Difference between revisions of "Template:Champion/1st"
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===Starting Items=== | ===Starting Items=== | ||
− | <span style="font-family:'scalysans';">If this is your initial class and you're starting at 1st level, you start with the following items worn or [[carried]].<br/>If you prefer, you forgo these starting items and can choose your own [[equipment]] using a budget of | + | <span style="font-family:'scalysans';">If this is your initial class and you're starting at 1st level, you start with the following items worn or [[carried]].<br/>If you prefer, you forgo these starting items and can choose your own [[equipment]] using a budget of 1000 [[rupee]]s (or 4d4 × 100 rp).</span> |
* <span style="font-family:'scalysans';">{{i|boots}}, {{i|gloves}}, and a {{i|cap}}</span> <!--200--> | * <span style="font-family:'scalysans';">{{i|boots}}, {{i|gloves}}, and a {{i|cap}}</span> <!--200--> | ||
* <span style="font-family:'scalysans';">(''a'') a {{i|chain shirt}} and 2 {{i|handaxe}}s or (''b'') a {{i|tunic}} and a {{i|shortbow}}</span><!--540 or 700--> | * <span style="font-family:'scalysans';">(''a'') a {{i|chain shirt}} and 2 {{i|handaxe}}s or (''b'') a {{i|tunic}} and a {{i|shortbow}}</span><!--540 or 700--> |
Revision as of 11:41, 5 April 2024
Contents
Heart Points
Heart Dice: d12 per champion level
Heart Points at 1st Level: 12 plus your Constitution modifier
Heart Points at Later Levels: d12 (or 7) plus your Constitution modifier. If you roll a 1 on the d12, reroll it until you roll a result other than 1.
In the Hyrule Ruleset, there is no armor proficiency: all heroes can wear any armor, and heavy attire only restricts spellcasting and specific features. In a campaign that doesn't use the Hyrule Ruleset, as a champion you're proficient with all armor. |
Proficiencies
If champion is your initial class, you start with proficiency in the following:
Saves: Strength and Charisma
Weapons: simple, martial, bombs, and shields
Skills: Acrobatics or Athletics, plus two more from the following options:
Insight, Intimidation, Lore, and Wilderness.
Gain one more skill if your Intelligence is 13 or higher, and another if it is 17. You gain this benefit if your Intelligence later increases to these amounts.
If you prefer, you can replace any of these skills with proficiency in any artisan's tool, any musical instrument, all land vehicles, and all water vehicles.
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 Boxing style as a bonus. |
Starting Items
If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees (or 4d4 × 100 rp).
- boots, gloves, and a cap
- (a) a chain shirt and 2 handaxes or (b) a tunic and a shortbow
- (a) a claymore, or (b) a broadsword and wood shield
- (a) a bomb or (b) any artisan's tool or musical instrument
- common clothes, 2 rations, 2 bottles of water, and 10 rupees
Reactions
If champion is your initial class, you can make these reactions:
Interpose. When a creature within 5 feet of you would be hit by an attack roll, as your reaction you can force the attack to hit you instead. The damage to you can't be reduced or prevented in any way.
Opportunity Attack. When a creature within 5 feet of you moves away from you, as your reaction you can make one melee weapon attack or unarmed strike targeting that creature. The attack is made right before the creature leaves a 5-foot radius around you.
Take Cover. If a creature you can see targets you with a ranged attack, as your reaction you can either drop Prone, or move up to 5 feet if doing so gives you more advantageous cover against that attack. This reaction must be announced before the attack roll is revealed.
Defense
As a champion, you are well-versed in defending yourself from conventional attacks and weapons. Gain one defense chosen from the options in the following table. As a downtime activity, you can retrain yourself by replacing your chosen defense with a different one.
Defense | Effect |
---|---|
Agile | While you are wearing no heavy attire*, if you are hit by an attack that Grapples you or knocks you Prone, the attacker must reroll their attack roll and use the new result if it is lower. This applies to attacks which Grapple or knock Prone in addition to dealing damage. |
Evasive | When you make a Dexterity save to take half damage, on a success you instead take no damage. You still take full damage on a failure. |
Hearty | Whenever you finish a long rest, gain temporary heart points equal to your champion level + your Constitution modifier. |
Heavy | While wearing at least one piece of heavy attire*, raise your AC by 1. This can't raise your AC above 25, before adding cover or a shield bonus. |
Tough | You can add your Constitution modifier to your AC instead of your Dexterity modifier. You don't gain this benefit if your Constitution is already added to your AC by another effect, such as with a goron’s natural armor. |
Unarmored | While you aren't wearing armor or attire, your AC equals 10 + your Dexterity modifier your + your highest ability modifier from Constitution, Intelligence, Wisdom, and Charisma. You can add a shield bonus to this AC. |
* Wearing medium or heavy armor counts as wearing heavy attire.
Style
As a champion you adopt a particular style of fighting as your specialty, chosen from the options in the table below. You learn another style of your choice at 3rd level, and 7th level, as shown in the champion table. As a downtime activity, you can retain yourself by replacing one style you've learned with another you would be able to learn.
Some styles have a prerequisite. You must meet the prerequisite criteria before you can take the style, and if you lose the criteria you also lose the benefit of the style until you regain it.
List of Fighting Styles
Each style is summarized below. Click a style's name for the full effect.
Name | Summary |
---|---|
Ball and Chain Soldier | Weapon Mastery. Your ball and chain gains reach, grants a +1 shield bonus, and lets you make an attack as a reaction. |
Bomber | Weapon Mastery. You gain free bombs every downtime, and any bombs you wield are more powerful. |
Boxing | Weapon Mastery. Your punch deals d8+Str damage. If both hands are free, it's d12+Str damage and you get an AC bonus. |
Cleaving | General. Reducing a creature to 0 hp lets you take an extra action to Attack, Dash, Dodge, or Help. |
Dual Wielding | General. While wielding two weapons, each time you attack you can make two attacks against the same target. |
Dueling | Weapon Mastery. When you hit with a versatile melee weapon wielded in one hand, add a d4 bonus die to the damage. |
Exploration | Pacifist. You aren't Slowed by climbing or swimming. Plus you get proficiency in Perception, Stealth, or Wilderness. |
Fatal Blows | Technique Mastery. Your Ending Blow instantly defeats a creature if it's left with 30 hp or less. |
Gallery Shooting | General. Your ranged attacks become more powerful versus any target within 30 feet. |
Great Spin | Technique Mastery. The radius of your Spin Attack raises to 10 feet, and you can use it freely at full hp. |
Hawkeye Sniping | General. Your ranged weapon attacks ignore cover, and you become more accurate beyond 30 feet. |
L-Targeting | Technique Mastery. |
Piercing Shots | General. A ranged attack that crits or drops a creature to 0 hp deals automatic damage to a creature directly behind it. |
Power Beams | General. You can cast power beam. When you have full hp, you can cast it with your bonus action. |
Slingin' | Weapon Mastery. You can make rapid attacks with the slingshot or with light thrown weapons. |
Stamina Surge | General. If you have Stamina Dice, your number of Stamina Dice increases by 2. |
Sumo | General. Your unarmed strike can damage and Grapple at the same time. You have advantage against a creature you have Grappled. |
Swift Shield | Weapon Mastery. Add your shield bonus to some saves. Your shield provides half cover to allies. |
Wallop | Weapon Mastery. While wielding a two-handed melee weapon without reach, you score crits easier and smash foes much harder. |
Wild Frenzy | Technique Mastery. Your Frenzy technique lasts for up to a minute instead of until your next turn. |