Techniques

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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
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
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.


ClassesChampionTechniques