
16th | +5 | Ability Score Improvement, Stasis Rune | 8d6 |
17th | +6 | Extra Attack 4 | 9d6 |
18th | +6 | — | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Ultimate Construction | 10d6 |
Teleportation
At 1st level you have mastered the ways of teleportation. You can teleport into an unoccupied space within 50 feet of you as a bonus action. You can teleport an amount of times equal to your Proficiency bonus. All uses refresh after a long rest. When you teleport a shower or red piece's of paper with the Sheikah symbol appear int he space you stood then dissipate when they reach the ground.
Cloning
Also at 1st level through practice you have mastered the ways of Cloning. A clone appears within 10 feet of you and is nothing but a blue outline that looks similar to you. A clone follows your movements exactly and has health equal to your health divided by four. The clone can make attacks as well. The clone has all the equipment you have. At level 1 when you use this ability one clone appears. One extra clone appears starting at levels 2, 8, and 14. Your clone can make one attack.
Sneak Strike
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Sheikah table.
Activation
Starting at 2nd level you can use your Sheikah slate to activate certain machines. By using an action you can use the Sheikah slate to activate any machine as long as it was made with Sheikah technology. Examples: Guardian stalkers, Divine beasts, etc. When you use this you ignore any specific attunment requirements for this technology.
Minor Construction
Also starting at 2nd level is your ability to construct small machines with your Sheikah slate. By spending 10 hours you can create a Guardian scout 1 to travel alongside you on your journey. The guardian scout has two arms which can be used to hold or wield weapons. You can also spend 5 hours tinkering with a weapon to make it a Guardian weapon. A guardian weapon counts as magical. You can improve these further at levels 7 and 20.
Extra Attack
Starting at 3rd level you can attack twice whenever you take the attack action on your turn. You will gain more attacks as you advance to levels 9, 13, and 17.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Improved Sneak Attack
Starting at 5th level when you hit an opponent that is unaware of you, you can choose to make the attack a critical hit. You can use this feature three times. The uses reset after a long rest.
Bomb Rune
Starting at 6th level you have begun to learn more about your Sheikah slate and the powers it possesses. As an action you can summon a bomb that appears in your hand. The bomb is blue with Sheikah symbols along the sides. You can throw the bomb as an action. The bomb does not detonate until you use the Sheikah slate to do so. The bomb deals 5d6 force damage.
Major Construction
At 7th level you have begun to become more skilled in constructing machines. You can now spend 12 hours to create A Guardian Stalker, Guardian Turret, Guardian Skywatcher, Guardian Sentry, or a Guardian scout 2. In addition you can spend 5 hours improving a Guardian weapon to make it a Guardian weapon +. A guardian weapon + deals an additional 2d6 force damage on a hit.
Magnesis Rune
At 10th level, the powers of your Sheikah slate have improved. You now have access to the Magnesis rune. By using the Magnesis rune you can draw in or push away a metal object of Large or smaller size. You can pull or push an object 15 feet towards or away from you.
Cryonis Rune
At 12th level, you have now gained access to the Cryonis rune. Using the rune you can freeze an small pool of water enough to walk on it safely. You can also push a block of water out of the water and freeze it. The Ice block is 10 feet talland 5 feet wide. The block can come out of any water surface.
Improved Sneak Attack
Once a day when you hit an enemy that is unaware of you, you can decide to deal maximum damage.
Stasis Rune
Starting at 16th level you now have access to the Stasis rune. With this rune you can freeze enemies in place for a short time. The enemy must make a DC 20 Constitution saving or be paralyzed for 2 rounds. While paralyzed, the enemy has a gold outline. You can hit the enemy and when the time is up the enemy will go flying how far he goes depends on how many times he was hit. 1 hit 5 feet 2 hits 10 feet 3 hits 15 feet 4 hits 20 feet 5 hits 25 feet 6 hits 30 feet etc 5 feet for every hit
Ultimate Construction
At this point you have now spent several hours making tools and machines that you are extremely good at making machines. At level 20 you are now able of making Divine beasts. When you reach this level choose one divine beast. You then spend two days creating the machine and are considered the pilot and can pilot it without specific attunment requirements. You are also able to upgrade Guardian weapon + to a Guardian weapon ++. A Guardian weapon ++ deals an additional 4d6 force damage replacing the additional damage before.
Multiclassing
To multiclass into the Sheikah class you must have the following.
Prerequisites. A relationship with the Sheikah people, Knowledge of their technology
Proficiencies. Stealth, Perception, Unarmed Strikes
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