Difference between revisions of "Character Creation"

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{{PDF|http://legendsofhyrule.net/5e/images/6/67/Character_Creation.pdf}}
 
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Follow these steps below to create a legendary character — a hero — to represent yourself in the world of Hyrule.{{a}}You and your fellow '''players''' each control a '''hero''' in the world of legends weaved by your '''narrator'''. Just like in a video game, your hero is defined in part by numbers representing what they can do and by what items they have, but also by their appearance, their personality, their bonds, and their actions. These rules focus on the numbers, but be sure to consider what kind of person you want to portray in your ensuing adventures.{{a}}These rules are meant for a full campaign in Hyrule, with each game session representing a different adventure in the world explored by your party. If your campaign doesn't take place in Hyrule, use either the default character creation rules or whatever rules your narrator believes will work best for you. Whether creating a Hyrulean character or not, the first step is always to consult your narrator.{{a}}To record your character's details, you can use any typical character sheet for ''D&D''. You can also jot them down on any parchment or Sheikah Slate you have handy.
<div style="max-width: {{EntryWidth}};">The following process is based on the one found in the ''Player's Handbook,'' but assumes only Hyrulean content will be used, and grants a player more agency in deciding details of their character.</div>
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== Step 0: Consult your DM ==
 
Your DM ultimately decides what methods can be used to generate your character.  Only use whatever method(s) of character creation your DM endorses.{{a}}If adhering to Legends of Hyrule content, your DM might also consider [[Random Character Creation]] to decide more factors by rolling dice, or [[Advanced Character Creation]] for creating characters above 1st level.{{a}}You can use a sheet of paper, a digital notepad, or anything you like to record the details and statistics for your character.  A typical character sheet for ''Dungeons & Dragons'' should work just fine for Legends of Hyrule, too.
 
  
== Step 1: Determine Ability Scores ==
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== Step 1: Ability Scores ==
As you may already know, one of the most fundamental aspects of a player-character is his or her six numerical [[ability score]]s. You can choose one of the three methods below to determine your ability scores. These methods are designed to be interchangeable; if one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison.{{a}}However you generate your ability scores, be sure to record them.
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One of the most fundamental aspects of a your hero are their numerical ability scores. The six scores are {{str}}, {{dex}}, {{con}}, {{int}}, {{wis}}, and {{cha}}.{{a}}You can choose one of the four methods below to determine your ability scores. These methods are designed to be interchangeable. If one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison. However you generate your scores, be sure to record them.
  
 
===Method A: Standard Array===
 
===Method A: Standard Array===
You have six numerical scores: 14, 13, 12, 11, 9, and 7.  You can assign these scores to your six abilities in whichever order you like.{{a}}This method creates a very balanced character.  These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.
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You have six numerical scores: 14, 13, 12, 11, 9, and 8.  You can assign these scores to your six abilities in whichever order you like.{{a}}This method creates a very balanced character.  These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.
  
 
===Method B: Rolled Array===
 
===Method B: Rolled Array===
Roll 2d8+2, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like.{{a}}This method's average result is precisely 11, with a small chance of being as low as 4 or as high as 18. There's only about a 9% chance of rolling even a single 18 across all six scores, and equally low odds of rolling even a single 4. There's about a 64% chance you'll roll at least a single number above 14, and about a 20% chance you won't roll a single number above 13.  The most probable scores will be comparable to the Standard Array.  This a good option if you want something a bit different, or want to take a chance at being above-average.  With a method like this, it's important to have a DM or another player watch and verify your rolls.{{a}}If you would be disinterested in committing to a character that isn't optimized, it is best if you choose a method other than this one.
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<!--With this method, it's important to have the narrator or another player watch and verify your rolls.-->This is a good option if you want something a bit different, or want to take a chance at being above-average. If you would be disinterested in committing to a character with poor abilities, it is best if you choose a method other than this one. Considering this, your narrator might reasonably omit this option.{{a}}Roll 4d4+1, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like&mdash;with one exception. If you roll a 7 or lower, you can't assign it to your {{con}}.{{a}}If you don't roll at least one result above 7, which is unlikely, you can re-roll a completely new array. This is the mercy rule.{{a}}'''''Probabilities.''''' Before considering the mercy rule, this method's average result is 11, with a small chance of being as low as 5 or as high as 17. The most probable Rolled Array will be comparable to the Standard Array, but with possibilities for underpowered or overpowered spreads. There's a ~3% chance of scoring even a single 17 across all six rolls, and equally low odds of rolling a single 5. There's a ~30% chance you’ll roll a single score above 14.
 
 
 
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===Method C: Point-Buy===
 
===Method C: Point-Buy===
This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character's capabilities.{{a}}You have 27 points to spend on your ability scores.  The cost of each score is shown in the adjacent table.  For example, a score of 13 costs 7 points. This method cannot be used to decrease a score below 7 or increase a score above 14.{{a}}{{a}}{{a}}{{a}}{{a}}</div>
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This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character's capabilities.{{a}}You have 27 points to spend on your ability scores.  The cost of each score is shown in the adjacent table.  For example, a score of 13 costs 7 points. When using this rule, you can't assign a score of 7 to your {{con}}.{{a}}This method cannot be used to decrease a score below 7 or increase a score above 14. You can't make an array quite as valuable as the Standard Array, but in exchange you get much more control over what your scores are.
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{{clear}}
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===Method D6 Spread===
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This can be a good option for an experienced player who is interested in creating a character around locked-in scores. All your ability scores start at 9. Roll 12d6, and tally the individual results of each d6.
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*For each 1, increase your {{str}} score by one.
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*For each 2 increase your {{dex}} score by one.
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*For each 3, increase your {{con}} score by one.
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*For each 4, increase your {{int}} score by one.
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*For each 5, increase your {{wis}} score by one.
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*For each 6, increase your {{cha}} score by one.
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This will end up with the same number of points in the Standard Array, minus 1. There’s a chance of very balanced scores or one extremely high locked-in score. Unlike the Rolled Array, there's no chance of all low scores or all high scores.
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== Step 2: Choose Class ==
 
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Choosing a class has the most long-term impact on your hero's capabilities, especially those you employ in combat. Choose one from [[champion]], [[opportunist]], [[researcher]], [[sage]], and [[scion]].{{a}}Depending on your choice, there are other decisions to make regarding your class, as detailed on each class's page. Champion is perhaps the simplest option initially. If you choose sage or scion, you will need to choose a subclass right away, but other classes let you get a feel for it before you commit to a subclass.{{a}}'''''Speed.''''' Your [[speed]] is how far you can move on each turn. You start with a walk speed of 30 feet, but your class and lineage may decrease or increase this distance. You might also gain different speed types, such as with a [[Zora (lineage)|zora]]’s swim speed.
== Step 2: Choose a Race ==
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* A '''[[champion]]''' utilizes weapons and relies on exemplary physical prowess to get the job done. Most incarnations of Link are champions, as are characters like Daruk, Revali, Ralph, the Hero’s Shade, Swiftblade, and Orca. {{Str}} or {{Dex}} is usually a champion's most important ability score, followed by {{Con}}.
The world of Hyrule is inhabited by countless different creatures, though {{Race|Hylian}}s are certainly the most familiar.  As your fantasy race, choose one of the [[races of light]] summarized below, or other [[races]] your DM has specifically approved. Be sure to choose a subrace as well, and note any other decisions afforded by your race.<!--  The races of light are summarized in the adjacent table.-->{{a}}Your chosen race and subrace will increase one or more of the ability scores you chose in step 1. Your race also affords you several racial features you may want to record on your character sheet. Each race of light is summarized below, but click its name for a detailed page on the race.
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* An '''[[opportunist]]''' wields finesse and tact to swiftly win hearts and exploit weaknesses. Sheik, Linkle, and even garo are various opportunists. {{Dex}} is typically an opportunist's most important ability score.
* '''[[Hylian (race)|Hylian]]s''' are the most widespread, influential, and industrious people of Hyrule. Most travelers and adventures hail from this familiar race. Unlike most races, hylians are always expected to be fully clothed. Link, Zelda, Impa, and most well-known Hyrulean characters are hylians.
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* A '''[[researcher]]''' studies magic and casts spells from memorization and practice. Midna, Maple, Pura, Twinrova, and wizzrobes are researchers. {{int}} is a researcher's most important ability score.
* '''[[Zora (race)|Zora]]''' are amphibious people who typically live along coastlines and rivers, and often resemble fish. Many among them can innately wield magic. Sidon, Mipha, Ruto, and Oren are some of the most renowned zora characters. Link once even took the form of Mikau, a sea zora.
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* A '''[[sage]]''' wields mysterious elemental powers and restorative magic bestowed by the gods. Most incarnations of Princess Zelda are sages, as are characters like Medli, Sidon, and Rauru. {{wis}} is a sage's most important ability score.
* '''[[Goron (race)|Goron]]s''' are built like mountains, eat rocks, and wade through lava. Gorons are indomitable both as warriors and as friends. <!--Large and wide people with stubby legs, who resemble stones, eat rocks, and endure even volcanic heat with relative ease.  Their strength and endurance are the stuff of legend.-->  They only have one gender, which is considered male. Darunia, Daruk, Biggoron, Gorko, and Darbus are well-known gorons. Link once took the form of Darmani, a goron warrior.
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* A '''[[scion]]''' inherited supernatural power directly from a muse, a spirit, a calling, or a powerful being like a dragon or great fairy. Kass, the Happy Mask Salesman, Volga, and Wizzro are different scions. {{cha}} is usually a scion's most vital ability.
* '''[[Gerudo (race)|Gerudo]]''' are tall, powerful, beautiful women who resemble hylians in many superficial ways, but have stark red hair, deep tan skin, and tend to be much taller. Many adhere to a proud warrior culture. Most gerudo live deep in desert terrain. [[Ganondorf]] is the most infamous gerudo.  Other renowned gerudo include Urbosa, Riju, Nabooru, Koume, and Kotake.
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== Step 3: Choose Lineage==
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The world of Hyrule is inhabited by countless different creatures, each of a lineage ranging from the familiar hylians, to stalwart gorons, to the alien twili. Your lineage is your species, and lineages described here are human-like—or “humanoid.” Your [[creature type]] is [[humanoid]], unless your lineage says otherwise.{{a}}As your lineage you can choose from the options detailed below. Your narrator might offer more options for lineages depending on the nature of your campaign. Your lineage affords several traits you may want to record on your character sheet.
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* '''[[Goron (lineage)|Goron]]s''' are built like mountains, eat rocks, and wade through lava. Gorons are indomitable both as warriors and as friends. They treat each other as entirely male. Darunia, Daruk, Biggoron, Gorko, and Darbus are renowned gorons. Link once took the form of Darmani, a goron hero.
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* '''[[Gerudo (lineage)|Gerudo]]''' are tall, powerful women who resemble hylians in many ways, but are taller and generally have stark red hair, deep tan skin, and tend to be much more athletic. Many adhere to a proud warrior culture. Most gerudo live deep in the desert. Ganondorf is the most infamous gerudo, but other renowned gerudo include Urbosa, Riju, Nabooru, Koume, and Kotake.
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* '''[[Hylian (lineage)|Hylian]]s''' are the most widespread, influential, and industrious people of Hyrule. Most travelers and adventures hail from this familiar race. Unlike many folks, hylians are always expected to be fully clothed. Link, Zelda, Impa, and most well-known Hyrulean characters are hylians.
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* '''[[Rito (lineage)|Rito]]''' are beaked avian folk, who are mostly able to fly on feathered wings. They settle on cliffs, mountains, and islands often beyond the reach of land-bound creatures. Revali, Tulin, Teba, Medli, and Quill are rito.
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* '''[[Zora (lineage)|Zora]]''' are amphibious people somewhat resembling fish, who typically live along coastlines and rivers. Many among them can innately wield magic. Sidon, Mipha, Ruto, and Oren are some of the most renowned zora characters. Link once even took the form of Mikau, a sea zora musician.
  
Adventurers might hail from these uncommon races, but not all legends feature them.
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The uncommon lineages below are not present in all legends of Hyrule, and even when they are, these folk are either less populous or tend to be less adventurous than common lineages.
* '''[[Deku Scrub (race)|Deku scrubs]]''' are Small wooden people with bark-like skin and leaf-like hair, who have many plant-like characteristics. Their tubular mouths are used to spit seeds as a means of defense. Some hylians consider scrubs to be wild monsters, but they may simply be misunderstood and perhaps paranoid. Link once took the form of a deku scrub.
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* '''[[Anouki (lineage)|Anouki]]''' are squat people with reindeer-like horns who almost universally wear parkas all day.  They are most comfortable in wintery lands that most other races find unbearably cold.  Though civilized and organized, they tend to live far away from most other races listed here.
* '''[[Rito (race)|Rito]]''' are prideful bird-like people gifted with the ability to fly high in the sky.  They typically live in mountains or other terrain that is easily defended from terrestrial creatures.  There are two main varieties of rito: those who have arms which function as wings (highland), and those who slip their arms into sleeve-like wings to fly (coastal).  Well-known rito include Medli, Revali, Kass, Quill, and Komali.
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* '''[[Deku Scrub (lineage)|Deku scrubs]]''' are Small wooden people with bark-like skin and leaf-like hair, who have many plant-like characteristics. Their tubular mouths are used to spit seeds as a means of defense. Some hylians consider scrubs to be wild monsters, but they may simply be misunderstood and perhaps paranoid. Link once took the form of a deku scrub.
* '''[[Anouki (race)|Anouki]]''' are squat people with reindeer-like horns who almost universally wear parkas all day. They are most comfortable in wintery lands that most other races find unbearably cold.  Though civilized and organized, they tend to live far away from most other races of light.
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* '''[[Korok (lineage)|Korok]]s''' are wooden dolls given live by the [[Great Deku Tree]]. These mysterious and reclusive folks have stubby limbs, and wear leaf-masks in lieu of faces. Most have an incredibly positive and innocent attitude, which may be why they are sometimes called "children of the forest" despite never really being children. Renowned koroks include Makar, Hestu, and Chio.
* '''[[Korok (race)|Korok]]s''' seem to be made of wood, have stubby limbs, and wear leaf-masks in lieu of faces. Most koroks have an incredibly positive and innocent attitude, which may be why they are sometimes called "children of the forest" despite never really being children. This mysterious, reclusive race all respect and admire the [[Great Deku Tree]] as a patriarch.  Renowned koroks include Makar, Hestu, and Chio.
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* '''[[Twili (lineage)|Twili]]''' are descended from brilliant mages who were once hylians, and as such share many features with hylians, but have some innate magical talents. Living in the eerie [[Twilight Realm]] for countless generations has gradually turned their bodies gray.
* '''[[Kokiri (race)|Kokiri]]''' are almost indistinguishable from {{R|Hylian}} children, but never seem to age beyond 8 or 9 years old. Like koroks, they typically live secretive lives in forests under the protection and guidance of the [[Great Deku Tree]]. A kokiri is almost always guided by a fairy friend. Some well-known kokiri include Saria, Fado, and Mido.
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* '''[[Zonai (lineage)|Zonai]]''' are an ancient and brilliant people with bodies shaped like hylians and gerudo, but covered in fur, with faces somewhat resembling sheep. Said to be the founders of Hyrule, until recently zonai were thought to be extinct or possibly even mythical.  
  
== Step 3: Choose a Class ==
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===Flexible Ability Scores===
Choosing your class is perhaps the most involved part of character creationYour class represents the general shape of your capabilities, especially those you employ in combat. Choose one from those listed belowClick a class's name for a fully detailed page. 
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The Ability Score Increase feature your lineage represents typical folks, but heroes are rarely typicalIf your narrator enables it, you may ignore your Ability Score Increase trait and instead assign ability score increases tailored to your character. To do so, take each Ability Score Increase you gain from your race or subrace and apply it to an ability score of your choiceIf you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.{{a}}For example, if your race is [[Zora (race)|sea zora]] you normally increase your {{wis}} by 2 and your {{cha}} by 1, but if your narrator enables this option you could instead increase your {{dex}} by 2 and your {{con}} by 1.  You couldn't however increase your {{dex}} by 3.
* '''[[Fighter]]''', one who employs weapon attacks and exudes physical prowess; most incarnations of Link are some form of fighter; {{str}} or {{dex}} is usually a fighter's most important ability score, followed by {{con}}
 
* '''[[Opportunist]]''', one who wields finesse and tact, exploiting weaknesses both on the battlefield and in city streets; Linkle, Tingle, Kass, Sheik, and even Garo are various opportunists; {{dex}} is typically an opportunist's most important ability score
 
* '''[[Sage]]''', one who holds mysterious elemental powers and restorative magic bestowed by the gods; most incarnations of Princess Zelda are sages; {{wis}} is a sage's most important ability score
 
* '''[[Researcher]]''', one who studies magic and casts spells from memorization and practice; Midna, Maple, Pura, Twinrova, and even Wizzrobes are all different kinds of researchers; {{int}} is a researcher's most important ability score
 
* '''[[Scion]]''', one who inherited supernatural power directly from a powerful being like a dragon, a {{C|Great Fairy}}, or even a {{C|Guardian Stalker}}; {{cha}} is usually a scion's most important ability score
 
Depending on your choice, there are various other decisions you must make regarding your class, as detailed on each class's page.  Opportunist or perhaps fighter is the most straightforward initially.  If you chose sage or scion, you will need to choose a subclass right away, but other classes let you get a feel for things before you must commit to a subclass.
 
  
 
== Step 4: Improve ==
 
== Step 4: Improve ==
An '''improvement''' represents a particular area of training or aptitude for your character, which may set you apart as a paragon or hero. As your improvement, you can gain one of the following benefits:
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An '''improvement''' represents a particular area of training or aptitude for your hero, which may set you apart. As your improvement, you can gain one of the following benefits:
 
* Gain one [[feat]] for which you qualify.
 
* Gain one [[feat]] for which you qualify.
 
* Increase two ability scores by 1 each.
 
* Increase two ability scores by 1 each.
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This improvement cannot increase an ability score above its [[ability score maximum|maximum]], which is initially 20.
 
This improvement cannot increase an ability score above its [[ability score maximum|maximum]], which is initially 20.
 
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== Step 5: Items ==
== Step 5: Equip ==
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Some legendary heroes start without even so much as a sword, but thankfully your character has amassed some gear or wealth prior to the start of your adventure. You character always start with a set of {{i|common clothes}}, 2 {{i|ration}}s, and 2 {{i|bottle}}s of water.{{a}}Additionally, you can either (''a'') select from with the Starting Equipment provided by your class or (''b'') pick out your own [[equipment]] using a budget of 1,000 [[rupee]]s. Any rupees leftover from the the budget end up in your pockets.{{a}}Finally, and optionally, you can start with any sentimental trinket you like that with negligible economic value, such as a ragdoll or a tiny wooden figurine.{{a}}Your hero can [[carry]] a number of items equal to their {{str}} score, but you probably don’t start with that many. Any [[attire]] you’re wearing, like clothes or armor, doesn’t count against this limit. For your carry limit, up to 10 light items only count as 1 normal item.
Some legendary heroes start without even so much as a sword, but thankfully your character has amassed some gear or wealth prior to the start of your campaign. Your character has a set of {{i|common clothes}}, an {{MI|adventure pouch}}, and 10 days of {{i|ration}}s plus up to 1,000 [[rupees]] worth of [[equipment]].  You can use these 1,000 rupees to "purchase" individual items such as [[armor]] and [[weapons]].  The [[equipment]] section has hundreds of different items with appropriate prices listed. Any rupees you have left over after these purchases end up in your wallet.{{a}}If you prefer, you can also forgo picking out individual items and instead take the "class gear" listed under your [[class]]. Each set of class gear adds up to 1,000 rupees.
 
  
 
== Step 6: Statistics ==
 
== Step 6: Statistics ==
By now you should have already have several statistics recorded, including your [[speed]] based on your race, your known [[languages]], your {{hp}} from your class, and any proficiencies you have with [[saving throw]]s, [[skill]]s, and [[tools]].  It's time to record a final few statistics of your character if you haven't already done so.
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By now you should have several statistics recorded including, your known [[languages]], your {{hp}} from your class, and any proficiencies you have with [[saving throw]]s, [[skill]]s, and [[tools]].  It's time to jot down a final few statistics of your character if you haven't already done so. Since you’re starting at 1st level, your [[proficiency bonus]]&mdash;or “PB”&mdash;is +2.
  
 
===Armor Class===
 
===Armor Class===
The higher your AC, the harder it is to hit you in [[combat]]. If you are wearing [[armor]], use the AC it provides. Some races or classes have a feature which grants you an AC as well, which you can use as it describes.  If you lack such a feature and aren't wearing armor, your AC equals 10 + your {{dex}} modifier.  
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The higher your [[AC]], the harder it is to hit you with an attack. If your first class is one chosen from this page, by your AC equals:{{a}}
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<big>'''8 + your PB + your Dexterity modifier + your armor + your shield'''</big>
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{{a}}All pieces of armor you’re wearing count towards your AC. However no more than one shield counts towards your AC; if you have more than one shield, you only use the highest bonus. If you don’t have a shield, it’s just 0. If your attire doesn’t include any armor, that’s treated as 0 too.{{a}}Some lineages or classes have a feature which grants you an alternative AC, which you can use as it describes.
  
 
===Weapons===
 
===Weapons===
For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your [[proficiency bonus]] (only if you are proficient with the weapon) and the appropriate ability modifier.
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For each weapon your character wields, it can be helpful to crunch some numbers in advance. When you make an attack with a weapon, you roll a d20 and add your [[proficiency bonus]] (only if you are proficient with the weapon) and the appropriate ability modifier.{{a}}For a typical weapon attack or an [[unarmed strike]], add your {{str}} modifier to attack rolls and damage rolls. For a weapon that has the [[finesse]] property, such as a {{i|broadsword}}, you can use your {{dex}} modifier instead of your {{str}} modifier.{{a}}For a weapon that has the [[aimed]] property, like {{i|slingshot}}s and bows, you can’t add your Strength modifier and instead must add your {{dex}} or {{wis}} modifier.
* For attacks with '''melee''' weapons, use your {{str}} modifier for attack and damage rolls. For a weapon that has the [[finesse]] property, such as a {{i|broadsword}}, you can use your {{dex}} modifier instead
 
* For attacks with '''ranged''' weapons, use your {{dex}} modifier for attack and damage rolls. For a weapon that has the [[thrown]] property, such as a {{i|handaxe}}, you '''must''' use your {{str}} modifier instead (unless that weapon also has the [[finesse]] property).
 
  
 
===Passive Perception===
 
===Passive Perception===
The higher your passive [[Perception]], the harder it is for creatures to hide from your notice.  Your passive Perception equals 10 + your {{wis}} modifier. If you are proficient in [[Perception]], you add your proficiency bonus as well. <!--Bonuses to your Perception do not inherently apply to your passive Perception.-->
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The higher your passive [[Perception]], the harder it is for creatures to hide from your notice.  Your passive Perception equals 10 + your {{wis}} modifier. If you are proficient in the [[Perception]] skill, you also add your proficiency bonus.
  
 
== Step 7: Describe ==
 
== Step 7: Describe ==
It's time to flesh out your character as a person, if you haven't done so already. You can describe your character in as much or as little detail as you like: appearance, personality, backstory, flaws, and more. Your character's [[race]] and [[class]] can help to inspire characterization ideas. You may also decide to give your character an [[alignment]], though in Legends of Hyrule this is optional. Giving your character ideals to uphold and goals to achieve can be particularly helpful for your DM craft adventures suited to your character. If your character has relationships to other characters you namedrop&mdash;family members, work associates, peers&mdash;this can help the DM create better narratives, too.{{a}}At a bare minimum, you should at least decide on a name for your character. Your [[Races of Light|race]] lists examples of common or renowned names for members of that race. Most Hyrulean characters only have a given name, but you can add a surname if you like.
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It's time to flesh out your hero as a person, if you haven't done so already, and design them as a character. You can describe your hero in as much or as little detail as you like: appearance, personality, backstory, flaws, and more. Your character's lineage and class can help to inspire characterization ideas, but you never need to adhere to them. Your character's personality and story are entirely yours to decide.{{a}}You may also decide to give your character an alignment, though in ''Legends of Hyrule'' this is optional. Giving your character ideals to uphold and goals to achieve can help your narrator craft adventures tailored to your party. If your character has relationships to other characters you namedrop—family members, work associates, peers, and so on—this can help the narrator create better narratives, too.{{a}}You should always at least decide on a name for your character. The description for your chosen lineage provides examples of common or renowned names for members of that lineage. Most Hyrulean characters only have a given name, but you can add a surname or family name if you like.
  
 
==Final Step: Assemble==
 
==Final Step: Assemble==
Legends of Hyrule is about adventurers working together. It is assumed your character will be in a '''party''' of two to ten adventurers each portrayed by a different player, all working together in a world fabricated by your DM. It's best to talk with your fellow players and DM about how your characters would meet and work together. Your group may even prefer to build their characters under a joint concept, such as being from the same village or having something else in common. Even if your characters come from completely different backgrounds, teamwork and cooperation greatly enhance your success in Hyrule. After all, it's dangerous to go alone.
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''Legends of Hyrule'' is about heroes working together. This game assumes your character will be in a party of two to eight heroes each portrayed by a different player, all working together in a world described by your narrator.{{a}}It's best to talk with your fellow players and narrator about how your characters would meet and interact, or how they might know each other from events that took place before the campaign even started. Your group may even prefer to build their characters under a joint concept, such as being from the same village or fighting for a shared cause. Even if your characters come from completely different backgrounds, teamwork and cooperation greatly enhance your success in Hyrule.{{a}}After all, it's dangerous to go alone.
  
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<noinclude>[[Category:Core Compendium]]</noinclude>
 
<noinclude>[[Category:Core Compendium]]</noinclude>

Latest revision as of 16:22, 30 March 2024

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

PDF icon.png This page is available as a stylized PDF.

Follow these steps below to create a legendary character — a hero — to represent yourself in the world of Hyrule.
     You and your fellow players each control a hero in the world of legends weaved by your narrator. Just like in a video game, your hero is defined in part by numbers representing what they can do and by what items they have, but also by their appearance, their personality, their bonds, and their actions. These rules focus on the numbers, but be sure to consider what kind of person you want to portray in your ensuing adventures.
     These rules are meant for a full campaign in Hyrule, with each game session representing a different adventure in the world explored by your party. If your campaign doesn't take place in Hyrule, use either the default character creation rules or whatever rules your narrator believes will work best for you. Whether creating a Hyrulean character or not, the first step is always to consult your narrator.
     To record your character's details, you can use any typical character sheet for D&D. You can also jot them down on any parchment or Sheikah Slate you have handy.

Step 1: Ability Scores

One of the most fundamental aspects of a your hero are their numerical ability scores. The six scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
     You can choose one of the four methods below to determine your ability scores. These methods are designed to be interchangeable. If one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison. However you generate your scores, be sure to record them.

Method A: Standard Array

You have six numerical scores: 14, 13, 12, 11, 9, and 8. You can assign these scores to your six abilities in whichever order you like.
     This method creates a very balanced character. These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.

Method B: Rolled Array

This is a good option if you want something a bit different, or want to take a chance at being above-average. If you would be disinterested in committing to a character with poor abilities, it is best if you choose a method other than this one. Considering this, your narrator might reasonably omit this option.
     Roll 4d4+1, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like—with one exception. If you roll a 7 or lower, you can't assign it to your Constitution.
     If you don't roll at least one result above 7, which is unlikely, you can re-roll a completely new array. This is the mercy rule.
     Probabilities. Before considering the mercy rule, this method's average result is 11, with a small chance of being as low as 5 or as high as 17. The most probable Rolled Array will be comparable to the Standard Array, but with possibilities for underpowered or overpowered spreads. There's a ~3% chance of scoring even a single 17 across all six rolls, and equally low odds of rolling a single 5. There's a ~30% chance you’ll roll a single score above 14.

 Score   Cost 
7 0
8 1
9 2
10 3
11 4
12 5
13 7
14 9

Method C: Point-Buy

This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character's capabilities.
     You have 27 points to spend on your ability scores. The cost of each score is shown in the adjacent table. For example, a score of 13 costs 7 points. When using this rule, you can't assign a score of 7 to your Constitution.
     This method cannot be used to decrease a score below 7 or increase a score above 14. You can't make an array quite as valuable as the Standard Array, but in exchange you get much more control over what your scores are.

Method D6 Spread

This can be a good option for an experienced player who is interested in creating a character around locked-in scores. All your ability scores start at 9. Roll 12d6, and tally the individual results of each d6.

  • For each 1, increase your Strength score by one.
  • For each 2 increase your Dexterity score by one.
  • For each 3, increase your Constitution score by one.
  • For each 4, increase your Intelligence score by one.
  • For each 5, increase your Wisdom score by one.
  • For each 6, increase your Charisma score by one.

This will end up with the same number of points in the Standard Array, minus 1. There’s a chance of very balanced scores or one extremely high locked-in score. Unlike the Rolled Array, there's no chance of all low scores or all high scores.

Step 2: Choose Class

Choosing a class has the most long-term impact on your hero's capabilities, especially those you employ in combat. Choose one from champion, opportunist, researcher, sage, and scion.
     Depending on your choice, there are other decisions to make regarding your class, as detailed on each class's page. Champion is perhaps the simplest option initially. If you choose sage or scion, you will need to choose a subclass right away, but other classes let you get a feel for it before you commit to a subclass.
     Speed. Your speed is how far you can move on each turn. You start with a walk speed of 30 feet, but your class and lineage may decrease or increase this distance. You might also gain different speed types, such as with a zora’s swim speed.

  • A champion utilizes weapons and relies on exemplary physical prowess to get the job done. Most incarnations of Link are champions, as are characters like Daruk, Revali, Ralph, the Hero’s Shade, Swiftblade, and Orca. Strength or Dexterity is usually a champion's most important ability score, followed by Constitution.
  • An opportunist wields finesse and tact to swiftly win hearts and exploit weaknesses. Sheik, Linkle, and even garo are various opportunists. Dexterity is typically an opportunist's most important ability score.
  • A researcher studies magic and casts spells from memorization and practice. Midna, Maple, Pura, Twinrova, and wizzrobes are researchers. Intelligence is a researcher's most important ability score.
  • A sage wields mysterious elemental powers and restorative magic bestowed by the gods. Most incarnations of Princess Zelda are sages, as are characters like Medli, Sidon, and Rauru. Wisdom is a sage's most important ability score.
  • A scion inherited supernatural power directly from a muse, a spirit, a calling, or a powerful being like a dragon or great fairy. Kass, the Happy Mask Salesman, Volga, and Wizzro are different scions. Charisma is usually a scion's most vital ability.

Step 3: Choose Lineage

The world of Hyrule is inhabited by countless different creatures, each of a lineage ranging from the familiar hylians, to stalwart gorons, to the alien twili. Your lineage is your species, and lineages described here are human-like—or “humanoid.” Your creature type is humanoid, unless your lineage says otherwise.
     As your lineage you can choose from the options detailed below. Your narrator might offer more options for lineages depending on the nature of your campaign. Your lineage affords several traits you may want to record on your character sheet.

  • Gorons are built like mountains, eat rocks, and wade through lava. Gorons are indomitable both as warriors and as friends. They treat each other as entirely male. Darunia, Daruk, Biggoron, Gorko, and Darbus are renowned gorons. Link once took the form of Darmani, a goron hero.
  • Gerudo are tall, powerful women who resemble hylians in many ways, but are taller and generally have stark red hair, deep tan skin, and tend to be much more athletic. Many adhere to a proud warrior culture. Most gerudo live deep in the desert. Ganondorf is the most infamous gerudo, but other renowned gerudo include Urbosa, Riju, Nabooru, Koume, and Kotake.
  • Hylians are the most widespread, influential, and industrious people of Hyrule. Most travelers and adventures hail from this familiar race. Unlike many folks, hylians are always expected to be fully clothed. Link, Zelda, Impa, and most well-known Hyrulean characters are hylians.
  • Rito are beaked avian folk, who are mostly able to fly on feathered wings. They settle on cliffs, mountains, and islands often beyond the reach of land-bound creatures. Revali, Tulin, Teba, Medli, and Quill are rito.
  • Zora are amphibious people somewhat resembling fish, who typically live along coastlines and rivers. Many among them can innately wield magic. Sidon, Mipha, Ruto, and Oren are some of the most renowned zora characters. Link once even took the form of Mikau, a sea zora musician.

The uncommon lineages below are not present in all legends of Hyrule, and even when they are, these folk are either less populous or tend to be less adventurous than common lineages.

  • Anouki are squat people with reindeer-like horns who almost universally wear parkas all day. They are most comfortable in wintery lands that most other races find unbearably cold. Though civilized and organized, they tend to live far away from most other races listed here.
  • Deku scrubs are Small wooden people with bark-like skin and leaf-like hair, who have many plant-like characteristics. Their tubular mouths are used to spit seeds as a means of defense. Some hylians consider scrubs to be wild monsters, but they may simply be misunderstood and perhaps paranoid. Link once took the form of a deku scrub.
  • Koroks are wooden dolls given live by the Great Deku Tree. These mysterious and reclusive folks have stubby limbs, and wear leaf-masks in lieu of faces. Most have an incredibly positive and innocent attitude, which may be why they are sometimes called "children of the forest" despite never really being children. Renowned koroks include Makar, Hestu, and Chio.
  • Twili are descended from brilliant mages who were once hylians, and as such share many features with hylians, but have some innate magical talents. Living in the eerie Twilight Realm for countless generations has gradually turned their bodies gray.
  • Zonai are an ancient and brilliant people with bodies shaped like hylians and gerudo, but covered in fur, with faces somewhat resembling sheep. Said to be the founders of Hyrule, until recently zonai were thought to be extinct or possibly even mythical.

Flexible Ability Scores

The Ability Score Increase feature your lineage represents typical folks, but heroes are rarely typical. If your narrator enables it, you may ignore your Ability Score Increase trait and instead assign ability score increases tailored to your character. To do so, take each Ability Score Increase you gain from your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.
     For example, if your race is sea zora you normally increase your Wisdom by 2 and your Charisma by 1, but if your narrator enables this option you could instead increase your Dexterity by 2 and your Constitution by 1. You couldn't however increase your Dexterity by 3.

Step 4: Improve

An improvement represents a particular area of training or aptitude for your hero, which may set you apart. As your improvement, you can gain one of the following benefits:

  • Gain one feat for which you qualify.
  • Increase two ability scores by 1 each.
  • Increase one ability score by 2, but only if your race's Ability Score Increase doesn't already increase that same score by 2.

This improvement cannot increase an ability score above its maximum, which is initially 20.

Step 5: Items

Some legendary heroes start without even so much as a sword, but thankfully your character has amassed some gear or wealth prior to the start of your adventure. You character always start with a set of common clothes, 2 rations, and 2 bottles of water.
     Additionally, you can either (a) select from with the Starting Equipment provided by your class or (b) pick out your own equipment using a budget of 1,000 rupees. Any rupees leftover from the the budget end up in your pockets.
     Finally, and optionally, you can start with any sentimental trinket you like that with negligible economic value, such as a ragdoll or a tiny wooden figurine.
     Your hero can carry a number of items equal to their Strength score, but you probably don’t start with that many. Any attire you’re wearing, like clothes or armor, doesn’t count against this limit. For your carry limit, up to 10 light items only count as 1 normal item.

Step 6: Statistics

By now you should have several statistics recorded including, your known languages, your heart points from your class, and any proficiencies you have with saving throws, skills, and tools. It's time to jot down a final few statistics of your character if you haven't already done so. Since you’re starting at 1st level, your proficiency bonus—or “PB”—is +2.

Armor Class

The higher your AC, the harder it is to hit you with an attack. If your first class is one chosen from this page, by your AC equals:
      8 + your PB + your Dexterity modifier + your armor + your shield
     All pieces of armor you’re wearing count towards your AC. However no more than one shield counts towards your AC; if you have more than one shield, you only use the highest bonus. If you don’t have a shield, it’s just 0. If your attire doesn’t include any armor, that’s treated as 0 too.
     Some lineages or classes have a feature which grants you an alternative AC, which you can use as it describes.

Weapons

For each weapon your character wields, it can be helpful to crunch some numbers in advance. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (only if you are proficient with the weapon) and the appropriate ability modifier.
     For a typical weapon attack or an unarmed strike, add your Strength modifier to attack rolls and damage rolls. For a weapon that has the finesse property, such as a broadsword, you can use your Dexterity modifier instead of your Strength modifier.
     For a weapon that has the aimed property, like slingshots and bows, you can’t add your Strength modifier and instead must add your Dexterity or Wisdom modifier.

Passive Perception

The higher your passive Perception, the harder it is for creatures to hide from your notice. Your passive Perception equals 10 + your Wisdom modifier. If you are proficient in the Perception skill, you also add your proficiency bonus.

Step 7: Describe

It's time to flesh out your hero as a person, if you haven't done so already, and design them as a character. You can describe your hero in as much or as little detail as you like: appearance, personality, backstory, flaws, and more. Your character's lineage and class can help to inspire characterization ideas, but you never need to adhere to them. Your character's personality and story are entirely yours to decide.
     You may also decide to give your character an alignment, though in Legends of Hyrule this is optional. Giving your character ideals to uphold and goals to achieve can help your narrator craft adventures tailored to your party. If your character has relationships to other characters you namedrop—family members, work associates, peers, and so on—this can help the narrator create better narratives, too.
     You should always at least decide on a name for your character. The description for your chosen lineage provides examples of common or renowned names for members of that lineage. Most Hyrulean characters only have a given name, but you can add a surname or family name if you like.

Final Step: Assemble

Legends of Hyrule is about heroes working together. This game assumes your character will be in a party of two to eight heroes each portrayed by a different player, all working together in a world described by your narrator.
     It's best to talk with your fellow players and narrator about how your characters would meet and interact, or how they might know each other from events that took place before the campaign even started. Your group may even prefer to build their characters under a joint concept, such as being from the same village or fighting for a shared cause. Even if your characters come from completely different backgrounds, teamwork and cooperation greatly enhance your success in Hyrule.
     After all, it's dangerous to go alone.