Sheikah (5e Class)

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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.

Table: The Sheikah

LevelProficiency
Bonus
FeaturesSneak Attack
1st+2Teleportation, Cloning, Sneak Attack1d6
2nd+2Cloning 2, Activation, Minor Construction1d6
3rd+2Extra Attack2d6
4th+2Ability Score Improvement2d6
5th+3Improved Sneak Attack3d6
6th+3Bomb Runes3d6
7th+3Major Construction4d6
8th+3Ability Score Improvement, Cloning 34d6
9th+4Extra Attack 25d6
10th+4Magnesis Rune5d6
11th+46d6
12th+4Ability Score Improvement, Cryonis Rune6d6
13th+5Extra Attack 37d6
14th+5Cloning 47d6
15th+5Improved Sneak Attack8d6
16th+5Ability Score Improvement, Stasis Rune8d6
17th+6Extra Attack 49d6
18th+69d6
19th+6Ability Score Improvement10d6
20th+6Ultimate Construction10d6

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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.

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


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