Difference between revisions of "Fighter"

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==Starting Equipment==
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<s>aaa</s>
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== Hearts ==
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{{:Fighter/9th}}
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 rest]]s to recover {{hp}}.
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{{:Fighter/11th}}
 
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{{:Fighter/17th}}
If your first class level is gained as a fighter, your maximum {{hp}} increases by 10 + your {{con}} modifier.
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Anytime you otherwise gain a level in this class, you roll d10 (or take the median of 6), then add your {{con}} modifier to that number.  Your maximimum {{hp}} increases by an amount equal to the result.
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If your {{con}} modifier later increases, your maximum {{hp}} retroactively increase.
 
 
 
== Proficiencies ==
 
If fighter is your first class, you have proficiency with the following.  These are in addition to any from your [[#Proficiency Points|proficiency points]].
 
:'''[[Armor]]:''' All [[armor]] and [[shield]]s, including [[heavy shield]]s
 
:'''[[Weapons]]:''' All simple and martial [[weapons]]
 
:'''[[saving throw|Saving Throws]]:''' {{str}}, {{con}}
 
:'''[[Tools]]:''' Choose one from any [[artisan's tool]], any [[musical instrument]], or any one [[vehicle]]
 
 
 
=== Multiclass Proficiencies ===
 
If fighter is not your first class (see [[multiclassing]]), you instead only gain proficiency with the following.  You do not gain any [[#Proficiency Points|proficiency points]] from fighter if it is not your first class.
 
:'''[[Armor]]:''' Light armor, medium armor, and shields (excluding [[heavy shields]])
 
:'''[[Weapons]]:''' All simple and martial [[weapons]]
 
 
 
== Proficiency Points ==
 
{{Aside|Background Alternative|Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes.  If it is your DM's preference, you gain no proficiency points, but are instead proficient in a combination of any two [[skills]] from [[Acrobatics]], [[Animal Handling]], [[Athletics]], [[History]], [[Insight]], [[Intimidation]], [[Nature]], [[Perception]], and [[Survival]].  These proficiencies are in addition to any from your background.}}
 
If fighter is your first class, you have a number of proficiency points equal to 7 + your {{int}} modifier.  If your Intelligence modifier permanently increases, so too do your number of points.<br/>{{tab}}During [[character creation]] or during [[downtime]], you can invest these points to become proficient.
 
* You can invest '''1 point''' to become proficient in one of the following: the [[Athletics]] skill, any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]].
 
* You can invest '''2 points''' to become proficient in one of the following: any [[professional tool]], or any [[skill]] from [[Acrobatics]], [[Animal Handling]], [[History]], [[Insight]], [[Intimidation]], [[Nature]], [[Perception]], and [[Survival]].
 
* You can invest '''3 points''' to become proficient in any other [[skill]].
 
 
 
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 skills.  Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.
 
 
 
If you [[multiclass]], you can only re-invest points in accordance with your first class.
 
 
 
== Stamina Gauge ==
 
{{ShortRestAlternative|double the number of stamina points you gain from this class.}}
 
You gain a number of [[stamina points]] equal to your fighter level + your {{con}} modifier.  If your {{con}} modifier later increases, so too does your number of stamina points.
 
 
 
You can use your stamina points to perform [[called shot|target strike]]s or to use other class features.  Normally all of your [[stamina points]] are replenished when you complete a [[short rest|short]] or [[long rest]].
 
 
 
=== Target Strike ===
 
{{CalledShot}}
 
 
 
=== Sprint ===
 
At any point during your turn, you can regain movement you've spent by expending any number of stamina points.  You regain 5 feet of movement per stamina point expended.  You can continuously move for as long as you have stamina points remaining
 
 
 
The movement regained from sprinting is not multiplied by the [[Dash Action|Dash]] action or other effects, like the {{S|Haste}} spell.<!--  One stamina point always equals 5 feet of movement.-->
 
 
 
== Fighting Style ==
 
At 1st level, you adopt a particular style of fighting as your specialty from the options below.
 
 
 
You can gain additional fighting styles through your {{inpage|Improvement}} feature but you can never gain the same fighting style multiple times.
 
 
 
{| class="wikitable sortable"
 
|-
 
{{#dpl: debug=1
 
|category=Fighting styles
 
|notcategory=Lists
 
|notcategory=Supplement
 
|notnamespace=Category
 
|include={FSB}:1
 
|mode=userformat
 
|format=,¦- \n ¦  [[%PAGE%¦²{#replace:%PAGE%¦(fighting style)¦}²]],\n,
 
|tablerow=¦¦ %%, %%, %%\n ¦¦ %%, %%, %%\n
 
}}|}
 
 
 
== Fighter Archetype ==
 
At 2nd level, you choose an archetype that you strive to emulate in your combat prowess. The archetype you choose grants you features at 2nd level and again at 3rd, 7th, 11th, 15th, and 20th level.
 
 
 
Each archetype below is covered in full detail on its own, separate page.
 
* A [[brute]] specializes in simple, brunt force.  Hit hard and often.
 
* A [[captain]] encourages and empowers allies with tactical maneuvers and the strength of your personality.
 
* A [[darknut]] specializes in stalwart, heavily-armored defense.  Your guard is virtually impenetrable.
 
* A [[knight]] wields divine power originating from a royal family, which you can use to protect allies and thwart fiends.
 
* A [[pirate]] are particularly maneuverable&mdash;capable of swimming, climbing, and swinging through combat to trip up enemies.
 
* 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 [[sharpshooter]] specializes in assaulting enemies with flurries of ranged attacks.
 
* A [[tunic]] specializes in combat versatility.  You employ a wide range of useful battle techniques.
 
 
 
== Improvement ==
 
When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You can forget one [[#Fighting Style|fighting style]] you know and replace it with a new one.  If you have learned any [[#Techniques|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 two of your [[ability score]]s of your choice by 1, or one ability score by 2.  
 
* Master one or two extraordinary [[#Techniques|technique]]s.  If you choose to master only one technique, increase one of your [[ability score]]s by 1.
 
* Master a new [[#Fighting Style|fighting style]].
 
* Gain a [[feat]].
 
 
 
This feature cannot increase any ability score above 20 unless you have a feature that increases your [[ability score maximum|maximum score]] for that ability.
 
 
 
== Extra Attack ==
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [[Attack action|Attack]] action on your turn.
 
 
 
== Indomitable ==
 
Beginning at 9th level, you can re-roll a [[saving throw]] 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 18th level.
 
 
 
== Action Surge ==
 
Starting at 11th level, you can push yourself beyond your normal limits for a moment.  On your turn, you can take one additional action.
 
 
 
Once you use this feature, you must finish a [[short rest|short]] or [[long rest]] before you can use it again.
 
 
 
== Great Strikes ==
 
Starting from 17th level, your [[#Target Strike|target strikes]] can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.
 
 
 
== Champion ==
 
At 19th level, choose two [[ability scores]] from {{str}}, {{dex}}, and {{con}}.  Each of those ability scores increases by 2, and your [[ability score maximum|maximum]] for those scores also increases by 2.
 
 
 
 
== Techniques ==
 
== Techniques ==
 
Techniques are special actions you can use in combat by drawing on your reserves of [[#Stamina Gauge|stamina]].  You can use your [[#Improvement|Improvement]] to learn two fighter techniques of extraordinary tier.  A [[#Tunic|tunic]] specializes in employing a wide range of fighter techniques, and some other archetypes can master a few techniques of their own.  Techniques have three tiers: extraordinary, heroic, and legendary.  Each tier of technique is generally more powerful than the last, but also usually draws on greater amounts of stamina.   
 
Techniques are special actions you can use in combat by drawing on your reserves of [[#Stamina Gauge|stamina]].  You can use your [[#Improvement|Improvement]] to learn two fighter techniques of extraordinary tier.  A [[#Tunic|tunic]] specializes in employing a wide range of fighter techniques, and some other archetypes can master a few techniques of their own.  Techniques have three tiers: extraordinary, heroic, and legendary.  Each tier of technique is generally more powerful than the last, but also usually draws on greater amounts of stamina.   
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{{clear}}<noinclude>
  
<!--
 
{| class="wikitable sortable"
 
! Technique !! Tier !! [[#Stamina Gauge|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 + {{dex}} 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|bonus&nbsp;action]] || You deftly ward off incoming attacks.  You cannot be targeted by [[opportunity attacks]] until the start of your next turn.
 
|-
 
| Stance&nbsp;of&nbsp;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 [[damage resistance|resistance]] to all damage other than psychic; and you have [[advantage]] on all [[saving throw]]s using {{str}}, {{dex}}, or {{con}}.
 
|-
 
| Hawk's Eye || fantastical || 4 || [[bonus action]] || If you make a ranged weapon attack or a {{dex}} ([[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 {{dex}} [[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 {{wis}} [[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 [[Triforce|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 {{item|shortsword}} and you have a {{dex}} 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.
 
|}
 
-->
 
  
 
{{Source}}<br/>{{SRD}}
 
{{Source}}<br/>{{SRD}}
  
[[Category:Classes]]
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[[Category:Classes]]</noinclude>

Revision as of 15:37, 15 May 2020

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System Reference

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Using Ability Scores
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encounters, progression, treasure, variant rules

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Techniques
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spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
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This page or section is incomplete, and will eventually be expanded with more information.


Hyrulean Class Balance
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.


description

Table: The Hyrulean Fighter

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Archetype
3rd +2 Archetype feature
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Archetype feature
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Archetype feature
12th +4 Improvement
13th +5 Indomitable (2 uses)
14th +5 Improvement
15th +5 Archetype feature
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable (3 uses)
19th +6 Champion
20th +6 Improvement, Archetype feature

Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) one option from each of the following lines:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d10 per fighter level
Heart Points at 1st Level: 10 + Constitution modifier
Heart Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st. If your 1d10 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmored Defense
Some warriors in Hyrule forgo traditional armor to instead defend themselves with agility, cunning, panache, or sheer toughness.
     Instead of gaining proficiency with all armor and shields, you can elect to only gain proficiency with light armor and shields (but not heavy shields) to gain the following benefit:
     While you aren't wearing armor, your AC is never lower than 10 + your Dexterity modifier + your Constitution, Intelligence, Wisdom, or Charisma modifier (whichever is highest). Any shield can add to this AC.

If fighter is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons, plus bombs
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle
Option: Unarmed Fighter
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 Unarmed Fighting style.

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your Background.

If fighter is your first class, 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 points.
     During character creation or during downtime, you can invest these points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new skills.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Stamina Gauge

You have a number of stamina points equal to your fighter level.

If fighter is your first class (see multiclassing), you also add your Constitution modifier to your number of stamina points. If your Constitution modifier later increases, so too does your number of stamina points.

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

Target Strike

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.

Sprint

As a bonus action, you can expend 1 stamina point to Dash, Disengage, or Search.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options listed on the Fighting Styles page.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

Fighters always evolve their strategies to face new challenges. Each time you gain a level in this class, you can replace one fighting style you know with a new one.

Fighter Archetype

At 2nd level, you choose an archetype that you strive to emulate in your combat prowess. The archetype you choose grants you features at 2nd level and again at 3rd, 7th, 11th, 15th, and 20th level.

Each archetype below is covered in full detail on its own, separate page.

  • A brute specializes in simple, brunt force. Hit hard and often.
  • A captain draws the attention of hostile threats in order to protect allies.
  • A darknut specializes in stalwart, heavily-armored defense. Your guard is virtually impenetrable.
  • A magic knight mixes the study of magic with the art of war. You cast a variety of spells, from fiery blasts to restorative magic.
  • A sharpshooter specializes in assaulting enemies with flurries of ranged attacks.
  • A tunic employs a wide range of useful battle techniques that draw on stamina.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You gain one of the following improvements:

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

Each time you gain this feature, you can also replace any one fighter technique you know with a new one of the same tier, in addition to your normal Improvement.

Extra Attack

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

Indomitable

Beginning at 9th level, you can re-roll a saving throw 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 18th level.

Action Surge

Starting at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Great Strikes

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

Starting from 17th level, your target strikes can become devastatingly powerful.  When you make a target strike, you can choose to take a -5 penalty to the attack roll.  If you do so and the attack hits, it deals an extra 10 damage.

Champion

At 19th level, your maximums for your Strength, Dexterity, and Constitution scores all increase by 2. At this level you can also increase two of these scores by 1 or one of these scores by 2.

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 archetypes can master a few techniques of their own. Techniques have three tiers: extraordinary, heroic, 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: attack, action, bonus action, reaction, full turn, or free. 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, but can't be part of any attack made as a bonus action. A "free" technique can be used at any point during your turn, and can be used repeatedly unless otherwise specified. 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 melee weapon attack.

Name SP Tier Time Summary
%PAGE% action Action. Make a weapon attack or unarmed strike, but add your Stamina Die to the attack roll.
%PAGE% reaction Reaction. Immediately after you make a Dex (Stealth) or initiative check, add your Stamina Die to the result.
%PAGE% reaction Reaction. After a creature in your reach deals damage to someone other than you, attack that creature and reduce its attack roll.
%PAGE% action Action. Your melee attack Exposes the target indefinitely.
%PAGE% bonus action Bonus Action. After Dashing or Sprinting, make a hard-hitting melee attack.
%PAGE% reaction Reaction. Reduce damage from a ranged attack by an amount equal to your SD, if you're wielding a shield or have a free hand.
%PAGE% bonus reaction Bonus Action. Once within the next minute, an ally of your choice adds your SD to its save or attack roll (as a bonus die).
%PAGE% action Action. Melee attack a Prone or Incapacitated creature. Add you add your SD to the damage, and then maximize your damage roll.
%PAGE% reaction Reaction. When you're missed by a melee attack, counter-attack that creature
%PAGE% bonus action Bonus Action. Add your SD to all Strength-based damage and checks for 1 turn. If you damage a creature, gain resistance to it.
%PAGE% action Action. Attack a creature within 15 feet and freely move to any open space within 0 feet of it.
%PAGE% bonus action Bonus Action. Swap places with an ally within 15 feet. The first attack roll against either if you subtracts your SD.
%PAGE% master action Action. You make up to four attacks with one action, but become Stunned until your next turn
%PAGE% action Action. Your ranged weapon attack deals extra fire damage equal to your SD, and Ignites a hit target.
%PAGE% master reaction Reaction. After you fail a save, you can use this reaction to succeed instead.
%PAGE% reaction Reaction. When a creature enters a 5-foot radius of you, make a melee attack against it.
%PAGE% action Action. Make a dramatic hard-hitting melee attack that potentially leaves you Exposed.
%PAGE% master action Action. Your attack can instantly slay a creature with 100 or fewer heart points remaining.
%PAGE% reaction Reaction. Reduce damage from a melee attack by an amount equal to your SD, if you're wielding a shield or a versatile weapon.
%PAGE% master reaction Reaction. Force an hit to instead miss you, then Expose the attacker.
%PAGE% reaction Reaction. While airborne, plummet to the ground, landing safely. Deal damage, with greater damage the higher you fell.
%PAGE% reaction Reaction. After you make save or check using Strength, as a reaction add your SD.
%PAGE% reaction Reaction. Add your SD to the result of your Dexterity saving throw.
%PAGE% action Action. Cast the remote bomb+ spell, using Strength or Dexterity as your casting ability.
%PAGE% action Action. Unleash a storm of projectiles that assail creatures in a 25-foot cone.
%PAGE% attack Action. Your attack deals extra damage to heavily-armored foes and objects.
%PAGE% master action or reaction Action or Reaction. After taking damage, regain up to half your max hp, but become briefly Incapacitated.
%PAGE% bonus action Bonus Action. A swift attack from your shield renders a creature Exposed and unable to take reactions.
%PAGE% action Action. Your melee attack deals extra damage and shoves the target 5 feet in any direction.
%PAGE% action Action. Your ranged weapon attack knocks Prone a Medium or smaller creature.
%PAGE% action Action. Charge up a melee attack that sends a creature flying.
%PAGE% reaction Reaction. Immediately counter-attack with a ranged attack.
%PAGE% action Action. Perform a 2-point spell you select when you first learn this technique.
%PAGE% action Action. While rotating quickly, make one attack against each creature within 5 feet of you.
%PAGE% bonus action Bonus Action. A creature must succeed on a Charisma save or suffer disadvantage on attack rolls against anyone but you.
%PAGE% action Action. Attack a creature. An ally can use their reaction to attack the same creature, adding your SD to their damage.
%PAGE% bonus action Bonus Action. After dealing damage, Frighten the damaged creature or one of its allies.
%PAGE% master action Action. On a hit, your attack deals an extra 10d10 radiant damage.
%PAGE% action Action. Your weapon attack deals extra damage and Slows a creature until the start of your next turn.
%PAGE% bonus action Bonus Action. While you Concentrate, the target is Exposed to your attacks and you have half cover against its attacks.


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]