P RINCESS ZELD AOnce the ruling princess of Hyrule, Zelda’s kingdom has been divided--physically, and in other ways. Though she’s not historically known for taking matters into her own hands, few are as empowered and driven to see Hyrule brought back to its former glory as she is. A caring and compassionate woman, she is nonetheless fiercely dedicated to restoring her kingdom.CHECKSRoll 3d10and take the highest result for checks to tell if someone is lying or hiding their intentions, checks that involve religion or religious lore, checks to perform music (either singing or with an instrument), checks that involve politics, and checks to understand or interpret new languages.Roll 2d10 and take the highest result on attack checks with a bow or with magic, defense checks against magic, checks to persuade or engage in diplomacy, and checks to generally understand, interpret or comprehend.Roll 1d10 for anything else.XPWhenever you solve a problem with wisdom and diplomacy, rather than violence or villainous behavior, gain 1 XP.Whenever you make a great sacrifice, placing yourself in danger or giving up a major asset on behalf of someone else, gain 3 XP.Whenever you make a great stride toward rebuilding or strengthening Hyrule, gain 5 XP.YOU BEGIN WITHTriforce of Wisdom: You are unaffected by anything that would fool your senses. You can instantly see through illusions, disguises, and facades. You know when someone is concealing their true form, and you can see the invisible. You are immune to the Blindstatus effect; even without sight, you can feel. Lastly, you are telepathic. You are able to communicate with your allies through the power of your mind. You can deliver messages, and those you are sharing a link with can communicate back. You can maintain a telepathic connection with multiple people at once, allowing them to speak with each other through you. Your telepathy works over any distance, and you can connect this way to anyone as long as you’ve met them at some point.LEVEL UP CHOICESClairvoyance:You have dreams and glimpses of the future, prophecies that can help guide you. When you meet someone new, you may declare that you’ve seen that individual in a dream; the DM must tell you what you saw, and whether the person bodes well or poorly for you and your allies. Before you make a decision, you may pray for wisdom; the DM must tell you whether a particular choice would have good, neutral, bad, or complex consequences. Complex simply means that both good and bad will occur, in roughly equal parts. After you use either aspect of your Clairvoyance, roll 1d10; on a 1-5, shut this ability down.Din’s Fire:You can create magical fire. You can choose to throw a small fireball, which will burst into a more impressive flame upon contact with an enemy--this use of the ability has no particular limits, aside from the normal rules of making an attack. You can also manifest a massive dome of heat around yourself that expands outward, hitting every enemy within 30 feet of you with no penalty; this use of the ability may only be used once per full rest. In either case, Din’s Fire gains +2 on attack checks against enemies weak to Fire based attacks.Dominion Rod: You possess the Dominion Rod, an ancient device passed down to the royal family by the Oocca. When the Dominion Rod is pointed at an any inanimate object crafted in the shape of a living entity (that is to say, mostly statues, de-activate robots and the like), you can bring that object to life with 5 HP. It becomes a minion under your will, operating under standard Follower rules. Objects animated with the Dominion Rod roll 1d10 for every check except defense checks, which they roll 2d10 for instead. After you use this ability, roll 1d10; on a 1-5, shut it down. You will not lose control of any objects you have animated until you take a full rest OR until you choose to relinquish your control, whichever comes first--at which point they return to being normal objects.Farore’s Wind: You can create a magical warp point as a side action. It manifests as a green glow, projecting from the floor. You can, as a main action, take yourself and any willing allies you are in physical contact with back to this warp point, all of you vanishing in a bright green flash. You may only have one warp point active at a time, but you can choose to assign a new warp point whenever you like.Light Arrows: When you fire a bow, you may imbue your ammunition with the power of light. The arrow becomes holy, gaining +2 on the attack check against undead, demons, and those with pure evil in their hearts. You can instinctively tell if an enemy possesses one of these qualities. Your Light Arrows can curve in mid-air, striking up to 3 targets with one main action at no penalty, as long as they all have one of these qualities. When you use this aspect of your Light Arrows, roll 1d10; on a 1-5, shut down your arrows’ ability to strike multiple targets in this fashion.Magical Disguise:You can use your magic to compose a disguise. Your voice, eye and hair color, and general mannerisms change, and you automatically succeed on any checks to fool the uninformed or to convince someone you’re not Zelda. You can switch to a disguise or back as a main action, but using any of your other abilities while in disguise will break the illusion.Nayru’s Love: You can create a magical barrier around yourself or an ally you can see as a side action. A semi-transparent blue crystal forms around the target, which can absorb up to 5 damage before shattering. When it shatters, any enemies within 10 feet of the shielded character automatically take 1 damage. You may only have one instance of Nayru’s Love active at a time. After you conjure one of these crystals, roll 1d10; on a 1-5, shut this ability down.Songs of Goddesses: Whenever you take a full rest somewhere, you may compose a song about that location. Whenever this song is performed as a main action--by you, or anyone--the performer is teleported there.