Fighter/1st
Contents
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
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.
- You can invest 1 point to become proficient in one of the following: the Athletics skill, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in one of the following: any professional tool, or any skill from Acrobatics, Animal Handling, History, Insight, Intimidation, Nature, Perception, and Survival.
- You can invest 3 points to become proficient in any other skill.
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
This content assumes a short rest will only take 5 minutes, as described in the Hyrulean Guidelines. If your campaign uses a traditional 1-hour short rest, double the number of stamina points you gain from this class. |
You gain a number of stamina points equal to your fighter level + your Constitution modifier. If your Constitution modifier later increases, so too does your number of stamina points.
You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.
Target Strike
Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.
A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.
Sprint
At any point during your turn, you can regain movement you've spent by expending any number of stamina points. You regain 5 feet of movement per stamina point expended. You can continuously move for as long as you have stamina points remaining
The movement regained from sprinting is not multiplied by the Dash action or other effects, like the haste spell.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty from the options below.
You can gain additional fighting styles through your Improvement feature but you can never gain the same fighting style multiple times.
%PAGE% | You've mastered wide, sweeping attacks with the ball and chain. While you wield this weapon in two hands, it gains the reach property and you add a +1 shield bonus to your AC. Whenever a creature enters a 10-foot radius of you on its turn, you can use your reaction to make one attack with the ball-and-chain targeting that creature. |
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%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.
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%PAGE% | When you attack with a versatile melee weapon you are wielding in one hand, or with a light melee weapon while your other hand isn't holding a weapon, you can add a d4 bonus die to the attack roll. If you don't but the attack hits anyway, you can add a d4 bonus die to the damage roll. If different features add bonus dice to your damage roll, they don't combine. Add only the highest. |
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%PAGE% | Immediately after you use Ending Blow to damage a creature, if the creature has 30 or fewer heart points remaining, it is reduced to 0 heart points. |
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%PAGE% | When you use your Z-Targeting technique, instead of the normal effect, all of the target's attack rolls against you have disadvantage and all of your attack rolls against it have advantage. Taking damage from that creature doesn't break your Concentration on this technique. |
%PAGE% | If your ranged weapon attack is a critical hit against a creature or reduces a creature to 0 hit points, if there is another creature directly behind the first and within 5 feet of it, the second creature takes damage equal to 1d8 + the ability modifier you used for the attack. |
%PAGE% | You can use your action to cast power beam using Strength as your spellcasting ability. When you use your action to Attack while have full heart points, during the same turn you can use your bonus action to cast power beam in this way. |
%PAGE% | When on your turn you use a slingshot or a light thrown weapon to make a ranged weapon attack, you can make a second ranged attack with a slingshot or light thrown weapon. You can't add any bonus dice to the damage roll of the second attack. This benefit replaces two-weapon fighting, and can't be combined with other benefits that do so, such as the Dual Wielding style. |
%PAGE% | Your number of Stamina Dice increases by 2. |
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%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. |