Fighter/1st

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Starting Equipment

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Hearts

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 rests to recover heart points.

If your first class level is gained as a fighter, your maximum heart points increases by 10 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d10 (or take the median of 6), then add your Constitution modifier to that number. Your maximimum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points 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.

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons
Saving Throws: Strength, Constitution
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 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

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 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.

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

1-Hour Short Rest Alternative
This content assumes a short rest will only take 5 minutes, as described in the Hyrulean Guidelines. If your campaign uses a traditional 1-hour short rest, double the number of stamina points you gain from this class.

You gain a number of stamina points equal to your fighter level + your Constitution modifier. 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

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 or other effects, like the haste spell.

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 Improvement feature but you can never gain the same fighting style multiple times.

%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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  • Whenever you finish downtime, you find or create a number of bombs equal to double your PB. These bombs can't be sold, and become inert when you finish your next downtime.
  • When you wield any bomb, add to its damage roll your highest ability modifier from Strength, Dexterity, and Intelligence.
  • Even if a creature succeeds on a saving throw against a bomb you wield, it still takes half damage.
  • These benefits also apply to bombs produced by spells you cast, such as remote bomb.
%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.
  • You don't add your ability modifier to the damage roll of this second attack, unless both weapons are light.
  • You can't add any bonus dice to the damage roll of the second attack.
%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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  • Add a d4 bonus die to all ranged weapon attack rolls against targets 30 feet or closer to you. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
  • You do not suffer the normal disadvantage on an attack roll for using a ranged weapon while you are Threatened.
  • If your ranged weapon attack hits a Surprised creature, the weapon's damage die is maximized.
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  • The radius of your Spin Attack technique increases from 5 feet to 10 feet, at your discretion.
  • While you have full heart points, once per turn you can use your Spin Attack technique without expending Stamina Dice.
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  • Add a d4 bonus die to all weapon attack rolls and Wisdom (Perception) checks made for subjects more than 30 feet away from you. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
  • If you attack within a weapon's long range, you do not suffer the normal drawback to your attack roll for doing so.
  • Your ranged attack rolls ignore half cover and three-quarters cover.
%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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  • Whenever you would be Grappled, knocked Prone, or Shoved 5 feet, you can use your reaction to prevent this.
  • When you hit a creature with an unarmed strike using a free hand, instead of the normal effect you can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you do and the creature is Large or smaller, you can also Grapple that creature without needing a separate attack roll.
  • You have advantage on attack rolls against any creature you have Grappled.
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  • Add your shield bonus to saving throws made to reduce or prevent damage to you, unless the damage is psychic.
  • While you are wielding a shield, any ally within 5 feet of you—other than yourself—has half cover against all attacks and effects.
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  • You score a critical hit if the d20 lands on 18 or 19, instead of only 20.
  • If you hit a Medium or smaller creature, in addition to dealing damage you can either knock the creature Prone or Shove the creature 5 feet directly away from you. On a critical hit, you can instead send the creature flying up to 30 feet directly away from you to land Prone. If the creature's flight trajectory is interrupted, the creature takes 1d6 bludgeoning damage for every 10 it didn't fly—and if it's trajectory was interrupted by another creature, that creature also takes this damage.
  • If you hit a Large or larger creature, add a d6 bonus die to the damage roll. On a critical hit, the creature's defenses are smashed so hard that all attack rolls against it have advantage until the end of your next turn.
%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.