Techniques
From Legends of Hyrule
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When you learn techniques through the champion class, you can choose from any summarized in this page. Non-champions can gain techniques through the Technician feat, and sometimes through class features.
- Each technique is listed by “action,” “reaction,” or “bonus action.” This specifies which is needed to perform the technique.
- Using a technique always requires you to expend a Stamina Die, even if you don’t roll it.
- If a technique calls for you to “add your Stamina Die” to another number, you roll your Stamina Die and then add the result to the other number. This counts as adding a bonus die, and doesn't stack with other effects that add bonus dice.
- If a technique calls for a save, the save DC equals the higher of your Strength DC and your Dexterity DC, unless the technique specifies otherwise.
- If you have the Target Strike feature, you can make a Target Strike with an attack that comes from a technique. In some cases this even means adding two Stamina Dice to a single attack! Different techniques can’t be added together however, as each is a separate action.
Each technique is summarized below. Click a technique's name for the full effect.
Name | Summary |
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Aimed Shot | Action. Make a weapon attack or unarmed strike, but add your Stamina Die to the attack roll. |
Ambush | Reaction. Immediately after you make a Dex (Stealth) or initiative check, add your Stamina Die to the result. |
Avenging Attack | Reaction. After a creature in your reach deals damage to someone other than you, attack that creature and reduce its attack roll. |
Back Slice | Action. Your melee attack Exposes the target indefinitely. |
Dash Attack | Bonus Action. After Dashing or Sprinting, make a hard-hitting melee attack. |
Deflect Missile | Reaction. Reduce damage from a ranged attack by an amount equal to your SD, if you're wielding a shield or have a free hand. |
Encourage | Bonus Action. Once within the next minute, an ally of your choice adds your SD to its save or attack roll (as a bonus die). |
Ending Blow | Action. Melee attack a Prone or Incapacitated creature. Add you add your SD to the damage, and then maximize your damage roll. |
Flurry Rush | Reaction. When you're missed by a melee attack, counter-attack that creature |
Frenzy | Bonus Action. Add your SD to all Strength-based damage and checks for 1 turn. If you damage a creature, gain resistance to it. |
Helm Splitter | Action. Attack a creature within 15 feet and freely move to any open space within 0 feet of it. |
Hook & Switch | Bonus Action. Swap places with an ally within 15 feet. The first attack roll against either if you subtracts your SD. |
Igniting Shot | Action. Your ranged weapon attack deals extra fire damage equal to your SD, and Ignites a hit target. |
Intercept | Reaction. When a creature enters a 5-foot radius of you, make a melee attack against it. |
Jump Attack | Action. Make a dramatic hard-hitting melee attack that potentially leaves you Exposed. |
Parry | Reaction. Reduce damage from a melee attack by an amount equal to your SD, if you're wielding a shield or a versatile weapon. |
Plummet | Reaction. While airborne, plummet to the ground, landing safely. Deal damage, with greater damage the higher you fell. |
Power Brace | Reaction. After you make save or check using Strength, as a reaction add your SD. |
Reflex | Reaction. Add your SD to the result of your Dexterity saving throw. |
Remote Bomber | Action. Cast the remote bomb+ spell, using Strength or Dexterity as your casting ability. |
Revali's Barrage | Action. Unleash a storm of projectiles that assail creatures in a 25-foot cone. |
Rock Breaker | Action. Your attack deals extra damage to heavily-armored foes and objects. |
Shield Attack | Bonus Action. A swift attack from your shield renders a creature Exposed and unable to take reactions. |
Shoving Attack | Action. Your melee attack deals extra damage and shoves the target 5 feet in any direction. |
Sinking Shot | Action. Your ranged weapon attack knocks Prone a Medium or smaller creature. |
Smash Attack | Action. Charge up a melee attack that sends a creature flying. |
Snap Throw | Reaction. Immediately counter-attack with a ranged attack. |
Special Move | Action. Perform a 2-point spell you select when you first learn this technique. |
Spin Attack | Action. While rotating quickly, make one attack against each creature within 5 feet of you. |
Taunt | Bonus Action. A creature must succeed on a Charisma save or suffer disadvantage on attack rolls against anyone but you. |
Team Attack | Action. Attack a creature. An ally can use their reaction to attack the same creature, adding your SD to their damage. |
Terrorize | Bonus Action. After dealing damage, Frighten the damaged creature or one of its allies. |
Trip Up | Action. Your weapon attack deals extra damage and Slows a creature until the start of your next turn. |
Z-Target | Bonus Action. While you Concentrate, the target is Exposed to your attacks and you have half cover against its attacks. |
Upon reaching 11th level, a champion can learn any two master techniques from the following options. As with a normal techniques you must expend a Stamina Die to use any master technique. However, a master technique is so draining that after you use one, you can't use any master technique again until you finish a long rest.
Name | Summary |
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Hurricane Spin | Action. You make up to four attacks with one action, but become Stunned until your next turn |
Indomitable Courage | Reaction. After you fail a save, you can use this reaction to succeed instead. |
Mortal Draw | Action. Your attack can instantly slay a creature with 100 or fewer heart points remaining. |
Perfect Dodge | Reaction. Force an hit to instead miss you, then Expose the attacker. |
Secret Medicine | Action or Reaction. After taking damage, regain up to half your max hp, but become briefly Incapacitated. |
Triforce Slash | Action. On a hit, your attack deals an extra 10d10 radiant damage. |