Difference between revisions of "Fighter/1st"
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==Starting equipment== | ==Starting equipment== | ||
− | You start with a {{i|backpack}} and {{i|common clothes}}. You also have either (''a'') 1,000 [[rupees]]' worth of [[equipment]] you choose, or (''b'') the following: <!--total: 1160 = 350 + 500 + 250 + 60 --> | + | You start with a {{i|backpack}} and {{i|common clothes}}. You also have either (''a'') 1,000 [[rupees]]' worth of [[equipment]] you choose, or (''b'') one option from each of the following lines: <!--total: 1160 = 350 + 500 + 250 + 60 --> |
<!--* (''a'') {{i|chain shirt}}, and a {{i|shortbow}} with 40 {{i|arrow}}s, or (''b'') {{i|chain mail}} and two {{i|handaxe}}s ; 790 either way--> | <!--* (''a'') {{i|chain shirt}}, and a {{i|shortbow}} with 40 {{i|arrow}}s, or (''b'') {{i|chain mail}} and two {{i|handaxe}}s ; 790 either way--> | ||
− | * (''a'') {{i| | + | * (''a'') {{i|ring mail}} with two {{i|handaxe}}s, or (''b'') {{i|partial armor}} and a {{i|shortbow}} with 20 {{i|arrow}}s <!--350; 340--> |
* (''a'') a {{i|broadsword}} and an {{i|iron shield}}, (''b'') a {{i|greatsword}}, (''c'') two {{i|shortsword}}s, or (''d'') any one martial melee [[weapon]] <!-- 330; 500; 400; 500--> | * (''a'') a {{i|broadsword}} and an {{i|iron shield}}, (''b'') a {{i|greatsword}}, (''c'') two {{i|shortsword}}s, or (''d'') any one martial melee [[weapon]] <!-- 330; 500; 400; 500--> | ||
* (''a'') a {{i|bomb}} and a {{i|bear trap}}, (''b'') any [[musical instrument]], or (''c'') any one [[tool]] you become proficient with using [[Fighter#Proficiency Points|proficiency points]] <!--"250" --> | * (''a'') a {{i|bomb}} and a {{i|bear trap}}, (''b'') any [[musical instrument]], or (''c'') any one [[tool]] you become proficient with using [[Fighter#Proficiency Points|proficiency points]] <!--"250" --> | ||
− | * (''a'') | + | * (''a'') a {{i|crowbar}}, a {{i|portable ram}}, a {{i|whistle}}, 10 pieces of {{i|chalk}}, 10 empty {{i|sack}}s, 10 {{i|torch}}es, and a {{i|tinderbox}};<br/><!--59r -->(''b'') 50 feet of {{i|rope}} fastened to a {{i|grappling hook}}, 10 {{i|iron spike}}s, a {{i|hammer}}, and a {{i|shovel}}; or <!--55r |
− | + | -->(''c'') a {{i|bullseye lantern}}, 5 pints of {{i|oil}}, and a {{i|tinderbox}}<!--110r lmao | |
− | -->('' | + | --> |
If your campaign focuses on survival<!--tracks [[food]] and [[water]]-->, you also start with the following equipment for free: 10 days of {{i|rations}}, 4 {{i|bottle}}s full of [[water]], a {{i|mess kit}}, and a {{i|bedroll}}. | If your campaign focuses on survival<!--tracks [[food]] and [[water]]-->, you also start with the following equipment for free: 10 days of {{i|rations}}, 4 {{i|bottle}}s full of [[water]], a {{i|mess kit}}, and a {{i|bedroll}}. | ||
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=== Sprint === | === Sprint === | ||
− | + | As a [[bonus action]], you can expend 1 stamina point to [[Dash Action|Dash]], [[Disengage Action|Disengage]], or [[Combat#Search|Search]]. | |
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== Fighting Style == | == Fighting Style == |
Latest revision as of 11:52, 21 January 2022
Contents
Starting equipment
You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:
- (a) ring mail with two handaxes, or (b) partial armor and a shortbow with 20 arrows
- (a) a broadsword and an iron shield, (b) a greatsword, (c) two shortswords, or (d) any one martial melee weapon
- (a) a bomb and a bear trap, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) a crowbar, a portable ram, a whistle, 10 pieces of chalk, 10 empty sacks, 10 torches, and a tinderbox;
(b) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; or (c) a bullseye lantern, 5 pints of oil, and a tinderbox
If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.
Hearts
- Heart Containers: 1d10 per fighter level
- Heart Points at 1st Level: 10 + Constitution modifier
- Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.
Proficiencies
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness. Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit: While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC. |
If fighter is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.
- Armor: All armor and shields, including heavy shields
- Weapons: All simple and martial weapons, plus bombs
- Saving Throws: Strength, Constitution
- Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
While specialized fist-fighters are uncommon in Hyrule, you might count among them. You can forgo gaining proficiency with martial weapons to instead gain the Unarmed Fighting style. |
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background. |
If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
During character creation or during downtime, you can invest these points to become proficient.
- You can invest 1 point to become proficient in one of the following: Athletics, History, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in one of the following: any professional tool, or any skill from Acrobatics, Animal Handling, Insight, Intimidation, Nature, Perception, and Survival.
- You can invest 3 points to become proficient in any other skill.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new skills. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Stamina Gauge
You have a number of stamina points equal to your fighter level.
If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.
You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.
Target Strike
Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.
A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.
Sprint
As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.
You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.
Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.