Template:Champion/1st

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Heart Points

Heart Dice: d12 per champion level
Heart Points at 1st Level: 12 plus your Constitution modifier
Heart Points at Later Levels: d12 (or 7) plus your Constitution modifier. If you roll a 1 on the d12, reroll it until you roll a result other than 1.

Armor Proficiency
In the Hyrule Ruleset, there is no armor proficiency: all heroes can wear any armor, and heavy attire only restricts spellcasting and specific features. In a traditional campaign, as a champion you're proficient with all armor.

Proficiencies

If champion is your initial class, you start with proficiency in the following:
      Saves: Strength and Charisma
      Weapons: simple, martial, bombs, and shields
      Skills: Acrobatics or Athletics, plus two more from the following options: Lore, Insight, Intimidation, and Wilderness.
      Gain one more skill if your Intelligence is 13 or higher, and another if it is 17. You gain this benefit if your Intelligence later increases to these amounts.
      If you prefer, you can replace any of these skills with proficiency in any artisan's tool, any musical instrument, all land vehicles, and all water vehicles.

Starting Items

If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees.

Reactions

If champion is your initial class, you can make these reactions:
      Interpose. When a creature within 5 feet of you would be hit by an attack roll, as your reaction you can force the attack to hit you instead. The damage to you can't be reduced or prevented in any way.
      Opportunity Attack. When a creature within 5 feet of you moves away from you, as your reaction you can make one melee weapon attack or unarmed strike targeting that creature. The attack is made right before the creature leaves a 5-foot radius around you.
      Take Cover. If a creature you can see targets you with a ranged attack, as your reaction you can either drop Prone, or move up to 5 feet if doing so gives you more advantageous cover against that attack. This reaction must be announced before the attack roll is revealed.

Defense

As a champion, you are well-versed in defending yourself from conventional attacks and weapons. Gain one of the following benefits. As a downtime activity, you can retrain yourself by replacing your chosen defense with a different one.
     Agile Defense. While you are wearing no heavy attire (including medium or heavy armor), any attack roll targeting you has disadvantage if a hit would Grapple you or knock you Prone.
      Evasive Defense. When you make a Dexterity save to take half damage, on a success you instead take no damage. You still take full damage on a failure.
      Hearty Defense. Whenever you finish a long rest, gain temporary heart points equal to your champion level + your Constitution modifier.
      Heavy Defense. While you wear at least one piece of heavy attire (including medium or heavy armor), increase your AC by 1.
      Tough Defense. You can add your Constitution modifier to your AC instead of your Dexterity modifier. You don't gain this benefit if your Constitution is already added to your AC by another effect, such as with a goron’s natural armor.
      Unarmored Defense. While you aren't wearing attire, your AC equals 10 + your Dexterity modifier your + the highest ability modifier from Constitution, Intelligence, Wisdom, and Charisma. You can add a shield's bonus to this AC.

Style

As a champion you adopt a particular style of fighting as your specialty, chosen from the options in the following section. You learn another style of your choice at 3rd level, 7th level, and 11th level, as shown in the champion table. As a downtime activity, you can retain yourself by replacing one style you've learned with another you would be able to learn.

This page or section is incomplete, and will eventually be expanded with more information.