Fighter

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Player's Guide

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System Reference

Hyrulean Guidelines
Using Ability Scores
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Time & Movement
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Creature Overview
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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.

Table: The Brute

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Mettle, Critical Ace
3rd +2 Brutal Blow
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Battle Instinct, Brutal Critical
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Endless Attacks (1)
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Brutal Finish, Barrier Breaker
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Endless Attacks (2)

This tab merges the fighter class features with those of the brute archetype. See Brute for a list of the brute archetype features in isolation.

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.

Mettle

Starting from 2nd level, all Heart Containers you gain from this class become d12s instead of d10s—including the one you gained at 1st level.

Your heart point maximum increases by 3, and it increases by an additional 1 every time you gain a fighter level after this.

Brutal Blow

At 3rd level, you learn to truly take out your pent-up aggression against your foes. After you hit a creature with a target strike, you can expend any number of stamina points to increase the damage by 3 for each point expended.

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.

Endless Attacks

Starting from 11th level, when you use the Attack action on your turn or use your action to execute a technique, you can use your bonus action to make one more attack. At 20th level, you can instead use your bonus action to make two more attacks.

You cannot add bonus dice to the attack or damage rolls of these bonus attacks.

Brutal Finish

Upon reaching 15th level, your attacks become so devastating they rend even the afterlife. Whenever you reduce a creature to 0 heart points with a weapon attack or unarmed strike, its body is destroyed to the point that in effect no corpse is left behind. The creature cannot be resurrected by a spell of fewer than 13-points (lower than 9th level), nor any other effect that doesn't first create a new body for the creature.

Barrier Breaker

Starting at 15th level, your attacks can smash or pierce through barriers both mundane and magical. You ignore any damage resistance (but not damage immunity) against your weapon attacks and unarmed strikes.

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.


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]