Difference between revisions of "Fighter/1st"

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(Created page with "==Starting Equipment== <s>aaa</s> == Hearts == Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d10. Heart Containers are used pri...")
 
 
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==Starting Equipment==
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==Starting equipment==
<s>aaa</s>
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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 -->
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<!--* (''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-->
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* (''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-->
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* (''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-->
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* (''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" -->
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* (''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
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-->(''c'') a {{i|bullseye lantern}}, 5 pints of {{i|oil}}, and a {{i|tinderbox}}<!--110r lmao
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-->
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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}}.
  
 
== Hearts ==
 
== Hearts ==
Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d10.  Heart Containers are used primarily during [[short rest]]s to recover {{hp}}.
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:'''Heart Containers:''' 1d10 per fighter level
 
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:'''Heart Points at 1st Level:''' 10 + {{con}} modifier
If your first class level is gained as a fighter, your maximum {{hp}} increases by 10 + your {{con}} modifier.
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:'''Heart Points at Higher Levels''': 1d10 (or 6) + {{con}} modifier per fighter level after 1stIf your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.
 
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{{clear}}
Anytime you otherwise gain a level in this class, you roll d10 (or take the median of 6), then add your {{con}} modifier to that numberYour maximimum {{hp}} increases by an amount equal to the result.
 
 
 
If your {{con}} modifier later increases, your maximum {{hp}} retroactively increase.
 
  
 
== Proficiencies ==
 
== Proficiencies ==
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{{Aside|Option: Unarmored Defense|Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.{{a}}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:{{a}}While you aren't wearing [[armor]], your [[AC]] is never lower than 10 + your {{dex}} modifier + your {{con}}, {{int}}, {{wis}}, or {{cha}} modifier (whichever is highest).  Any shield can add to this [[AC]].}}<!--Works pretty well with a researcher's Wise Defense.  Not OP considering the investment, just neat.-->
 
If fighter is your first class, you have proficiency with the following.  These are in addition to any from your [[#Proficiency Points|proficiency points]].
 
If fighter is your first class, you have proficiency with the following.  These are in addition to any from your [[#Proficiency Points|proficiency points]].
 
:'''[[Armor]]:''' All [[armor]] and [[shield]]s, including [[heavy shield]]s
 
:'''[[Armor]]:''' All [[armor]] and [[shield]]s, including [[heavy shield]]s
:'''[[Weapons]]:''' All simple and martial [[weapons]]
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:'''[[Weapons]]:''' All simple and martial [[weapons]], plus [[bomb]]s
 
:'''[[saving throw|Saving Throws]]:''' {{str}}, {{con}}
 
:'''[[saving throw|Saving Throws]]:''' {{str}}, {{con}}
 
:'''[[Tools]]:''' Choose one from any [[artisan's tool]], any [[musical instrument]], or any one [[vehicle]]
 
:'''[[Tools]]:''' Choose one from any [[artisan's tool]], any [[musical instrument]], or any one [[vehicle]]
 
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{{clear}}
=== Multiclass Proficiencies ===
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{{Aside|Option: Unarmed Fighter|While specialized fist-fighters are uncommon in Hyrule, you might count among them.{{a}}You can forgo gaining proficiency with martial weapons to instead gain the [[Unarmed Fighting (fighting style)|Unarmed Fighting]] style.}}
If fighter is not your first class (see [[multiclassing]]), you instead only gain proficiency with the following.  You do not gain any [[#Proficiency Points|proficiency points]] from fighter if it is not your first class.
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{{clear}}
:'''[[Armor]]:''' Light armor, medium armor, and shields (excluding [[heavy shields]])
 
:'''[[Weapons]]:''' All simple and martial [[weapons]]
 
  
 
== Proficiency Points ==
 
== Proficiency Points ==
{{Aside|Background Alternative|Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes.  If it is your DM's preference, you gain no proficiency points, but are instead proficient in a combination of 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.}}
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{{Background|any any two [[skills]] from [[Acrobatics]], [[Animal Handling]], [[Athletics]], [[History]], [[Insight]], [[Intimidation]], [[Nature]], [[Perception]], and [[Survival]]}}
 
If fighter is your first class, you have a number of proficiency points equal to 7 + your {{int}} modifier.  If your Intelligence modifier permanently increases, so too do your number of points.<br/>{{tab}}During [[character creation]] or during [[downtime]], you can invest these points to become proficient.
 
If fighter is your first class, you have a number of proficiency points equal to 7 + your {{int}} modifier.  If your Intelligence modifier permanently increases, so too do your number of points.<br/>{{tab}}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: the [[Athletics]] skill, any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]].
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* 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]], [[History]], [[Insight]], [[Intimidation]], [[Nature]], [[Perception]], and [[Survival]].
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* 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]].
 
* You can invest '''3 points''' to become proficient in any other [[skill]].
 
This feature assumes you do not have a [[background]].  If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.
 
  
 
===Retraining===
 
===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 in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.
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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 [[multiclass]], you can only re-invest points in accordance with your first class.
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If you have multiple classes, you can only re-invest points in accordance with your first class.
  
 
== Stamina Gauge ==
 
== Stamina Gauge ==
{{ShortRestAlternative|double the number of stamina points you gain from this class.}}
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You have a number of [[stamina points]] equal to your fighter level
You gain a number of [[stamina points]] equal to your fighter level + your {{con}} modifier.  If your {{con}} modifier later increases, so too does your number of stamina points.
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If fighter is your first class (see [[multiclassing]]), you also add your {{con}} modifier to your number of stamina points.  If your {{con}} modifier later increases, so too does your number of stamina points.
  
 
You can use your stamina points to perform [[called shot|target strike]]s or to use other class features.  Normally all of your [[stamina points]] are replenished when you complete a [[short rest|short]] or [[long rest]].
 
You can use your stamina points to perform [[called shot|target strike]]s or to use other class features.  Normally all of your [[stamina points]] are replenished when you complete a [[short rest|short]] or [[long rest]].
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=== Sprint ===
 
=== Sprint ===
At any point during your turn, you can regain movement you've spent by expending any number of stamina points.  You regain 5 feet of movement per stamina point expended.  You can continuously move for as long as you have stamina points remaining
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As a [[bonus action]], you can expend 1 stamina point to [[Dash Action|Dash]], [[Disengage Action|Disengage]], or [[Combat#Search|Search]].
 
 
The movement regained from sprinting is not multiplied by the [[Dash Action|Dash]] action or other effects, like the {{S|Haste}} spell.<!--  One stamina point always equals 5 feet of movement.-->
 
  
 
== Fighting Style ==
 
== Fighting Style ==
At 1st level, you adopt a particular style of fighting as your specialty from the options below.
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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 {{inpage|Improvement}} feature but you can never gain the same fighting style multiple times.
 
You can gain additional fighting styles through your {{inpage|Improvement}} feature but you can never gain the same fighting style multiple times.
  
{| class="wikitable sortable"
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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.<noinclude>
|-
 
{{#dpl: debug=1
 
|category=Fighting styles
 
|notcategory=Lists
 
|notcategory=Supplement
 
|notnamespace=Category
 
|include={FSB}:1
 
|mode=userformat
 
|format=,¦- \n ¦  [[%PAGE%¦²{#replace:%PAGE%¦(fighting style)¦}²]],\n,
 
|tablerow=¦¦ %%, %%, %%\n ¦¦ %%, %%, %%\n
 
}}|}<noinclude>
 
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Latest revision as of 12:52, 21 January 2022

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:

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

Option: Unarmored Defense
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
Option: Unarmed Fighter
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

Option: Background
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.

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.