Difference between revisions of "Fighter"

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'''''Acrobat.''''' You gain proficiency in [[Acrobatics]].  [[Difficult terrain]] doesn't cost you extra movement.  You have [[Damage Resistance|resistance]] to any damage you would take from [[falling]].
 
'''''Acrobat.''''' You gain proficiency in [[Acrobatics]].  [[Difficult terrain]] doesn't cost you extra movement.  You have [[Damage Resistance|resistance]] to any damage you would take from [[falling]].
  
'''''Archery.''''' You add a [[Bonus Die]], a d4, to attack rolls you make with ranged weapons.
+
'''''Archery.''''' You add a d4 [[bonus die]] to attack rolls you make with ranged weapons.
  
 
'''''Armored Defense.''''' While you are wearing [[armor]], your Armor Class increases by an additional 1.  This benefit does not apply if you are wielding a [[shield]] but no other armor.
 
'''''Armored Defense.''''' While you are wearing [[armor]], your Armor Class increases by an additional 1.  This benefit does not apply if you are wielding a [[shield]] but no other armor.

Revision as of 21:17, 15 March 2020

This page or section is incomplete, and will eventually be expanded with more information.

ClassesFighter


description

Table: The Hyrulean Fighter

Level Proficiency
Bonus
Features
1st +2 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 Indomitable (three uses)
16th +5 Improvement
17th +6 Subclass feature
18th +6 Champion
19th +6 Improvement, Stamina Wheel
20th +6 Subclass feature

Starting Equipment

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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. These are in addition to any from your Proficiency Points.

Multiclass Proficiencies

If you gain a level in fighter as a secondary class (see multiclassing), you instead gain proficiency with the following. You do not gain any Proficiency Points from fighter if it is not your primary class.

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 up to three proficiencies 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 either level, choose one of the following options. You cannot gain the same fighting style multiple times.

Acrobat. You gain proficiency in Acrobatics. Difficult terrain doesn't cost you extra movement. You have resistance to any damage you would take from falling.

Archery. You add a d4 bonus die to attack rolls you make with ranged weapons.

Armored Defense. While you are wearing armor, your Armor Class increases by an additional 1. This benefit does not apply if you are wielding a shield but no other armor.

Avenger. If a creature within your reach uses an attack or other potentially damaging action against a creature other than you, that creature provokes an opportunity attack from you. A creature hit by this opportunity attack has its speed reduced to 0 until the start of its next turn.

Athlete. You gain proficiency in Athletics. Rising up from being prone costs you only 5 feet of movement. Your standing jump is as high and long as your running jump.

Brace. Other creatures provoke an attack of opportunity from you when they enter your reach.

Courage. You gain proficiency in Charisma saving throws. You have advantage on all saving throws against being charmed or frightened.

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

Exploration. You gain proficiency in Survival. Climbing or swimming doesn't cost you extra movement.

Improviser. You add your proficiency bonus to attack rolls with improvised weapons, but you are otherwise not considered proficient in such weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an improvised weapon or unarmed strike, you can use your bonus action to grapple that creature, shove that creature, or move up to 10 feet away from the creature without provoking its opportunity attack.

Mage Slayer. You are practiced in melee combat against spellcasters, granting several benefits:

Parry. If you are wielding a shield or a one-handed melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.

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 in this way.

Resilience. Gain proficiency with one saving throw of your choice. Your corresponding ability score increases by 1. This cannot increase your ability score above 20 unless you have a feature that increases your ability score maximum.

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 prowess. The subclass you choose grants you features at 2nd level and again at 7th, 11th, 14th, 17th, and 20th level.

Each subclass below is covered in full detail on its own, separate 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 of your choice:

This feature cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 15th level.

Champion

At 18th level, choose two ability scores from Strength, Dexterity, and Constitution. Each of those ability scores increases by 2, and your maximum for those scores also increases by 2.

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.

Techniques

Techniques are special actions you can use in combat by drawing on your reserves of stamina. You can use your Improvement to learn two fighter techniques of extraordinary tier. A tunic specializes in employing a wide range of fighter techniques, and some other subclasses can master a few techniques of their own. Techniques have three tiers: extraordinary, fantastical, and legendary. Each tier of technique is generally more powerful than the last, but also usually draws on greater amounts of stamina.

You can use a technique you have learned by expending the amount of stamina points listed for the relevant technique. Most techniques specify when they can be used: action, reaction, bonus action, or attack. A technique that is an "attack" can be made in place of one weapon attack you would be able to make, such as part of your Extra Attack or as your opportunity attack. You can use multiple techniques in the same turn, but cannot use two techniques simultaneously—such as using both Back Slice and Rock Breaker on a single opportunity attack.

Technique Tier SP Time Effect
Back Slice extraordinary 1 attack Your attack severs weak points in the target's armor. On a hit against an armored creature, the target’s armor (excluding natural armor or magic armor) suffers a cumulative -1 penalty. If the creature's Armor Class is reduced to 10 (or 10 + Dexterity modifier), the armor is destroyed. Your attack still inflicts damage as normal.
Rock Breaker extraordinary 1 attack Your attack deals magical force damage, and deals double damage to objects and structures.
Withdraw extraordinary 2 bonus action You deftly ward off incoming attacks. You cannot be targeted by opportunity attacks until the start of your next turn.
Stance of Byrna extraordinary 3 action You enter a supremely defensive stance until the start of your next turn. Until then, all attack rolls against you have disadvantage; you have resistance to all damage other than psychic; and you have advantage on all saving throws using Strength, Dexterity, or Constitution.
Hawk's Eye fantastical 4 bonus action If you make a ranged weapon attack or a Dexterity (Perception) check before the start of your next turn, you gain a +4 bonus on the roll.
Reflex fantastical 5 reaction Immediately before you make a Dexterity saving throw, you can use your reaction to push your reflexes above your normal limits, granting advantage on this saving throw.
Will fantastical 6 reaction Immediately before you make a Wisdom saving throw, you can use your reaction to draw on reserves of willpower, granting advantage on this saving throw.
Triforce Slash legendary 17 action You strike with such speed and force it seems like you are glowing with the Golden Power itself. Make one melee weapon attack against any creature or object as if your weapon had a reach of 30 feet. On a hit, you teleport to a space adjacent to that creature. Instead of your weapon's normal damage, you roll your attack's damage eight times and sum the damage against the target. (For example, if you are attacking with a shortsword and you have a Dexterity score of 14, your attack would deal 8d6+16 piercing damage.) This damage ignores any damage resistance or immunity. Once you hit with this technique, you must complete a long rest before you can use it again.


The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]