Difference between revisions of "Classes"
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| [[Researcher]] || {{int}} 13 || Rods | | [[Researcher]] || {{int}} 13 || Rods | ||
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− | | [[Sage]] || {{wis}} 13 || Any one [[musical instrument | + | | [[Sage]] || {{wis}} 13 || Any one [[musical instrument]] |
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− | | [[Scion]] || {{con}} 13 and {{cha}} 13 || | + | | [[Scion]] || {{con}} 13 and {{cha}} 13 || Those provided by your [[Sage#Progenitor|progenitor]] |
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Revision as of 00:37, 3 January 2022
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Player's Guide |
System Reference |
Compendium |
At a glance, a Hyrulean class will often appear more powerful and versatile than a traditional D&D class appears. This is by design. In the years since 5th edition was released, many powerful character builds have become commonly known: "sorcadian," a monk that can cast hex, a variant human that can deal over 20 damage at 1st level, a druid-cleric that can heal hundreds of hit points by 2nd level, outright broken bard-rogue ability checks, and so many more. Hyrulean characters are designed to minimize multiclass exploits, and to omit options that are so powerful they are ubiquitous, but are still meant to be playable alongside these powerful character builds. A Hyrulean character consequently may be unable to match the most optimized builds possible in official D&D, but with minimal effort a mono-classed Hyrulean character will often be much more powerful and versatile than a comparable minimal effort build in D&D. |
Classes
Fighter | You are a master of traditional combat. Few can match your training and talent on the battlefield. |
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Opportunist | With finesse and tact, you exploit the vulnerabilities of your foes with uncanny skill. There's no opportunity you can't seize. |
Researcher | Your study and practice of magic comes to fruition in uniquely potent spellcasting. |
Sage | Whether by devotion or fortune, you've earned divine magic that can change the world in countless ways. |
Scion | Using power inherited directly from a mystical being, you blend martial and magical prowess. |
Multiclassing
Under default rules, it is not possible to multi-class in Legends of Hyrule. A class is often a character's destiny, their way of life, or the summation of a lifetime's training that evolves over time—not often something they pick up from an old man in a cave. Feats, subclasses, and other features enable any player-character to dabble in some features normally reserved for other classes.
Nonetheless, an additional class can be gained as an epic boon, and there's nothing to stop the narrator from encouraging players to multiclass anyway. For these reasons, Hyrulean classes note some benefits which are only gained if this is your "first class."
If your campaign uses the traditional D&D rules for multi-classing, the table below lists the ability score prerequisites for Hyrulean classes. Multi-classing into any Hyrulean class grants you proficiency with light armor and simple weapons, plus one or two proficiencies listed in the table below, replacing those normally afforded under the "Proficiencies" header.
Class | Prerequisite(s) | Multiclass Proficiency |
---|---|---|
Fighter | Strength 13 or Dexterity 13 | Shields and all martial weapons |
Opportunist | Dexterity 13 or Intelligence 13 | Any one professional tool or any three musical instruments |
Researcher | Intelligence 13 | Rods |
Sage | Wisdom 13 | Any one musical instrument |
Scion | Constitution 13 and Charisma 13 | Those provided by your progenitor |