Techniques
From Legends of Hyrule
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When you learn techniques through the champion class, you can choose from any in this page. Other heroes can gain techniques through the Technician feat, and sometimes through class features.
- Each technique is listed by “action,” “reaction,” or “bonus action.” This specifies which is needed to perform the technique.
- Using a technique always requires you to expend a Stamina Die, even if you don’t roll it.
- If a technique calls for you to “add your Stamina Die” to another number, you roll your Stamina Die and then add the result to the other number.
- If a technique calls for a save, the save DC equals the higher of your Strength DC and your Dexterity DC, unless the technique specifies otherwise.
- If you have the Target Strike feature, you can make a Target Strike with an attack that comes from a technique. In some cases this even means adding two Stamina Dice to a single attack! Different techniques can’t be added together however, as each is a separate action.
Aimed ShotAmbushAvenging AttackBack SliceMake a melee weapon attack or unarmed strike against a creature. On a hit, in addition to taking damage the target becomes Exposed until it finishes a short or long rest.Dash AttackIf you Dashed or Sprinted this turn and moved at least 20 feet directly towards a creature, at the end of that movement you can use this bonus action to make a melee weapon attack or unarmed strike targeting that creature. On a hit, add your Stamina Die to the damage roll. Your speed is reduced to 0 for the rest of the turn.Deflect MissileEncourageEnding BlowFlurry RushFrenzyHelm SplitterMake a weapon attack or unarmed strike against a creature within 15 feet of you, regardless of your normal weapon's normal reach or range. Your attack roll ignores any disadvantage caused by being too close to or too far from the target.On a hit, add your Stamina Die to the damage roll. Regardless of hit or miss, you can move to any open space within 15 feet of the attacked creature. This movement doesn't cost speed and doesn't trigger reactions. Hook & SwitchIgniting ShotInterceptJump AttackYou make a dramatic, leaping attack using a melee weapon or unarmed strike. Your attack roll is made with advantage, and on a hit add your Stamina Die to the attack roll. On a miss, your turn abruptly ends and you're Exposed to all attacks until the start of your next turn.ParryPlummetPower BraceYou can use this reaction immediately after you roll an ability check or saving throw using Strength. As a reaction you can roll your Stamina Die and add its result to the check as a bonus die, potentially turning a failure into a success. This does not affect attack rolls.ReflexAfter you make a Dexterity saving throw, as a reaction you can roll your Stamina Die and add its result to the check as a bonus die, potentially turning a failure into a success.Remote BomberYou cast the remote bomb+ spell, using Strength or Dexterity as your casting ability.As your Stamina Die increases, this spell becomes more powerful. If you expend a d8 Stamina Die, empower the spell as if you spent 1 extra magic point. If you expend a d10 Stamina Die, empower the spell as if you spent 3 extra magic points. Revali's BarrageWhile wielding a ranged weapon with the ammo property, you unleash an unbelievably rapid storm of projectiles in a 25-foot cone originating from you. Each creature in this area must make a Dexterity save.On a failed save, a creature takes damage as if hit by the weapon, plus your Stamina Die. On a successful save, a creature takes half this much damage.
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Rock BreakerThis rock-shattering attack deals extra damage to heavily-armored foes or objects.Make a weapon attack or unarmed strike, and on a hit add your Stamina Die to the damage roll. Your Stamina Die is added twice if the target's AC is 15 or higher. Your Stamina Die is instead added thrice if the target is either is an object, or has an AC of at least 20. Shield AttackWhile wielding a shield, you bash a creature within 5 feet of you to disorient it. Make a melee attack targeting that creature. Add your Strength, PB, and Stamina Die to the attack roll.On a hit the creature doesn't take damage, but until the start of your next turn is Exposed and can't take reactions (except for boss reactions). Shoving AttackMake a melee weapon attack or unarmed strike. On a hit, add your Stamina Die to the damage roll, and if the target is a Medium or smaller creature shove it 5 feet in any direction.Sinking ShotMake a ranged weapon attack against a Medium or smaller creature. On a hit, the creature takes damage as normal and is knocked Prone.Smash AttackUsing a melee weapon attack or unarmed strike, attack a Medium or smaller creature. Your attack roll must add your Strength modifier, instead of another ability modifier.On a hit, the creature is sent flying directly away from you. The distance flown is 10 feet for a Medium creature, 20 feet for a Small creature, and 30 feet for a Tiny creature. If the creature's trajectory is stopped early, it takes an extra 1d6 bludgeoning damage for every 10 feet it had yet to travel. If the creature's trajectory was stopped by another creature whose space it couldn't move through, that second creature also takes this damage. If the creature's trajectory isn't stopped early, it lands Prone. Snap ThrowImmediately after a creature deals damage to you from more than 10 feet away, you can use this reaction to attack that creature either with a thrown melee weapon or a ranged weapon attack. A thrown melee weapon has a range increment of 20/60 feet if it would otherwise be lower, and it isn't treated as an improvised weapon even if it lacks the thrown property. This attack roll isn't negatively affected by cover, Invisibility, or an unseen target.Special MoveWhen you first learn this technique, choose any 2-point spell with a cast time of "action" and a duration of "instant" that doesn't restore heart points. As the technique, you expend a Stamina Die to cast that spell, with its normal casting time and components.You can provide the somatic components of this spell even while wielding a weapon or shield, though if you’re wearing heavy attire it can still interfere with casting. Your casting ability for this spell is the highest from your Intelligence, Wisdom, and Charisma. Spin AttackAfter charging your blade with courage, you spin quickly to strike all nearby creatures—even Invisible ones. Make one melee weapon attack against each creature within 5 feet of you.TauntGesture or speak towards a creature no more than 30 feet away from you. The creature must succeed on a Charisma save or become taunted by you. While the creature is taunted and you are visible within 30 feet of it, the creature has disadvantage on attack rolls targeting anyone or anything but you.The creature can repeat this saving throw at the end of each of its turns and whenever a creature other than you damages it. On a success, the effect ends on the creature. The effect also ends if you attack or harm any other creature. Team AttackMake a weapon attack or unarmed strike against a creature. One ally of yours within 5 feet of the target can use their reaction to make a weapon attack or unarmed strike against the same creature, and on a hit they add your Stamina Die to their damage roll.TerrorizeIf you've dealt damage to a creature this turn that can see or hear you, you can use this technique to terrorize that creature or one of its allies that you can see. The terrorized creature must make a Charisma save against your Strength DC or Charisma DC, whichever is higher. On a failed save, that creature becomes Frightened of you until the end of your next turn.Trip UpMake a weapon attack against a creature. On a hit, add your Stamina Die to the damage roll, and the creature becomes Slowed until the start of your next turn.Z-TargetYou hone your focus onto one creature you can see, which persists as long as you maintain Concentration on this effect.While your Concentration persists the target is Exposed to all of your attacks, you have half cover to all its attacks, and you have advantage on any Intelligence and Wisdom checks made in regards to this creature specifically.
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Master Techniques
Upon reaching 11th level, a champion can learn any two master techniques from the following options. As with a normal technique you must expend a Stamina Die to use any master technique. However, a master technique is so draining that after you use one, you can't use any master technique again until you finish a long rest.
Name | Summary |
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Hurricane Spin | Action. You make up to four attacks with one action, but become Stunned until your next turn |
Indomitable Courage | Reaction. After you fail a save, you can use this reaction to succeed instead. |
Mortal Draw | Action. Your attack can instantly slay a creature with 100 or fewer heart points remaining. |
Perfect Dodge | Reaction. Force an hit to instead miss you, then Expose the attacker. |
Secret Medicine | Action or Reaction. After taking damage, regain up to half your max hp, but become briefly Incapacitated. |
Triforce Slash | Action. On a hit, your attack deals an extra 10d10 radiant damage. |