Difference between revisions of "Fighter"

From Legends of Hyrule
Jump to navigationJump to search
Line 119: Line 119:
 
Each subclass is summarized here and covered in more detail later on this page.
 
Each subclass is summarized here and covered in more detail later on this page.
 
* A [[#Brute|brute]] specializes in simple, brunt force.  You hit hard and often.
 
* A [[#Brute|brute]] specializes in simple, brunt force.  You hit hard and often.
* An [[#Archer|archer]] specializes in ranged combat.  You focus on using ranged weapons from afar and staying out of harm's way.
 
 
* A [[#Darknut|darknut]] specializes in stalwart, heavily-armored defense.  Your guard is virtually impenetrable.
 
* A [[#Darknut|darknut]] specializes in stalwart, heavily-armored defense.  Your guard is virtually impenetrable.
 
* A [[#Spellsword|spellsword]] mixes the study of magic with the art of war.  You cast a variety of spells, from fiery blasts to restorative magic.
 
* A [[#Spellsword|spellsword]] mixes the study of magic with the art of war.  You cast a variety of spells, from fiery blasts to restorative magic.

Revision as of 18:43, 8 November 2019


description

Table: The Hyrulean Fighter

Level Proficiency
Bonus
Features
1st +2 Hearts, Proficiencies, Proficiency Points, Stamina Gauge, Fighting Style
2nd +2 Subclass
3rd +2 Subclass feature
4th +2 Improvement
5th +3 Extra Attack
6th +3 Dashing Run, Improvement
7th +3 Subclass feature
8th +3 Improvement
9th +4 Indomitable (one use)
10th +4 Fighting Style (extra)
11th +4 Subclass feature
12th +4 Improvement
13th +5 Indomitable (two uses)
14th +5 Subclass feature
15th +5 Relentless
16th +5 Improvement
17th +6 Subclass feature, Indomitable (three uses)
18th +6 Champion
19th +6 Improvement, Stamina Wheel
20th +6 Subclass feature

Starting equipment

aaa

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 rests to recover heart points.

If your first class level is gained as a fighter, your maximum heart points increases by 10 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d10 (or take the median of 6), then add your Constitution modifier to that number. Your maximimum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Proficiencies

If your first class level is gained as a fighter, you have proficiency with the following.

Multiclass Proficiencies

If you gain a level in fighter as a secondary class (see multiclassing), you instead gain proficiency with the following.

Proficiency Points

If your first class level is gained as a fighter, 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 proficiency points. During character creation or during downtime, you can invest proficiency points to gain proficiencies.

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

Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new lessons. Each time you gain a level in any class, you can forget one proficiency you gained with this feature to regain the proficiency points you invested. You can then reassign these points into new proficiencies in accordance with this feature.

If you multiclass, you can only retrain proficiency points with the class in which you gained your first level.

Stamina Gauge

You gain a number of stamina points equal to 2 + your Constitution modifier. If your Constitution modifier later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain 2 more stamina points.

You can use your stamina points to perform called shots or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Called Shot

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.

Fighting Style

At 1st level and 10th level, you adopt a particular style of fighting as your specialty. At each level, choose one of the following options. You cannot gain the same fighting style multiple times.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Courage. You have advantage on saving throws against being charmed or frightened.

Defense. While you are wearing armor, your Armor Class increases by an additional 1.

Deflection. If you are wielding any shield when you are hit with a ranged weapon attack, you can use your reaction to reduce that attack's damage by 1d6 + your Dexterity modifier. If this reduces the attack's damage to 0, it misses you.

Endurance. If you would be reduced to 0 heart points, you are instead reduced to 1 heart points. Once you use this feature, you must finish a long rest before you can use it again.

Exploration. You gain a climb speed and a swim speed, each equal to your base walking speed. You must have at least one hand unoccupied to use either speed.

Power Beam. You can use your action to cast power beam using Strength as your spellcasting ability. When you use your action to Attack and have full heart points, you can use your bonus action to cast power beam.

Resilience. Gain proficiency with one saving throw of your choice.

Unarmored Defense. While you are not wearing armor, your Armor Class is never lower than 10 + your Dexterity modifier + your Constitution modifier. You can add the benefit of a shield to this Armor Class.

Fighter Subclass

At 2nd level, you choose a subclass that you strive to emulate in your combat styles and techniques. The subclass you choose grants you features at 2nd level and again at 7th, 11th, 14th, 17th, and 20th level.

Each subclass is summarized here and covered in more detail later on this page.

  • A brute specializes in simple, brunt force. You hit hard and often.
  • A darknut specializes in stalwart, heavily-armored defense. Your guard is virtually impenetrable.
  • A spellsword mixes the study of magic with the art of war. You cast a variety of spells, from fiery blasts to restorative magic.
  • A tunic specializes in combat versatility. You employ a wide range of useful battle techniques.

Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, your fighting capabilities evolve. You can forget one fighting style you know and replace it with a new one. If you have learned any fighter techniques, you can forget one of them and replace it with a fighter technique of the same tier.

At these levels, you also gain one of the following improvements:

  • Increase one ability score of your choice by 2, or two ability scores by 1 each. You cannot increase any other ability score above 20, unless you have a feature that increases your ability score maximum.
  • Gain a feat of your choice.
  • Master two extraordinary techniques of your choice from the fighter technique list.
  • Adopt an additional Fighting Style.

Dashing Run

At 6th level, you learn to push your surplus of stamina into quicker movement. You can expend 2 stamina points at any time during your turn to double your remaining speed for the turn as if you had taken the Dash action.

Stamina Wheel

By 19th level, your endurance is unending—like a wheel, you never cease rolling once you start. You recover 1 stamina point at the start of each of your turns.

In other words, you recover 10 stamina points every minute, and need not rest to recover stamina points.

This feature can't replenish stamina points which won't recover until the end of a long rest, such as those used to cast spells.