Fighting Styles
From Legends of Hyrule
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A fighting style compliments your martial capabilities in combat. A champion gains a style at 1st level, and can also gain additional styles at 3rd, 7th, and 11th levels. A character of any class can gain one fighting style by taking the Stylist feat. You can't gain the same style multiple times.
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.
Style | Description |
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%PAGE% | You've mastered wide, sweeping attacks with the ball and chain. While you wield this weapon in two hands, it gains the reach property and you add a +1 shield bonus to your AC. Whenever a creature enters a 10-foot radius of you on its turn, you can use your reaction to make one attack with the ball-and-chain targeting that creature. |
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%PAGE% | Though this art of unarmed fighting is more common in lands like Holodrum, you count among the few in Hyrule who practice it. If you make an unarmed strike with a free hand, on a hit you can deal bludgeoning damage equal to d8 + your Strength modifier, replacing the normal damage for an unarmed strike. If you have both hands free, replace the d8 with a d12. Additionally, when you have both hands free, add a +1 shield bonus to your AC. If you have multiple shield bonuses, only the highest applies. |
%PAGE% | Once on each of your turns, if you reduce a creature to 0 heart points with a melee weapon attack or unarmed strike, you can take an extra action thanks to a rush of adrenaline. This action must be Attack, Dash, Dodge, or Help. |
%PAGE% | Immediately after you attack with a attack using a weapon you're wielding in one hand, instead of normal two-weapon fighting you can make a second attack against the same target using a different weapon you're holding in your other hand.
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%PAGE% | When you attack with a versatile melee weapon you are wielding in one hand, or with a light melee weapon while your other hand isn't holding a weapon, you can add a d4 bonus die to the attack roll. If you don't but the attack hits anyway, you can add a d4 bonus die to the damage roll. If different features add bonus dice to your damage roll, they don't combine. Add only the highest. |
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%PAGE% | Immediately after you use Ending Blow to damage a creature, if the creature has 30 or fewer heart points remaining, it is reduced to 0 heart points. |
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%PAGE% | When you use your Z-Targeting technique, instead of the normal effect, all of the target's attack rolls against you have disadvantage and all of your attack rolls against it have advantage. Taking damage from that creature doesn't break your Concentration on this technique. |
%PAGE% | If your ranged weapon attack is a critical hit against a creature or reduces a creature to 0 hit points, if there is another creature directly behind the first and within 5 feet of it, the second creature takes damage equal to 1d8 + the ability modifier you used for the attack. |
%PAGE% | You can use your action to cast power beam using Strength as your spellcasting ability. When you use your action to Attack while have full heart points, during the same turn you can use your bonus action to cast power beam in this way. |
%PAGE% | When on your turn you use a slingshot or a light thrown weapon to make a ranged weapon attack, you can make a second ranged attack with a slingshot or light thrown weapon. You can't add any bonus dice to the damage roll of the second attack. This benefit replaces two-weapon fighting, and can't be combined with other benefits that do so, such as the Dual Wielding style. |
%PAGE% | Your number of Stamina Dice increases by 2. |
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%PAGE% | When you use your Frenzy technique, it lasts for a minute instead of until the start of your next turn. If you ever end your turn and you haven't made an attack roll since the start of your last turn, your Frenzy abruptly ends. A missed attack roll still counts as making an attack roll. |