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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8385117" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/mr7YLaM.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Link, the Hero of Time</strong></p><p>Medium Humanoid (Wood Elf)</p><p>Conscript 10/Mageknight 4; Mechanic/Spellblade</p><p></p><p><strong>Armor Class</strong> 18, 20 when using Active Defense</p><p><strong>Hit Points</strong> 102 (14d10+14)</p><p><strong>Speed</strong> 35 ft.</p><p></p><p>STR 16 (27 with Silver Gauntlets) DEX 14 CON 12 INT 14 WIS 12 CHA 10 (27 point buy, +2 DEX Elf, +1 WIS Wood Elf, +2 STR Combat Dabbler x2)</p><p></p><p><strong>Saving Throws</strong> Dexterity +7, Strength +8</p><p><strong>Skills</strong> Animal Handling +7 (class), Athletics +8 (background), Perception +7 (Elf), Persuasion +5 (class), Survival +7 (background)</p><p><strong>Tools</strong> Alchemist’s Supplies (sphere), Ocarina (background), Tinker’s Tools (class)</p><p><strong>Senses</strong> passive Perception 17, darkvision 30 ft.</p><p><strong>Languages</strong> Hylian (Common), Kokiri (Elven), Sylvan</p><p></p><p><strong>Background:</strong> Outlander</p><p></p><p><strong>Feats:</strong> Combat Dabbler x2, Magical Expertise</p><p></p><p><strong>Casting Tradition: Great Fairy Magic</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Drawbacks: </strong> Focus Casting (Ocarina), Somatic Casting; <strong>Boons:</strong> Easy Focus; <strong>Variants:</strong> Protection (Limited Protection [aegis], Protected Soul), Warp (Limited Warp [only to other rooms in dungeons or places keyed to Ocarina melodies], Taxing Teleport)</p><p><strong>Sphere DC</strong>; 15 <strong>Spell Points</strong> 4</p><p><strong>Destruction</strong> - Aura (blast shape), Blade (blast shape), Blaster Adept (Ice Illuminating, Razor Wind), Confining (blast type), Fire (blast shape), Razor Wind (blast type)</p><p><strong>Protection</strong> - Energy Resistance (aegis), Obstruction (aegis), Resistance (aegis)</p><p><strong>Warp</strong> - Distant Teleport (teleport), Teleport Beacon (teleport), True Teleport (teleport), Unseen Teleport (teleport)</p><p></p><p><strong>Martial Tradition: Weapon Master</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Sphere DC</strong> 15</p><p><strong>Alchemy</strong> - Bomb (formula), Thunderstone (formula)</p><p><strong>Equipment</strong> - Armor Training, Bombardier Training (discipline), Bushido Training (discipline)</p><p><strong>Fencing</strong> - Footwork, Lunge</p><p><strong>Leadership</strong> - Greater Recruitment x2</p><p><strong>Retribution</strong></p><p><strong>Shield</strong> - Redirecting Shield (deflect), Perfect Redirection</p><p><strong>Tinkerer</strong> - Artillerist Gadgets (gadget), Footwear (accessory, gadget), Goggles (gadget)</p><p></p><p><strong>Special Abilities</strong></p><p><strong></strong></p><p><strong>Alchemy:</strong> Create up to 7 formulas every short or long rest. Can be a thunderstone that deafens for 1 minute and deals 1d10 thunder damage (expend martial focus to stun for 1 round and deal 3d10 thunder damage), or bomb that deals 3d6 fire damage in 5 foot radius (expend martial focus to deal 5d6 damage). Each bomb counts as 2 formula, and can have up to 10 additional formula due to subclass.</p><p></p><p><strong>Counterstrike:</strong> May give up one attack from Attack action to ready melee attack. Deal +5 damage and regain reaction if hits, set up to 3 triggers for that attack.</p><p></p><p><strong>Danger Sense:</strong> Advantage on Dexterity saves vs effects one can see.</p><p></p><p><strong>Destruction Sphere Rider Effects:</strong> fire damage, targets set on fire on failed DEX save and take 3d8 fire damage until extinguished, Augment 1 SP targets are Frightened (fire); slashing damage, resist with CON instead of DEX, targets hit suffer stacking -1 AC until end of next round, Augment 1 SP to increase duration to 1 minute (razor wind); radiant damage, creatures become visible in dim light and suffer disadvantage on Stealth checks until start of next turn, Augment 1 SP become visible in darkness as well (Illuminating); cold damage, CON save instead of DEX save, targets reduce speed by 10 feet for 1 minute, Augment 1 SP to be encased in ice and are Restrained for 5 rounds or until broken out of 42 HP AC 10 ice (ice); force damage, cannot move closer to caster until start of next turn on failed STR save, Augment 1 SP to deal 3 force damage if they willingly move from space (confining); force damage, conjured or summoned creatures have disadvantage on saves and attack rolls have advantage, use CHA instead of DEX save, Augment 1 SP to affect any target not on native plane, Augment 4 SP to cause conjured/summoned creatures to be banished back to home plane on failed CHA save (dismissing).</p><p></p><p><strong>Destructive Blast (Aura):</strong> Action to raise up for 1 round, bonus action to activate. Affects all creatures within a 10 foot radius, dealing 3d8 damage on failed DEX save (half damage success if Augmented for 1 SP or more). Augment 1 SP to increase duration to 1 minute or 2 SP to remove Concentration.</p><p></p><p><strong>Draw Power:</strong> Gain 1 temporary Spell Point until end of next turn when reduce target of CR 7 or more to 0 HP or crit.</p><p></p><p><strong>Extra Attack:</strong> May attack twice instead of once when using the Attack action.</p><p></p><p><strong>Fatal Thrust:</strong> When rolling melee attack with advantage may reroll one of the 2 d20s.</p><p></p><p><strong>Feint:</strong> Can use Help action on self to gain advantage on next attack roll.</p><p></p><p><strong>Fey Ancestry:</strong> Advantage vs charmed condition, cannot be put to magical sleep.</p><p></p><p><strong>Fighting Style: Magic Spheres Adept:</strong> Gain 1 bonus magic talent.</p><p></p><p><strong>Footwork:</strong> Expend martial focus to move up to 10 feet, impose disadvantage on oncoming attack or gain advantage on DEX save if in response to an attack.</p><p></p><p><strong>Gadgets:</strong> Can make up to 8 gadgets every short or long rest. Can have up to 10 more due to subclass. Gadgets can be handheld Detonator that deals 3d6 fire damage in 5 foot radius (or detonate alchemy formula) and set after 1 round to 1 hour, can be Hook and Pulley that can pull objects or pull self up to 30 feet in straight line, Launcher that doubles range of thrown weapon, footwear that grants alternate movement capabilities, or goggles granting various sensory enhancements.</p><p></p><p><strong>Lunge:</strong> As long as you have martial focus, increase melee reach by 5 feet in exchange for -2 on attack rolls vs. adjacent targets.</p><p></p><p><strong>Mask of the Wild:</strong> Can hide even when lightly obscured with access to natural phenomena.</p><p></p><p><strong>Technically Minded:</strong> Can create 10 additional formula or gadgets in any combination.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Active Defense:</strong> When wielding shield may increase AC by 2 against attack you are aware of. Can expend martial focus to use this without spending reaction or redirect attack to another target within the attack’s reach or range.</p><p></p><p><strong>Aegis:</strong> Grant benefit of aegis to self for up to 1 hour Concentration, Augment 2 SP to remove Concentration. Gain AC 17 (Armored), Resistance against choice of acid/cold/fire/lightning/radiant/thunder (Energy Resistance), or Resistance to nonmagical bludgeoning/piercing/slashing damage (Obstruction), or can spendable Reaction to gain advantage on saving throw (Resistance).</p><p></p><p><strong>Attack:</strong> +11 to hit (Master Sword), +7 to hit (boomerang, shortbow, or formula), +10 to hit (Megaton Hammer or Biggoron’s Sword), range 80/320 (shortbow), 30/120 boomerang), or 20/60 (alchemical item), reach 5 ft. (melee) or 10 ft. (lunge), 1 creature or object. Hit: 10 (1d8+6) slashing damage (Master Sword), 4 (1d4+2) bludgeoning damage (Boomerang) 12 (2d6+5) bludgeoning or slashing (Biggoron’s Sword or Megaton Hammer), 5 (1d6+2) piercing damage (shortbow), 5/17 (1d10/3d10) thunder damage (thunderstone) or 11/19 (3d6/5d6) fire damage (bomb). Special: +2d10 radiant damage vs fiends or undead and sheds light in 10 foot radius (Master Sword), can make new attack vs adjacent creature if miss original target (alchemical item), deafened for 1 minute or stunned for 1 round (thunderstone), affects targets within 5 foot radius (bomb). If attuned to Silver Gauntlets add +5 to attack and damage of all melee attacks.</p><p></p><p><strong>Destructive Blast (Blade):</strong> one melee weapon, natural weapon, or 20 ammo deals damage of chosen blast type for 1 minute and deal +3d6 damage on critical hit, Augment 1 SP to affect 5 weapons or up to 100 ammo, Augment 2 SP to remove Concentration.</p><p></p><p><strong>Teleport:</strong> Must be Augmented for 1 SP, move self 300 feet. Augment 1 SP to not need line of sight, Augment 2 SP to teleport up to 1,000 miles but suffer potential d100 Mishap depending on familiarity.</p><p></p><p><strong>Teleport Beacon:</strong> Designate touched spot, creature, or beacon as personal dimensional beacon for 24 hours but can only have 1 at a time. Augment 1 SP to make an additional one without removing previous ones, Augment 1 SP to return to beacon regardless of distance as long as on the same plane.</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Destructive Blast (Blade):</strong> Apply rider effect of chosen blast type when successfully hit with weapon</p><p></p><p><strong>Second Wind:</strong> Heal 1d10+10 hit points per short or long rest.</p><p></p><p><strong>Spell Combat:</strong> expend martial focus to make a single attack whenever cast magic sphere effect of 0 Spell Points as an action.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Aegis (Resistance):</strong> gain advantage on one saving throw.</p><p></p><p><strong>Quick Application:</strong> use a formula or poison or activate a gadget.</p><p></p><p><strong>Equipment</strong></p><p></p><p>Alchemist’s Supplies, Biggoron’s Sword (+2 Greatsword), <a href="https://www.dndbeyond.com/equipment/boomerang" target="_blank">Boomerang,</a> Goron Tunic (as Breastplate of Resistance [fire]), Master Sword (Longsword, as Holy Avenger but Link can ignore class prerequisite), Megaton Hammer (+2 Maul), Mirror Shield (as Spellguard Shield), Ocarina of Time (Spell Focus), Shortbow, Silver Gauntlets (as Belt of Giant Strength: Cloud Giant), Zora Tunic (as Breastplate of Water Breathing, like Potion of Water Breathing but permanent)</p><p></p><p><img src="https://i.imgur.com/no63GEi.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Navi is Link’s trusty fairy sidekick. She uses the stats for a <a href="https://www.dndbeyond.com/monsters/sprite" target="_blank">Sprite,</a> but with 14 levels in the Spherecaster sidekick class the following adjustments:</p><p></p><ul> <li data-xf-list-type="ul">She has 44 hit points.</li> <li data-xf-list-type="ul">Her Proficiency Bonus is +5.</li> <li data-xf-list-type="ul">Her Intelligence is 18.</li> <li data-xf-list-type="ul">Her Wisdom saving throw is +6.</li> <li data-xf-list-type="ul">Her attack bonus with the longsword and shortbow are +5 and +9.</li> <li data-xf-list-type="ul">The DC for her shortbow poison and Heart Sight abilities are 13.</li> <li data-xf-list-type="ul">She has the Skilled feat.</li> <li data-xf-list-type="ul">Her skills are Arcana +9, Nature +9, Perception +6, Religion +9, and Stealth +11.</li> <li data-xf-list-type="ul">Her passive Perception is 16.</li> <li data-xf-list-type="ul">She has the Natural Casting Tradition, albeit she uses Intelligence instead of Charisma as her Key Ability Modifier. She has 11 Spell Points, and up to two times per long rest she can recover 5 Spell Points at the end of a short rest.</li> <li data-xf-list-type="ul">She has the following spheres and talents: Divination (Detect Aberration, Detect Constructs, Detect Dragons, Detect Elementals, Detect Fiends, Detect Monstrosity, Detect Oozes, Detect Nature, Detect Secrets, Detect Shapechanger, Detect Spellcasters, Detect Summons, Detect Undead, Fast Divinations, Invasive Divinations, See Hazard [sense]), Light (Guiding Light [glow])</li> </ul><p></p><p><strong>Conversion Details:</strong> This stat block represents Adult Link near the end of Ocarina of Time, sometime during Gerudo Valley and the Spirit Temple. Once again I had to do some minor cheating. Link from Ocarina of Time is closest to an Outlander in background, but his Martial Tradition is closest to Weapon Master. Although there’s no overtly Japanese-style weapons in OoT, Bushido Training gives him proficiency in greatswords and mauls which match up to the Biggoron’s Sword and Megaton Hammer, while his Wood Elf subrace grants him proficiency in the typical sword and bow stuff. The Shield sphere and talents represent his use of shield in combat as well as the Mirror Shield’s ability to deflect magical attacks, while his Fencing talents and Retribution sphere represents the game’s combat system where you wait for an opening <a href="https://goombastomp.com/legend-of-zelda-ocarina-of-time-combat-analysis/" target="_blank">which was inspired by Chanbara theatrical swordplay.</a> Alchemy and Tinkerer represent the variety of gadgets and tools Link has access to, such as deku nuts (thunderstone), bombs (bombs), the Lens of Truth (Goggles), Hookshot (Artillerist Gadgets), and Hover Boots (Footwear). The talents of his Casting Tradition are in line with the magical items Link gains access to, such as Destruction’s Fire, Ice, and Illuminating blast types for the Fire/Ice/Light Arrows (Blade blast shape) and Din’s Fire (Aura blast shape), and Razor Wind for his magically-charged Spin Attack (can be Aura or Blade depending on appropriateness). For more utility features there’s Protection for Nayru’s Love and Warp for Farore’s Wind and the various Ocarina songs that teleport Link to a specific location. I wanted the Master Sword to be special and looked for the closest Legendary-rarity magic item. The Holy Avenger seemed the best choice, although it being restricted to Paladins was impractical given that building Link as a Spherecaster Paladin would’ve given him much less talents to work with.</p><p></p><p>In regards to his equipment, Link actually has more magic items than which he can attune to at once. Typically he has an armored Tunic, Mirror Shield, and Master Sword as his attuned items. The Silver Gauntlets can really increase his attack and damage output albeit at the cost of one of these items. So he typically uses the gauntlets to lift and move heavy objects rather than in direct combat. The Golden Gauntlets once obtained can be treated as a Belt of Giant Strength: Storm Giant.</p><p></p><p>The Leadership sphere’s sidekick package and Greater Recruitment grant Link a trusty fairy companion in the form of Navi. Using the Sprite as a base,* I specialized in the Divination sphere, with the Light sphere’s Guiding Light representing her hovering near an enemy to initiate Z-Targeting where Link focuses on the foe more intently. Her various Divination spheres and the Skilled feat make effective use of Recall Lore, as Navi in-game knows the habits and weaknesses of virtually every enemy. The Detect Secrets and See Hazard talents represent her ability to discover and warn Link about various hidden passages and traps in dungeons.</p><p></p><p>*It has a higher Intelligence than a Pixie, and its Heart Sight seems more thematically appropriate for a knowledgeable fairy.</p><p></p><p style="text-align: center"><strong>Talent Progression by Level (Link)</strong></p><p></p><p>Level 1 Conscript: Martial Tradition: Equipment (Armor Training, Bushido Training), Fencing, Retribution; Level: Alchemy (Thunderstone)</p><p>Level 2 Conscript: Level: Shield</p><p>Level 3 Conscript: Level: Fencing (Footwork)</p><p>Level 4 Conscript: Level: Alchemy (Bomb); Combat Dabbler Feat: Fencing (Lunge)</p><p>Level 5 Conscript: Level: Leadership (sidekick package, Greater Recruitment [+1 talent from skill proficiency])</p><p>Level 6 Conscript: Level: Leadership (Greater Recruitment)</p><p>Level 7 Conscript: Level: Equipment (Bombardier Training)</p><p>Level 8 Conscript: Level: Shield (Redirecting Shield); Combat Dabbler Feat: Shield (Perfect Redirection)</p><p>Level 9 Conscript: Level: Tinkerer (Artillerist Gadgets, Footwear Improvement [+1 talent from tool proficiency])</p><p>Level 10 Conscript: Level: Tinkerer (Goggles)</p><p>Level 1 Mageknight: Casting Tradition: Destruction (Confining [blast type], Fire [blast type], Blade [blast shape], +1 talent from Protection sphere), Protection; Variants: Protection (Energy Resistance, Obstruction); Level: Destruction (Blaster Adept [Ice, Illuminating, Razor Wind])</p><p>Level 2 Mageknight: Fighting Style: Warp; Variants: Warp (Distant Teleport, Unseen Teleport); Bonus Talents: Destruction (Dismissing [blast type])</p><p>Level 3 Mageknight: Level: Warp (True Teleport); Path Talent: Destruction (Aura [blast shape])</p><p>Level 4 Mageknight: Magical Expertise Feat: Protection (Resistance), Warp (True Teleport)</p><p></p><p style="text-align: center"><strong>Talent Progression by Level (Navi)</strong></p><p>Level 1: Casting Tradition: Divination (Detect Monstrosity, See Hazard), Light.</p><p>Level 2: Light (Guiding Light)</p><p>Level 4: Divination (Fast Divinations)</p><p>Level 6: Divination (Invasive Divinations)</p><p>Level 8: Divination (Expanded Divinations [Detect Constructs, Oozes, Fiends])</p><p>Level 10: Divination (Expanded Divinations [Detect Undead, Dragons, Secrets])</p><p>Level 12: Divination (Expanded Divinations [Detect Elementals, Nature, Spellcasters])</p><p>Level 14: Divination (Expanded Divinations [Detect Shapechanger, Aberration, Summons])</p><p></p><p><strong>Why does Ganondorf hate the Internet? Too many links!</strong></p><p></p><p>While Ocarina of Time is perhaps the most well-regarded game in the series alongside Breath of the Wild, other incarnations of the legendary hero can be done by altering a few talents (and maybe even a class) here and there. Additionally, many aspects of the above stat block exist in multiple games, such as the Spin Attack. While making each one a unique stat block is beyond the scope of this post, here are a few suggestions.</p><p></p><p><strong>Breath of the Wild:</strong> Is Proficient in Stealth, likely has Intuitive Combatant in order to gain various (discipline) talents to use virtually any weapon. Paraglider likely comes from the Aerodynamics Study of the Scholar class and Parachute of the Tinkerer sphere’s Suit Improvement talent. Magnesis Runes are Telekinesis with a Variant limiting its use to magnetic objects. Stasis is the Time sphere’s Time Freeze talent. Cryosis is the Freeze function of the Nature sphere’s Water geomancy package. Camera is Tinkerer’s Recording Gadgets talent.</p><p></p><p><strong>Link to the Past:</strong> Link is likely an Armiger with the Antiquarian subclass to represent the variety of possible effects from items here. Pegasus Boots and Zora Flippers can be represented by Tinkerer’s Footwear. Magic Powder can be represented as the Alteration sphere Augmented to effect unwilling targets. Fire Rod and Ice Rod can be represented by Destruction’s Ray blast shape talent in conjunction with the Fire and Ice blast type talents. Cane of Somaria can be represented by the Creation sphere, Shovel Nature’s Forge Earth talent, and the various Medallions Destruction’s Explosive Orb blast shape with appropriate blast type talents.</p><p></p><p><strong>Skyward Sword:</strong> Beetles can be represented with the Beastmastery sphere’s Tamer package. The Digging and Mogma Mitts can be represented by Athletics’ Terrain Glide. The Gust Jar can be represented by the Nature sphere’s Air geomancy package. Water Dragon’s Scale can be represented by Tinkerer’s Footwear that grants a swim speed.</p><p></p><p><strong>Twilight Princess:</strong> There’s no magic meter in the game so Link is likely a full Conscript. Gain the Transformation feat to assume wolf form. Midna is a sidekick similar to Navi but has Warp’s Planeshift talent to transport herself and Link to the Twilight world, the Dark sphere’s One With the Void to become incorporeal and Shadow Stash to store Link’s items when he’s in wolf form, and Alteration’s Blank Form talent to assume the appearance of various humanoids. Hawkeye can be simulated using Tinkerer’s Ranged Weapon Improvement, and the Spinner is like the Footwear option that grants a climbing speed.</p><p></p><p><strong>Wind Waker:</strong> Link has talents in the Barroom to represent use of breakable items and the ability to pick up and throw various items and objects, even heavy melee weapons. The Grappling Hook can be represented by Athletic’s Rope Swing, Picto Box represented by Tinkerer’s Recording Gadgets, and the Deku Leaf can be represented by Nature’s Air geomancy package.</p><p></p><p></p><p>And with that, I am done with my Let’s Read of Spheres of Power & Might. It’s been a fun ride since I began nearly a month ago. I hope that I did due diligence in showcasing the strengths of the system and being critical where it’s warranted.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8385117, member: 6750502"] [IMG]https://i.imgur.com/mr7YLaM.png[/IMG] [B]Link, the Hero of Time[/B] Medium Humanoid (Wood Elf) Conscript 10/Mageknight 4; Mechanic/Spellblade [B]Armor Class[/B] 18, 20 when using Active Defense [B]Hit Points[/B] 102 (14d10+14) [B]Speed[/B] 35 ft. STR 16 (27 with Silver Gauntlets) DEX 14 CON 12 INT 14 WIS 12 CHA 10 (27 point buy, +2 DEX Elf, +1 WIS Wood Elf, +2 STR Combat Dabbler x2) [B]Saving Throws[/B] Dexterity +7, Strength +8 [B]Skills[/B] Animal Handling +7 (class), Athletics +8 (background), Perception +7 (Elf), Persuasion +5 (class), Survival +7 (background) [B]Tools[/B] Alchemist’s Supplies (sphere), Ocarina (background), Tinker’s Tools (class) [B]Senses[/B] passive Perception 17, darkvision 30 ft. [B]Languages[/B] Hylian (Common), Kokiri (Elven), Sylvan [B]Background:[/B] Outlander [B]Feats:[/B] Combat Dabbler x2, Magical Expertise [B]Casting Tradition: Great Fairy Magic Key Ability Modifier:[/B] Intelligence [B]Drawbacks: [/B] Focus Casting (Ocarina), Somatic Casting; [B]Boons:[/B] Easy Focus; [B]Variants:[/B] Protection (Limited Protection [aegis], Protected Soul), Warp (Limited Warp [only to other rooms in dungeons or places keyed to Ocarina melodies], Taxing Teleport) [B]Sphere DC[/B]; 15 [B]Spell Points[/B] 4 [B]Destruction[/B] - Aura (blast shape), Blade (blast shape), Blaster Adept (Ice Illuminating, Razor Wind), Confining (blast type), Fire (blast shape), Razor Wind (blast type) [B]Protection[/B] - Energy Resistance (aegis), Obstruction (aegis), Resistance (aegis) [B]Warp[/B] - Distant Teleport (teleport), Teleport Beacon (teleport), True Teleport (teleport), Unseen Teleport (teleport) [B]Martial Tradition: Weapon Master Key Ability Modifier:[/B] Intelligence [B]Sphere DC[/B] 15 [B]Alchemy[/B] - Bomb (formula), Thunderstone (formula) [B]Equipment[/B] - Armor Training, Bombardier Training (discipline), Bushido Training (discipline) [B]Fencing[/B] - Footwork, Lunge [B]Leadership[/B] - Greater Recruitment x2 [B]Retribution Shield[/B] - Redirecting Shield (deflect), Perfect Redirection [B]Tinkerer[/B] - Artillerist Gadgets (gadget), Footwear (accessory, gadget), Goggles (gadget) [B]Special Abilities Alchemy:[/B] Create up to 7 formulas every short or long rest. Can be a thunderstone that deafens for 1 minute and deals 1d10 thunder damage (expend martial focus to stun for 1 round and deal 3d10 thunder damage), or bomb that deals 3d6 fire damage in 5 foot radius (expend martial focus to deal 5d6 damage). Each bomb counts as 2 formula, and can have up to 10 additional formula due to subclass. [B]Counterstrike:[/B] May give up one attack from Attack action to ready melee attack. Deal +5 damage and regain reaction if hits, set up to 3 triggers for that attack. [B]Danger Sense:[/B] Advantage on Dexterity saves vs effects one can see. [B]Destruction Sphere Rider Effects:[/B] fire damage, targets set on fire on failed DEX save and take 3d8 fire damage until extinguished, Augment 1 SP targets are Frightened (fire); slashing damage, resist with CON instead of DEX, targets hit suffer stacking -1 AC until end of next round, Augment 1 SP to increase duration to 1 minute (razor wind); radiant damage, creatures become visible in dim light and suffer disadvantage on Stealth checks until start of next turn, Augment 1 SP become visible in darkness as well (Illuminating); cold damage, CON save instead of DEX save, targets reduce speed by 10 feet for 1 minute, Augment 1 SP to be encased in ice and are Restrained for 5 rounds or until broken out of 42 HP AC 10 ice (ice); force damage, cannot move closer to caster until start of next turn on failed STR save, Augment 1 SP to deal 3 force damage if they willingly move from space (confining); force damage, conjured or summoned creatures have disadvantage on saves and attack rolls have advantage, use CHA instead of DEX save, Augment 1 SP to affect any target not on native plane, Augment 4 SP to cause conjured/summoned creatures to be banished back to home plane on failed CHA save (dismissing). [B]Destructive Blast (Aura):[/B] Action to raise up for 1 round, bonus action to activate. Affects all creatures within a 10 foot radius, dealing 3d8 damage on failed DEX save (half damage success if Augmented for 1 SP or more). Augment 1 SP to increase duration to 1 minute or 2 SP to remove Concentration. [B]Draw Power:[/B] Gain 1 temporary Spell Point until end of next turn when reduce target of CR 7 or more to 0 HP or crit. [B]Extra Attack:[/B] May attack twice instead of once when using the Attack action. [B]Fatal Thrust:[/B] When rolling melee attack with advantage may reroll one of the 2 d20s. [B]Feint:[/B] Can use Help action on self to gain advantage on next attack roll. [B]Fey Ancestry:[/B] Advantage vs charmed condition, cannot be put to magical sleep. [B]Fighting Style: Magic Spheres Adept:[/B] Gain 1 bonus magic talent. [B]Footwork:[/B] Expend martial focus to move up to 10 feet, impose disadvantage on oncoming attack or gain advantage on DEX save if in response to an attack. [B]Gadgets:[/B] Can make up to 8 gadgets every short or long rest. Can have up to 10 more due to subclass. Gadgets can be handheld Detonator that deals 3d6 fire damage in 5 foot radius (or detonate alchemy formula) and set after 1 round to 1 hour, can be Hook and Pulley that can pull objects or pull self up to 30 feet in straight line, Launcher that doubles range of thrown weapon, footwear that grants alternate movement capabilities, or goggles granting various sensory enhancements. [B]Lunge:[/B] As long as you have martial focus, increase melee reach by 5 feet in exchange for -2 on attack rolls vs. adjacent targets. [B]Mask of the Wild:[/B] Can hide even when lightly obscured with access to natural phenomena. [B]Technically Minded:[/B] Can create 10 additional formula or gadgets in any combination. [B]Actions Active Defense:[/B] When wielding shield may increase AC by 2 against attack you are aware of. Can expend martial focus to use this without spending reaction or redirect attack to another target within the attack’s reach or range. [B]Aegis:[/B] Grant benefit of aegis to self for up to 1 hour Concentration, Augment 2 SP to remove Concentration. Gain AC 17 (Armored), Resistance against choice of acid/cold/fire/lightning/radiant/thunder (Energy Resistance), or Resistance to nonmagical bludgeoning/piercing/slashing damage (Obstruction), or can spendable Reaction to gain advantage on saving throw (Resistance). [b]Attack:[/b] +11 to hit (Master Sword), +7 to hit (boomerang, shortbow, or formula), +10 to hit (Megaton Hammer or Biggoron’s Sword), range 80/320 (shortbow), 30/120 boomerang), or 20/60 (alchemical item), reach 5 ft. (melee) or 10 ft. (lunge), 1 creature or object. Hit: 10 (1d8+6) slashing damage (Master Sword), 4 (1d4+2) bludgeoning damage (Boomerang) 12 (2d6+5) bludgeoning or slashing (Biggoron’s Sword or Megaton Hammer), 5 (1d6+2) piercing damage (shortbow), 5/17 (1d10/3d10) thunder damage (thunderstone) or 11/19 (3d6/5d6) fire damage (bomb). Special: +2d10 radiant damage vs fiends or undead and sheds light in 10 foot radius (Master Sword), can make new attack vs adjacent creature if miss original target (alchemical item), deafened for 1 minute or stunned for 1 round (thunderstone), affects targets within 5 foot radius (bomb). If attuned to Silver Gauntlets add +5 to attack and damage of all melee attacks. [B]Destructive Blast (Blade):[/B] one melee weapon, natural weapon, or 20 ammo deals damage of chosen blast type for 1 minute and deal +3d6 damage on critical hit, Augment 1 SP to affect 5 weapons or up to 100 ammo, Augment 2 SP to remove Concentration. [B]Teleport:[/B] Must be Augmented for 1 SP, move self 300 feet. Augment 1 SP to not need line of sight, Augment 2 SP to teleport up to 1,000 miles but suffer potential d100 Mishap depending on familiarity. [B]Teleport Beacon:[/B] Designate touched spot, creature, or beacon as personal dimensional beacon for 24 hours but can only have 1 at a time. Augment 1 SP to make an additional one without removing previous ones, Augment 1 SP to return to beacon regardless of distance as long as on the same plane. [B]Bonus Actions Destructive Blast (Blade):[/B] Apply rider effect of chosen blast type when successfully hit with weapon [B]Second Wind:[/B] Heal 1d10+10 hit points per short or long rest. [B]Spell Combat:[/B] expend martial focus to make a single attack whenever cast magic sphere effect of 0 Spell Points as an action. [B]Reactions Aegis (Resistance):[/B] gain advantage on one saving throw. [B]Quick Application:[/B] use a formula or poison or activate a gadget. [B]Equipment[/B] Alchemist’s Supplies, Biggoron’s Sword (+2 Greatsword), [URL='https://www.dndbeyond.com/equipment/boomerang']Boomerang,[/URL] Goron Tunic (as Breastplate of Resistance [fire]), Master Sword (Longsword, as Holy Avenger but Link can ignore class prerequisite), Megaton Hammer (+2 Maul), Mirror Shield (as Spellguard Shield), Ocarina of Time (Spell Focus), Shortbow, Silver Gauntlets (as Belt of Giant Strength: Cloud Giant), Zora Tunic (as Breastplate of Water Breathing, like Potion of Water Breathing but permanent) [IMG]https://i.imgur.com/no63GEi.png[/IMG] Navi is Link’s trusty fairy sidekick. She uses the stats for a [URL='https://www.dndbeyond.com/monsters/sprite']Sprite,[/URL] but with 14 levels in the Spherecaster sidekick class the following adjustments: [LIST] [*]She has 44 hit points. [*]Her Proficiency Bonus is +5. [*]Her Intelligence is 18. [*]Her Wisdom saving throw is +6. [*]Her attack bonus with the longsword and shortbow are +5 and +9. [*]The DC for her shortbow poison and Heart Sight abilities are 13. [*]She has the Skilled feat. [*]Her skills are Arcana +9, Nature +9, Perception +6, Religion +9, and Stealth +11. [*]Her passive Perception is 16. [*]She has the Natural Casting Tradition, albeit she uses Intelligence instead of Charisma as her Key Ability Modifier. She has 11 Spell Points, and up to two times per long rest she can recover 5 Spell Points at the end of a short rest. [*]She has the following spheres and talents: Divination (Detect Aberration, Detect Constructs, Detect Dragons, Detect Elementals, Detect Fiends, Detect Monstrosity, Detect Oozes, Detect Nature, Detect Secrets, Detect Shapechanger, Detect Spellcasters, Detect Summons, Detect Undead, Fast Divinations, Invasive Divinations, See Hazard [sense]), Light (Guiding Light [glow]) [/LIST] [B]Conversion Details:[/B] This stat block represents Adult Link near the end of Ocarina of Time, sometime during Gerudo Valley and the Spirit Temple. Once again I had to do some minor cheating. Link from Ocarina of Time is closest to an Outlander in background, but his Martial Tradition is closest to Weapon Master. Although there’s no overtly Japanese-style weapons in OoT, Bushido Training gives him proficiency in greatswords and mauls which match up to the Biggoron’s Sword and Megaton Hammer, while his Wood Elf subrace grants him proficiency in the typical sword and bow stuff. The Shield sphere and talents represent his use of shield in combat as well as the Mirror Shield’s ability to deflect magical attacks, while his Fencing talents and Retribution sphere represents the game’s combat system where you wait for an opening [URL='https://goombastomp.com/legend-of-zelda-ocarina-of-time-combat-analysis/']which was inspired by Chanbara theatrical swordplay.[/URL] Alchemy and Tinkerer represent the variety of gadgets and tools Link has access to, such as deku nuts (thunderstone), bombs (bombs), the Lens of Truth (Goggles), Hookshot (Artillerist Gadgets), and Hover Boots (Footwear). The talents of his Casting Tradition are in line with the magical items Link gains access to, such as Destruction’s Fire, Ice, and Illuminating blast types for the Fire/Ice/Light Arrows (Blade blast shape) and Din’s Fire (Aura blast shape), and Razor Wind for his magically-charged Spin Attack (can be Aura or Blade depending on appropriateness). For more utility features there’s Protection for Nayru’s Love and Warp for Farore’s Wind and the various Ocarina songs that teleport Link to a specific location. I wanted the Master Sword to be special and looked for the closest Legendary-rarity magic item. The Holy Avenger seemed the best choice, although it being restricted to Paladins was impractical given that building Link as a Spherecaster Paladin would’ve given him much less talents to work with. In regards to his equipment, Link actually has more magic items than which he can attune to at once. Typically he has an armored Tunic, Mirror Shield, and Master Sword as his attuned items. The Silver Gauntlets can really increase his attack and damage output albeit at the cost of one of these items. So he typically uses the gauntlets to lift and move heavy objects rather than in direct combat. The Golden Gauntlets once obtained can be treated as a Belt of Giant Strength: Storm Giant. The Leadership sphere’s sidekick package and Greater Recruitment grant Link a trusty fairy companion in the form of Navi. Using the Sprite as a base,* I specialized in the Divination sphere, with the Light sphere’s Guiding Light representing her hovering near an enemy to initiate Z-Targeting where Link focuses on the foe more intently. Her various Divination spheres and the Skilled feat make effective use of Recall Lore, as Navi in-game knows the habits and weaknesses of virtually every enemy. The Detect Secrets and See Hazard talents represent her ability to discover and warn Link about various hidden passages and traps in dungeons. *It has a higher Intelligence than a Pixie, and its Heart Sight seems more thematically appropriate for a knowledgeable fairy. [CENTER][B]Talent Progression by Level (Link)[/B][/CENTER] Level 1 Conscript: Martial Tradition: Equipment (Armor Training, Bushido Training), Fencing, Retribution; Level: Alchemy (Thunderstone) Level 2 Conscript: Level: Shield Level 3 Conscript: Level: Fencing (Footwork) Level 4 Conscript: Level: Alchemy (Bomb); Combat Dabbler Feat: Fencing (Lunge) Level 5 Conscript: Level: Leadership (sidekick package, Greater Recruitment [+1 talent from skill proficiency]) Level 6 Conscript: Level: Leadership (Greater Recruitment) Level 7 Conscript: Level: Equipment (Bombardier Training) Level 8 Conscript: Level: Shield (Redirecting Shield); Combat Dabbler Feat: Shield (Perfect Redirection) Level 9 Conscript: Level: Tinkerer (Artillerist Gadgets, Footwear Improvement [+1 talent from tool proficiency]) Level 10 Conscript: Level: Tinkerer (Goggles) Level 1 Mageknight: Casting Tradition: Destruction (Confining [blast type], Fire [blast type], Blade [blast shape], +1 talent from Protection sphere), Protection; Variants: Protection (Energy Resistance, Obstruction); Level: Destruction (Blaster Adept [Ice, Illuminating, Razor Wind]) Level 2 Mageknight: Fighting Style: Warp; Variants: Warp (Distant Teleport, Unseen Teleport); Bonus Talents: Destruction (Dismissing [blast type]) Level 3 Mageknight: Level: Warp (True Teleport); Path Talent: Destruction (Aura [blast shape]) Level 4 Mageknight: Magical Expertise Feat: Protection (Resistance), Warp (True Teleport) [CENTER][B]Talent Progression by Level (Navi)[/B][/CENTER] Level 1: Casting Tradition: Divination (Detect Monstrosity, See Hazard), Light. Level 2: Light (Guiding Light) Level 4: Divination (Fast Divinations) Level 6: Divination (Invasive Divinations) Level 8: Divination (Expanded Divinations [Detect Constructs, Oozes, Fiends]) Level 10: Divination (Expanded Divinations [Detect Undead, Dragons, Secrets]) Level 12: Divination (Expanded Divinations [Detect Elementals, Nature, Spellcasters]) Level 14: Divination (Expanded Divinations [Detect Shapechanger, Aberration, Summons]) [B]Why does Ganondorf hate the Internet? Too many links![/B] While Ocarina of Time is perhaps the most well-regarded game in the series alongside Breath of the Wild, other incarnations of the legendary hero can be done by altering a few talents (and maybe even a class) here and there. Additionally, many aspects of the above stat block exist in multiple games, such as the Spin Attack. While making each one a unique stat block is beyond the scope of this post, here are a few suggestions. [B]Breath of the Wild:[/B] Is Proficient in Stealth, likely has Intuitive Combatant in order to gain various (discipline) talents to use virtually any weapon. Paraglider likely comes from the Aerodynamics Study of the Scholar class and Parachute of the Tinkerer sphere’s Suit Improvement talent. Magnesis Runes are Telekinesis with a Variant limiting its use to magnetic objects. Stasis is the Time sphere’s Time Freeze talent. Cryosis is the Freeze function of the Nature sphere’s Water geomancy package. Camera is Tinkerer’s Recording Gadgets talent. [B]Link to the Past:[/B] Link is likely an Armiger with the Antiquarian subclass to represent the variety of possible effects from items here. Pegasus Boots and Zora Flippers can be represented by Tinkerer’s Footwear. Magic Powder can be represented as the Alteration sphere Augmented to effect unwilling targets. Fire Rod and Ice Rod can be represented by Destruction’s Ray blast shape talent in conjunction with the Fire and Ice blast type talents. Cane of Somaria can be represented by the Creation sphere, Shovel Nature’s Forge Earth talent, and the various Medallions Destruction’s Explosive Orb blast shape with appropriate blast type talents. [B]Skyward Sword:[/B] Beetles can be represented with the Beastmastery sphere’s Tamer package. The Digging and Mogma Mitts can be represented by Athletics’ Terrain Glide. The Gust Jar can be represented by the Nature sphere’s Air geomancy package. Water Dragon’s Scale can be represented by Tinkerer’s Footwear that grants a swim speed. [B]Twilight Princess:[/B] There’s no magic meter in the game so Link is likely a full Conscript. Gain the Transformation feat to assume wolf form. Midna is a sidekick similar to Navi but has Warp’s Planeshift talent to transport herself and Link to the Twilight world, the Dark sphere’s One With the Void to become incorporeal and Shadow Stash to store Link’s items when he’s in wolf form, and Alteration’s Blank Form talent to assume the appearance of various humanoids. Hawkeye can be simulated using Tinkerer’s Ranged Weapon Improvement, and the Spinner is like the Footwear option that grants a climbing speed. [B]Wind Waker:[/B] Link has talents in the Barroom to represent use of breakable items and the ability to pick up and throw various items and objects, even heavy melee weapons. The Grappling Hook can be represented by Athletic’s Rope Swing, Picto Box represented by Tinkerer’s Recording Gadgets, and the Deku Leaf can be represented by Nature’s Air geomancy package. And with that, I am done with my Let’s Read of Spheres of Power & Might. It’s been a fun ride since I began nearly a month ago. I hope that I did due diligence in showcasing the strengths of the system and being critical where it’s warranted. [/QUOTE]
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