Fighter

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Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
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Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

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]