Fighter

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Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
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Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

This page is archived. It will receive no further updates, and internal links to it have been or will be removed.
For the current version, see Champion.


description

Quick Build
You can make a fighter quickly by following these suggestions.
  1. Make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or archery. Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Magic Knight subclass.
  2. For your Starting Equipment, choose the "a" options.
  3. For your Proficiency Points, choose Perception, Athletics, History, and smith's tools—or another artisan's tool if you prefer. You'll have points left over equaling 2 + your Intelligence modifier. You can invest these leftover points now or save them for downtime later.
  4. For your Fighting Style, choose Armored Defense.

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.

Whether by bow, blade, or fist, the brute focuses on only one thing: tearing the enemy to shreds. With raw talent few can match, a brute strikes early, often, and with utter brutality. While others are prancing about and puzzling over what to do, the brute has already pulverized their enemies to dust. Becoming a brute is the clear choice for any fighter who wants to keep things straightforward and to-the-point, especially if that point is the tip of a sword.

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.

Battle Instinct

From 7th level onward, add your proficiency bonus to your initiative if you don't already.

Brutal Critical

Starting from 7th level, whenever you score a critical hit, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 11th level, and three at 15th level.

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.

Table: The Captain

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Mettle, Courage
3rd +2 Duel
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Leadership, Inspire
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Conviction
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Inspired Leader, Beacon of Hope
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Heroic Presence

This tab merges the fighter class features with those of the captain archetype. See Captain for a list of the captain 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.

Courage

Starting from 2nd level, you have advantage on all saving throws against being charmed or frightened.

Duel

Starting from 3rd level, you can use your bonus action to compel a hostile creature within 30 feet of you to focus its aggression on you. To be affected, the target must be able to see you, and it can't already be compelled to duel another creature. A creature that can't be charmed is immune to this effect.

For 1 minute, a compelled creature target has disadvantage on attack rolls against creatures other than you. Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.

If you compel another creature to duel, the previous effect immediately ends. The effect also ends if you are incapacitated.

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.

Leadership

At 7th level, your convictions can rouse your allies to even greater deeds. Whenever a friendly creature within 30 feet of you makes an attack roll or saving throw, you can expend 1 stamina point to add a d4 bonus die to that roll. The creature must be able to hear and understand you to gain this benefit.

Inspire

Starting from 7th level, you can impel your allies' will to fight. You can spend 1 minute inspiring up to 10 friendly creatures (optionally including yourself), granting each an amount of temporary heart points equal to your fighter level + your Charisma modifier. The recipients must be able to hear and understand you to gain this benefit.

You have enough moxie to inspire your allies up to three times before you must rest. You regain all uses of this feature when you finish a long rest.

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.

Conviction

Starting from 11th level, you have resistance to all damage dealt to you by a creature you're compelling to a duel.

Inspired Leader

As an experienced captain, you are galvanized by the aid of your allies. Starting from 15th level, you gain 10 temporary heart points whenever another creature restores your heart points or uses the Help action to benefit you.

Beacon of Hope

Starting from 15th level, while a target is compelled to duel with you, no other creature can be charmed by or frightened of the target. If these conditions exist when your compulsion starts, they immediately end.

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.

Heroic Presence

At 20th level, you can compel a creature to a duel whenever you roll initiative regardless of distance. Whenever you compel a new creature to a duel, doing so does not end the effect on the previous creature.

Table: The Darknut

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Mettle, Armor Expertise
3rd +2 Stalwart Defense
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Darknut Armor
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Body Blow, Steadfast
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Truly Indomitable, Snap Throw
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Impervious

This tab merges the fighter class features with those of the darknut archetype. See Darknut for a list of the darknut 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.

Armor Expertise

A darknut is often defined by the ability to forge and improve its own armor. Starting from 2nd level, you have proficiency with smith's tools, and are an expert on any ability check made with them to create, modify, or repair armor. If you are already proficient with these tools, you can either gain 1 proficiency point or become proficient in any other artisan's tool of your choice.

Stalwart Defense

At 3rd level, you gain the Armored Defense and Knuckle Defense fighting styles. If you already have either fighting style, in its place you gain an additional fighting style of your choice.

If you are wearing medium armor, you can add your Constitution modifier to your AC in place of your Dexterity modifier.

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.

Darknut Armor

Starting at 7th level, you become able to enhance medium or heavy armor you can wear. You can do so over the course of a long rest if you have access to smith's tools. Armor you have enhanced is called “darknut armor.” While you wear your darknut armor, you gain two benefits:

  • Whenever you take damage other than poison or psychic, you can lose stamina points instead of heart points. For each stamina point lost, you lose 5 fewer heart points.
  • If a spell or magic effect specifically targets your armor (as opposed to you), you have advantage on any saving throw against that spell. If the spell does not allow a saving throw, you are afforded a Constitution saving throw to ignore the effect of the spell on your armor.

Your darknut armor is designed for your body and combat style. No one else gains these benefits if they wear the armor.

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.

Body Blow

At 11th level, you learn to put the weight of your body and armor into your strikes. Whenever you hit with a target strike, you can add your Constitution modifier to the damage dealt. Objects and structures are vulnerable to the damage from your target strikes.

Steadfast

At 11th level, you learn to stand your ground with superhuman moxie. While you are wearing your darknut armor, you have advantage on any Strength ability check or saving throw made to avoid being moved or knocked prone.

Truly Indomitable

Starting at 15th level, whenever you use your Indomitable feature and your new saving throw fails, you can expend 5 stamina points to succeed instead.

Snap Throw

At 15th level, you learn to put your momentum and strength into a forceful weapon throw. When a creature moves within 30 feet of you, you can use your reaction to throw a melee weapon you're wielding at that creature. Make a ranged weapon attack roll using Strength, including your proficiency bonus. A hit deals the weapon's normal damage using Strength, and reduces the target's speed to 0 until the start of your next turn.

Once you make a snap throw, you can't attempt another one until you finish a short or long rest.

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.

Impervious

At 20th level, your armor is honed into an unbelievably extraordinary barrier against all forms of damage, even those which aren't physical. While you wear your darknut armor, all attack rolls against you have disadvantage, and you have advantage on all saving throws made to reduce or avoid damage.

Table: The Magic Knight

Level Proficiency
Bonus
Features Magic
Limit
1st +2 Fighting Style, Stamina Gauge
2nd +2 Magical Proficiencies
3rd +2 Stamina Spellcasting 2
4th +2 Improvement 2
5th +3 Extra Attack 3
6th +3 Improvement 3
7th +3 Life, War Magic, Extra Cantrip 3
8th +3 Improvement 3
9th +4 Indomitable 4
10th +4 Improvement 4
11th +4 Action Surge, Spellstrike, Extra Cantrip 4
12th +4 Improvement 4
13th +5 Indomitable 5
14th +5 Improvement 5
15th +5 Improved War Magic 5
16th +5 Improvement 6
17th +6 Great Strikes 6
18th +6 Improvement, Indomitable 6
19th +6 Champion 7
20th +6 Improvement, Boundless Spellcraft 7

This tab merges the fighter class features with those of the magic knight archetype. See Magic Knight for a list of the magic knight 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.

Magical Proficiencies

At 2nd level, your training with magic grants you additional proficiencies.

You gain proficiency with all rods. You can supply their magic point costs with stamina points instead.

You also gain proficiency with one skill from Arcana, History, Medicine, and Religion.

Stamina Spellcasting

When you reach 3rd level, you have begun to master the study of magic. Your practice requires extensive, practice and memorization. Although you learn and cast spells through the Intelligence of your mind, unlike most spellcasters your spells are powered by your physical stamina. Your magic knight spells are cast with stamina points as if they were magic points.

Magic Limit

Fighter
Level
Magic
Limit
3rd 2
5th 3
9th 4
13th 5
16th 6
19th 7
To cast a spell, you must expend a number of stamina points as determined by the spell. You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many stamina points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at 5th, 9th, 13th, 16th, and 19th levels as shown in the magic knight table. If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Spellcasting Ability

Intelligence is your spellcasting ability for your magic knight spells, since the power of your magic relies on study, practice, and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magic knight spell you cast and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Charisma modifier.

Cantrips

You initially know two cantrips (or "unpowered spells") of your choice from the magic knight spell list. You learn a third cantrip from this list at 7th level, and a fourth at 11th level.

Powered Spells Known

At 3rd level, you know two 2-point spells of your choice from the magic knight spell list.

Drawing from this list, you learn a new spell at every odd-numbered list thereafter. You must choose a 3-point spell at 5th, 7th, 9th, and 11th levels; a 5-point spell at 13th and 15th levels; one 6-point spell at 17th level; and one 7-point spell at 19th level. Your magic is less flexible than dedicated spellcasters, and consequently you cannot opt for a spell of lower or higher points.

Still, whenever you gain the Improvement feature from the fighter class, you can choose to replace one of these spells with another of the same point-value, so long as both spells appear on your magic knight spell list.

Overpowering a Spell

You can cast a powered spell with more stamina points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend stamina points in excess of your Magic Limit.

For example, consider fireball, a 5-point spell. If your Magic Limit is high enough, you can overpower it to increase the damage it deals.

Versatile Casting

You can supply the somatic components of your magic knight spells even when you have a weapon or shield in one or both hands.

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.

Life

Starting at 7th level, you can use up some of your natural stamina reserves to enable more potent magical healing. As an action, you can expend one of your Heart Containers (or "Hit Dice") to cast the life spell without expending magic or stamina points, using Intelligence as your spellcasting ability. You cannot empower life when you cast it in this way, and it does not otherwise count as a magic knight spell.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

War Magic

Beginning at 7th level, when you use your action to activate a rod or cast a cantrip, you can use your bonus action to make one weapon attack.

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.

Spellstrike

At 11th level, you learn to focus your spell attacks the same way you can target your weapon attacks. Just before making a spell attack roll with a rod or a magic knight spell, you can make it a spellstrike by expending 2 stamina points.

If a spellstrike hits, the damage roll is maximized (e.g., treat 1d10 simply as 10), including any extra dice rolled as part of a critical hit or from other sources. Your DM may enable alternate or additional effects for a spellstrike, as with target strikes.

Improved War Magic

Starting at 15th level, when you use your action to activate a rod or cast any magic knight spell, you can use your bonus action to make one weapon attack.

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.

Boundless Spellcraft

At 20th level, learn two more cantrips, and learn three powered spells of your choice up to 7-points (or 5th level). These new spells can be from the magic knight spell list or any researcher spell list. You can cast these spells using stamina points instead of magic points, and Intelligence is your casting ability for them, but they otherwise do not count as as magic knight spells unless they appear on the magic knight spell list.

Whenever you finish a long rest, you can replace a magic knight spell you know with a new one. The new spell must have the same points (or be the same level) as the spell it replaces. You can replace both cantrips and powered spells with this feature.

Magic Knight Spell List

Cantrips (0-point)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Ice Shard You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Remote Bomb You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Shock Bolt You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.


2-point

Craft Rod You create a fire rod, ice rod, or lightning rod.
Dark Dive Grab hold of a creature with an electrocuting, life-draining palm.
Fairy Familiar Conjure a friendly, tiny fairy to help and assist you indefinitely.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Ganon's Fist You unleash a single, supernaturally-powerful punch that sends foes flying.
Glacier Crash You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Magic Missile Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Remote Bomb+ You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Conjure Wolf Spirit
Fairy You briefly transform into a fairy of navigation.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Scorching Ray Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Stasis You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.


5-point

Fireball You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Ice Cube At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Rod Spin With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod.
Thunder Bolt A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


7-point

Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Rauru's Shield A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour.

Table: The Sharpshooter

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Sharpshooting
3rd +2 Sharpshooting (2nd), Ammo Savvy
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Volley
8th +3 Improvement
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Battle Instinct, Barrage
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement
15th +5 Maneuver, Ammo Expert
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Volley Storm

This tab merges the fighter class features with those of the sharpshooter archetype. See Sharpshooter for a list of the sharpshooter 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.

Sharpshooting

At 2nd level, you gain one fighting style of your choice from Archery, Sniping and Potshot. At 3rd level, you gain another fighting style from these three.

Ammo Savvy

By 3rd level, you're sharp enough to always have enough ammunition on hand. You somehow always have enough ammunition available for your weapons, and do not need to expend pieces of nonmagical ammunition to attack with weapons that have the ammunition property.

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.

Volley

At 7th level, you learn to unleash an unstoppable flurry of projectiles. After you use your Attack action to make two ranged weapon attacks, you use your bonus action to make a volley.

During this bonus action, you can make a number of attacks up to but not exceeding your proficiency bonus by expending 2 stamina points for each one. You can't move between volley attacks, and must decide on all attacks and targets before you make any attack roll for the volley.

Every hit of a volley deals 1d10 damage of the weapon's normal damage type. You only add your ability modifier or any other bonus to the damage roll if it's the first time this turn you've hit that creature.

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.

Battle Instinct

From 11th level onward, add your proficiency bonus to your initiative if you don't already.

Barrage

At 11th level, you learn the Revali's Barrage technique.

Maneuver

Starting from 15th level, you can always escape to a better position. For every 5 feet you move, you can expend 1 stamina point to ignore difficult terrain and prevent that movement from provoking any opportunity attack.

Ammo Expert

At 15th level, you become an expert with woodworker's tools. Any attack you make that uses ammunition ignores damage resistance, and your ammunition is always considered a magic weapon for the purpose of overcoming damage immunity.

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.

Volley Storm

At 20th level, when you make a volley, all attacks are automatically target strikes without needing to expend extra stamina points.

Table: The Tunic

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Stamina Gauge
2nd +2 Tunic Proficiencies, Tunic Techniques (2 martial)
3rd +2 Courage
4th +2 Improvement
5th +3 Extra Attack, Tunic Techniques (2 martial)
6th +3 Improvement
7th +3 Stamina Vessel
8th +3 Improvement, Tunic Techniques (2 martial)
9th +4 Indomitable
10th +4 Improvement
11th +4 Action Surge, Tunic Techniques (2 heroic)
12th +4 Improvement
13th +5 Indomitable
14th +5 Improvement, Tunic Techniques (2 heroic)
15th +5 Stamina Wheel
16th +5 Improvement
17th +6 Great Strikes, Tunic Techniques (two heroic)
18th +6 Improvement, Indomitable
19th +6 Champion
20th +6 Improvement, Tunic Techniques (legendary)

This tab merges the fighter class features with those of the tunic archetype. See Tunic for a list of the tunic 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.

Tunic Proficiencies

At 2nd level, your unconventional training grants you the Bomber fighting style. If you already have this style, you can gain another one of your choice.

You also gain proficiency with one musical instrument of your choice.

Tunic Techniques

Tunics are defined by their employment of fantastical combat maneuvers. Although all fighters can employ some techniques, none could hope to match your versatility and skill. At 2nd level, you can learn any two martial techniques of your choice. You can learn two more techniques every three fighter levels hereafter: 5th, 8th, 11th, 14th, and 17th.

From 11th onward, you can instead learn heroic techniques with this feature (but not with other features that can grant techniques, such as your Improvements). At 20th level, you can learn one legendary technique.

Courage

Starting from 3rd level, you have advantage on all saving throws against being charmed or frightened.

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.

Stamina Vessel

At 7th level, you learn to exert your techniques and strikes to the point of injury. At the start of your turn, you can roll one of your Heart Containers and add your Constitution modifier to the roll. In doing so you regain stamina points equal to the result. The Heart Container you rolled is expended, and cannot be used during a short rest or for other features, but is still restored when you finish a long rest.

Once you use this feature, you must finish a short rest before you can use it again.

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.

Stamina Wheel

Like a wheel, once you get rolling you never stop. From 15th level onward, you regain 1 stamina point at the end of each of your turns. In other words, you recover 10 stamina points every minute and need not rest to do so.

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.

Techniques

Martial Techniques

Name SP Time Summary

Heroic Techniques

Name SP Time Summary

Legendary Techniques

Name SP Time Summary

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