D&D 5E: Link, Hero of the Goddess

For as long as I’ve been playing games I’ve been playing the Legend of Zelda series. A Swords-n-Sorcery and Fairy Tale style of Action-Rpg developed by Nintendo.  Sounds pretty similar to my favorite recent pastime, Dungeons and Dragons. And that got me thinking about what class and background our beloved protagonist Link would be and well..

I got a bit carried away..

If you’d like to download an editable version of it for yourself click here.

Choices:

There were a lot of tough choices I had to make since there are many different ways Link has been interpreted throughout the years and many ways to interpret those Links mechanically.

Race:

I went in thinking Link is a Wood-Elf, obviously. But as I read more about the Hylian race I realized that they have many similarities to the High Elves of D&D. They also get the free cantrip and I chose True Strike and interpreted that as the “Z-targeting” mechanic of the 3d Zelda games.

Class:

Now this can be interpreted in many different ways. I wanted 5E Link to represent all of his interpretations, meaning I wanted him to be able to fight close range, long-range, and cast magicks.

At first I thought Eldritch Knight and I was working with that for a bit but I switched to Ranger because I thought it fit Link’s origins and skill set a bit better. Not to mention they get a few spells that increase their Bow ability.

It heavily depends on what Link you’re looking at. I could see:

  • Twilight Princess’s Blue Eyed Beast being a Champion, being seemingly the Link with the most martial prowess.
  • Windwaker’s Hero of the Winds being a Battle Master, with how much focus they put on his sword skill.
  • Or Skyward Sword’s Hero of Legend being a Paladin of Devotion, with how peious the his hometown seems to be.

And you can just say that all his magicks just come from the many Legendary items he has with him.

Background:

Outlander definitely. Almost every interpretation has him starting from very rustic beginnings usually in a forest.

You could argue acolyte for the Hero of Legend. Or perhaps Guild Artisan(Blacksmith) for the few times he’s the son of a blacksmith.

Alignment:

I could see Neutral or Chaotic Good fitting our young hero as he does seem to go behind the back of the Law to get the job done sometimes but most of the time he does seem to follow the law… mostly.

 

Treasures:

“Racing for Rupees” – Callegos

The most important part of The Legend of Zelda is Link’s arsenal. Each game in the franchise features an impressive array of items for Link to defeat monsters and solve puzzles. I made sure to take extra care with this section. This section is also useful if anyone ever wants to run a Hyrulian setting game.

Master Sword, The Blade of Evil’s Bane:

“The Master Sword”

  • Longsword, Legendary(requires Attunement)
  •  +3 to ATK and DMG
  •  When the wielder is at maximum hp the sword awakens, sending a wave of energy forward with each attack up to 30ft. The wielder makes regular attacks rolls and if it hits it deals 1d8+STR as radiant damage.
  • When attacking a being of evil alignment your attacks with this weapon and energy wave become more potent. You deal an additional 1d8 radiant damage per hit and ignore all resistances.

Hero’s Bow:

  • Shortbow, Legendary(requires attunement by a spellcaster)
  • +3 to ATK and DMG
  • As a bonus action the wielder can choose to expend spells slots to  enchant the next arrow fired with a fire, ice or light enchantment, dealing fire, cold and radiant damage respectively. The arrow deals 2d6 damage per spell slot.

Fairy Necklace:

  • Wonderous Item, Legendary(requires attunement)
  • This item holds up the three charges. The charges recharge when the wielder captures a fairy using the necklace.
  • When the wearer falls to zero hp this necklace expends a charge healing the wearer for 2d10+Con.

“The Hylian Shield”

Hylian Shield:

  • Shield, Legendary
  • +3 Bonus AC
  • As a reaction the wielder can choose to add this shield’s AC bonus to Dex saves.

Hookshot

  • Wondrous Item, Very Rare
  • The user can spend a bonus action to shoot a projectile 30 ft and almost instantly move to that location.

Magic Hammer:

  • Maul, Very Rare
  • +2 to ATK and DMG
  • This is considered a Siege weapon, dealing double damage to constructs.

Gale Boomerang:

  • Wondrous Item, Very Rare
  • The user can spend a bonus action and make a ranged weapon attack at a creature for one of two effects:
    • The target must make a constitution saving throw(DC: 16) or be stunned.
    • You throw the boomerang around the target and create a small tornado pulling the target 5 feet towards your location. The creature must make a Strength saving through or be pulled an additional 20ft towards you as the boomerang returns to you.

Pegasus Shoes:

  • Boots, Rare
  • The wearer can as a free action move double their movement in a straight line. If they collide into an object/creature the wearer is flung 5ft back and both the wearer and object take 1d6 bludgeoning damage.

Power Bracelets:

  • Wondrous Item, Rare
  • Your Strength is 19 while you wear these bracelets. They have no effect on you if your Strength is already 19 or higher.

“Bomb”

Bomb Bag:

  • Wondrous Item, Rare
  • A magical bag that allows the storing of a total of 20 bombs.
  • Allows the holder to ready and throw the bomb with a single action.

Bombs:

  • Equipment, Uncommon
  • You can spend an action to pull out and light the bomb.
  • The bomb will explode in 2 rounds from the point of ignition unless if collides into an object or creature. Then it will explode instantly.
  • Creatures within a 10 foot radius of the bomb will have to make a dexterity saving throw (DC: 14) or take 6d6 fire damage on a failed save and half as much on a successful one.
  • This is considered a Siege weapon, dealing double damage to constructs.

Spells:

I crafted a few(completely busted) custom spells to go along with Link:

“Din’s Pearl”

Din’s Fire:
2nd-level evocation

  • Casting Time: 1 Action
  • Range: 15 Foot Cube(self)
  • V,S,M(Din’s Pearl)
  • Duration: Instantaneous
  • Effect: Fire erupts from within you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage. On a successful save, the creature takes half as much damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.

“Nayru’s Pearl”

Nayru’s Love:
3rd-level evocation

  • Casting Time: 1 Action
  • Range: Self
  • V,S,M,(Nayru’s Pearl)
  • Duration: Concentration, 1 minute
  • Effect: Energy representing Nayru’s love wraps all around yourself protecting you from harm. While the spell is in effect you take half damage from all sources.

“Farore’s Wind”

Farore’s Wind:
4th-level

  • Casting Time: 1 Action
  • Range: 10 ft
  • V,S,M,(Farore’s Wind)
  • Duration: 8 hours
  • Effect: When you cast this spell you leave a mark upon the ground. Using an action within the spells duration can have you immediately returned to that location.This point must be in the same plane of existance. If you enter another plane of existence the spell immediately ends.

 

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