Template:Champion/1st

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Revision as of 13:27, 4 April 2024 by Guy (talk | contribs) (added automated list of styles; removed style gained at 11th level)
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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.

Armor Proficiency
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 traditional campaign, 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:
      Lore, Insight, Intimidation, 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.

Option: Unarmed Champion
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.

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 of the following benefits. As a downtime activity, you can retrain yourself by replacing your chosen defense with a different one.
     Agile Defense. While you are wearing no heavy attire (including medium or heavy armor), any attack roll targeting you has disadvantage if a hit would Grapple you or knock you Prone.
      Evasive Defense. 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 Defense. Whenever you finish a long rest, gain temporary heart points equal to your champion level + your Constitution modifier.
      Heavy Defense. While you wear at least one piece of heavy attire (including medium or heavy armor), increase your AC by 1.
      Tough Defense. 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 Defense. While you aren't wearing attire, your AC equals 10 + your Dexterity modifier your + the highest ability modifier from Constitution, Intelligence, Wisdom, and Charisma. You can add a shield's bonus to this AC.

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.