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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Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

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Fighting Styles
Techniques
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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 Subclass
3rd +2 Subclass feature
4th +2 Improvement
5th +3 Extra Attack
6th +3 Improvement
7th +3 Subclass feature
8th +3 Improvement
9th +4 Indomitable (one use)
10th +4 Improvement
11th +4 Action Surge, Subclass feature
12th +4 Improvement
13th +5 Indomitable (two uses)
14th +5 Improvement
15th +5 Subclass feature
16th +5 Improvement
17th +6 Great Strikes
18th +6 Improvement, Indomitable (three uses)
19th +6 Champion
20th +6 Improvement, Subclass feature

Starting Equipment

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Hearts

Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d10. Heart Containers are used primarily during short rests to recover heart points.

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

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

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

Proficiencies

If fighter is your first class, you have proficiency with the following. These are in addition to any from your proficiency points.

Armor: All armor and shields, including heavy shields
Weapons: All simple and martial weapons
Saving Throws: Strength, Constitution
Tools: Choose one from any artisan's tool, any musical instrument, or any one vehicle

Multiclass Proficiencies

If fighter is not your first class (see multiclassing), you instead only gain proficiency with the following. You do not gain any proficiency points from fighter if it is not your first class.

Armor: Light armor, medium armor, and shields (excluding heavy shields)
Weapons: All simple and martial weapons

Proficiency Points

Background Alternative
Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes. If it is your DM's preference, you gain no proficiency points, but are instead proficient in a combination of any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival. These proficiencies are in addition to any from your background.

If fighter is your first class, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of points.
     During character creation or during downtime, you can invest these points to become proficient.

This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new skills.  Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.

If you multiclass, you can only re-invest points in accordance with your first class.

Stamina Gauge

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

You gain a number of stamina points equal to your fighter level + your Constitution modifier. If your Constitution modifier later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Target Strike

Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Sprint

At any point during your turn, you can regain movement you've spent by expending any number of stamina points. Your regain 5 feet of movement per stamina point expended.

The movement regained from sprinting is not multiplied by the Dash action or other effects, like the haste spell.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty from the options below.

You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.

%PAGE% You've mastered wide, sweeping attacks with the ball and chain. While you wield this weapon in two hands, it gains the reach property and you add a +1 shield bonus to your AC.
     Whenever a creature enters a 10-foot radius of you on its turn, you can use your reaction to make one attack with the ball-and-chain targeting that creature.
%PAGE%
  • Whenever you finish downtime, you find or create a number of bombs equal to double your PB. These bombs can't be sold, and become inert when you finish your next downtime.
  • When you wield any bomb, add to its damage roll your highest ability modifier from Strength, Dexterity, and Intelligence.
  • Even if a creature succeeds on a saving throw against a bomb you wield, it still takes half damage.
  • These benefits also apply to bombs produced by spells you cast, such as remote bomb.
%PAGE% Though this art of unarmed fighting is more common in lands like Holodrum, you count among the few in Hyrule who practice it.
     If you make an unarmed strike with a free hand, on a hit you can deal bludgeoning damage equal to d8 + your Strength modifier, replacing the normal damage for an unarmed strike. If you have both hands free, replace the d8 with a d12.
     Additionally, when you have both hands free, add a +1 shield bonus to your AC. If you have multiple shield bonuses, only the highest applies.
%PAGE% Once on each of your turns, if you reduce a creature to 0 heart points with a melee weapon attack or unarmed strike, you can take an extra action thanks to a rush of adrenaline. This action must be Attack, Dash, Dodge, or Help.
%PAGE% Immediately after you attack with a attack using a weapon you're wielding in one hand, instead of normal two-weapon fighting you can make a second attack against the same target using a different weapon you're holding in your other hand.
  • You don't add your ability modifier to the damage roll of this second attack, unless both weapons are light.
  • You can't add any bonus dice to the damage roll of the second attack.
%PAGE% When you attack with a versatile melee weapon you are wielding in one hand, or with a light melee weapon while your other hand isn't holding a weapon, you can add a d4 bonus die to the attack roll. If you don't but the attack hits anyway, you can add a d4 bonus die to the damage roll.
     If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
%PAGE%
%PAGE% Immediately after you use Ending Blow to damage a creature, if the creature has 30 or fewer heart points remaining, it is reduced to 0 heart points.
%PAGE%
  • Add a d4 bonus die to all ranged weapon attack rolls against targets 30 feet or closer to you. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
  • You do not suffer the normal disadvantage on an attack roll for using a ranged weapon while you are Threatened.
  • If your ranged weapon attack hits a Surprised creature, the weapon's damage die is maximized.
%PAGE%
  • The radius of your Spin Attack technique increases from 5 feet to 10 feet, at your discretion.
  • While you have full heart points, once per turn you can use your Spin Attack technique without expending Stamina Dice.
%PAGE%
  • Add a d4 bonus die to all weapon attack rolls and Wisdom (Perception) checks made for subjects more than 30 feet away from you. If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
  • If you attack within a weapon's long range, you do not suffer the normal drawback to your attack roll for doing so.
  • Your ranged attack rolls ignore half cover and three-quarters cover.
%PAGE% When you use your Z-Targeting technique, instead of the normal effect, all of the target's attack rolls against you have disadvantage and all of your attack rolls against it have advantage. Taking damage from that creature doesn't break your Concentration on this technique.
%PAGE% If your ranged weapon attack is a critical hit against a creature or reduces a creature to 0 hit points, if there is another creature directly behind the first and within 5 feet of it, the second creature takes damage equal to 1d8 + the ability modifier you used for the attack.
%PAGE% You can use your action to cast power beam using Strength as your spellcasting ability. When you use your action to Attack while have full heart points, during the same turn you can use your bonus action to cast power beam in this way.
%PAGE% When on your turn you use a slingshot or a light thrown weapon to make a ranged weapon attack, you can make a second ranged attack with a slingshot or light thrown weapon. You can't add any bonus dice to the damage roll of the second attack.
     This benefit replaces two-weapon fighting, and can't be combined with other benefits that do so, such as the Dual Wielding style.
%PAGE% Your number of Stamina Dice increases by 2.
%PAGE%
  • Whenever you would be Grappled, knocked Prone, or Shoved 5 feet, you can use your reaction to prevent this.
  • When you hit a creature with an unarmed strike using a free hand, instead of the normal effect you can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you do and the creature is Large or smaller, you can also Grapple that creature without needing a separate attack roll.
  • You have advantage on attack rolls against any creature you have Grappled.
%PAGE%
  • Add your shield bonus to saving throws made to reduce or prevent damage to you, unless the damage is psychic.
  • While you are wielding a shield, any ally within 5 feet of you—other than yourself—has half cover against all attacks and effects.
%PAGE%
  • You score a critical hit if the d20 lands on 18 or 19, instead of only 20.
  • If you hit a Medium or smaller creature, in addition to dealing damage you can either knock the creature Prone or Shove the creature 5 feet directly away from you. On a critical hit, you can instead send the creature flying up to 30 feet directly away from you to land Prone. If the creature's flight trajectory is interrupted, the creature takes 1d6 bludgeoning damage for every 10 it didn't fly—and if it's trajectory was interrupted by another creature, that creature also takes this damage.
  • If you hit a Large or larger creature, add a d6 bonus die to the damage roll. On a critical hit, the creature's defenses are smashed so hard that all attack rolls against it have advantage until the end of your next turn.
%PAGE% When you use your Frenzy technique, it lasts for a minute instead of until the start of your next turn. If you ever end your turn and you haven't made an attack roll since the start of your last turn, your Frenzy abruptly ends. A missed attack roll still counts as making an attack roll.

Fighter Subclass

At 2nd level, you choose a subclass that you strive to emulate in your combat prowess. The subclass you choose grants you features at 2nd level and again at 3rd, 7th, 11th, 15th, and 20th level.

Each subclass below is covered in full detail on its own, separate page.

  • A brute specializes in simple, brunt force. You hit hard and often.
  • A darknut specializes in stalwart, heavily-armored defense. Your guard is virtually impenetrable.
  • A spellsword mixes the study of magic with the art of war. You cast a variety of spells, from fiery blasts to restorative magic.
  • A tunic specializes in combat versatility. You employ a wide range of useful battle techniques.

Improvement

When you reach 4th level, and every even-numbered fighter level thereafter as shown in the fighter table, your fighting capabilities evolve.  You can forget one fighting style you know and replace it with a new one.  If you have learned any fighter techniques, you can forget one of them and replace it with a fighter technique of the same tier.

At these levels, you also 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.

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

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, choose two ability scores from Strength, Dexterity, and Constitution. Each of those ability scores increases by 2, and your maximum for those scores also increases by 2.

Techniques

Techniques are special actions you can use in combat by drawing on your reserves of stamina. You can use your Improvement to learn two fighter techniques of extraordinary tier. A tunic specializes in employing a wide range of fighter techniques, and some other subclasses can master a few techniques of their own. Techniques have three tiers: extraordinary, fantastical, and legendary. Each tier of technique is generally more powerful than the last, but also usually draws on greater amounts of stamina.

You can use a technique you have learned by expending the amount of stamina points listed for the relevant technique. Most techniques specify when they can be used: attack, action, bonus action, reaction, all movement, movement (10 feet), or full turn. A technique that is an "attack" can be made in place of one weapon attack you would be able to make, such as part of your Extra Attack or as your opportunity attack. You can use multiple techniques in the same turn, but cannot use two techniques simultaneously—such as using both Back Slice and Rock Breaker on a single melee weapon attack.

Name SP Tier Time Summary
%PAGE% action Action. Make a weapon attack or unarmed strike, but add your Stamina Die to the attack roll.
%PAGE% reaction Reaction. Immediately after you make a Dex (Stealth) or initiative check, add your Stamina Die to the result.
%PAGE% reaction Reaction. After a creature in your reach deals damage to someone other than you, attack that creature and reduce its attack roll.
%PAGE% action Action. Your melee attack Exposes the target indefinitely.
%PAGE% bonus action Bonus Action. After Dashing or Sprinting, make a hard-hitting melee attack.
%PAGE% reaction Reaction. Reduce damage from a ranged attack by an amount equal to your SD, if you're wielding a shield or have a free hand.
%PAGE% bonus reaction Bonus Action. Once within the next minute, an ally of your choice adds your SD to its save or attack roll (as a bonus die).
%PAGE% action Action. Melee attack a Prone or Incapacitated creature. Add you add your SD to the damage, and then maximize your damage roll.
%PAGE% reaction Reaction. When you're missed by a melee attack, counter-attack that creature
%PAGE% bonus action Bonus Action. Add your SD to all Strength-based damage and checks for 1 turn. If you damage a creature, gain resistance to it.
%PAGE% action Action. Attack a creature within 15 feet and freely move to any open space within 0 feet of it.
%PAGE% bonus action Bonus Action. Swap places with an ally within 15 feet. The first attack roll against either if you subtracts your SD.
%PAGE% master action Action. You make up to four attacks with one action, but become Stunned until your next turn
%PAGE% action Action. Your ranged weapon attack deals extra fire damage equal to your SD, and Ignites a hit target.
%PAGE% master reaction Reaction. After you fail a save, you can use this reaction to succeed instead.
%PAGE% reaction Reaction. When a creature enters a 5-foot radius of you, make a melee attack against it.
%PAGE% action Action. Make a dramatic hard-hitting melee attack that potentially leaves you Exposed.
%PAGE% master action Action. Your attack can instantly slay a creature with 100 or fewer heart points remaining.
%PAGE% reaction Reaction. Reduce damage from a melee attack by an amount equal to your SD, if you're wielding a shield or a versatile weapon.
%PAGE% master reaction Reaction. Force an hit to instead miss you, then Expose the attacker.
%PAGE% reaction Reaction. While airborne, plummet to the ground, landing safely. Deal damage, with greater damage the higher you fell.
%PAGE% reaction Reaction. After you make save or check using Strength, as a reaction add your SD.
%PAGE% reaction Reaction. Add your SD to the result of your Dexterity saving throw.
%PAGE% action Action. Cast the remote bomb+ spell, using Strength or Dexterity as your casting ability.
%PAGE% action Action. Unleash a storm of projectiles that assail creatures in a 25-foot cone.
%PAGE% attack Action. Your attack deals extra damage to heavily-armored foes and objects.
%PAGE% master action or reaction Action or Reaction. After taking damage, regain up to half your max hp, but become briefly Incapacitated.
%PAGE% bonus action Bonus Action. A swift attack from your shield renders a creature Exposed and unable to take reactions.
%PAGE% action Action. Your melee attack deals extra damage and shoves the target 5 feet in any direction.
%PAGE% action Action. Your ranged weapon attack knocks Prone a Medium or smaller creature.
%PAGE% action Action. Charge up a melee attack that sends a creature flying.
%PAGE% reaction Reaction. Immediately counter-attack with a ranged attack.
%PAGE% action Action. Perform a 2-point spell you select when you first learn this technique.
%PAGE% action Action. While rotating quickly, make one attack against each creature within 5 feet of you.
%PAGE% bonus action Bonus Action. A creature must succeed on a Charisma save or suffer disadvantage on attack rolls against anyone but you.
%PAGE% action Action. Attack a creature. An ally can use their reaction to attack the same creature, adding your SD to their damage.
%PAGE% bonus action Bonus Action. After dealing damage, Frighten the damaged creature or one of its allies.
%PAGE% master action Action. On a hit, your attack deals an extra 10d10 radiant damage.
%PAGE% action Action. Your weapon attack deals extra damage and Slows a creature until the start of your next turn.
%PAGE% bonus action Bonus Action. While you Concentrate, the target is Exposed to your attacks and you have half cover against its attacks.


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