Hyrule: Fighter (5e Class)

From D&D Wiki

Jump to: navigation, search
Campaign Setting: Hyrule
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Classes
Fighter: brute, darknut, spellsword, tunic
Opportunist: assassin, garo, mystic, skirmisher
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, poe
Backgrounds & Languages
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
The Forsaken
Southern Hyrule
Termina
Holodrum
Labrynna
Islands of the Great Sea
Islands of the Sky
Subrosia
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Blessings & Epic Boons
Magic Items & Artifacts
Marks of Prestige
Optional Rules
Downtime Activities
Exotic Races
Feats
Fragile Weapons
More Useful Intelligence
Optional Actions
Prestige Classes
Recovery Hearts
Stacking Disadvantage
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This class is intended to replace barbarian, fighter, and ranger in the Hyrule campaign setting. It can nonetheless be used in a traditional setting without changes.

Hyrulean Fighter[edit]

A Hyrulean fighter, or simply a "fighter," excels at traditional martial combat. Fighters include the likes of knights, the most skilled of soldiers, darknuts, iron knuckles, gerudo warriors, goron champions, and numerous legendary heroes.

Creating a Hyrulean Fighter[edit]

YNktrv2.png
Source
Quick Build

You can make a fighter quickly by following these suggestions.

  1. Strength or Dexterity should be your highest ability score; favor Strength if you intend to take the darknut subclass. Your second-highest ability score should be Constitution; or Intelligence if you intend to take the spellsword subclass.
  2. For your background, choose soldier.
  3. For your Fighting Style, choose Defense.

Class Features

As a Hyrulean Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hyrulean Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hyrulean Fighter level after 1st

Proficiencies

Armor: All armor and shields (including heavy shields)
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Hyrulean Fighter

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Fighting Style, Stamina Meter Con mod
2nd +2 Fighter Subclass +2
3rd +2 Action Surge +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Increase +10
7th +3 Fighter Subclass feature +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable (one use) +16
10th +4 Fighting Expertise +18
11th +4 Fighter Subclass feature +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (two uses) +24
14th +5 Fighter Subclass feature +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Fighter Subclass feature, Indomitable (three uses) +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Fighter Subclass feature +38

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Deflection: When you are targeted by a ranged weapon attack from a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
Dual-Wielding: You can engage in two-weapon fighting without penalty to your attack rolls, even when the one-handed weapons you are wielding aren't light.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Endurance: You can use a bonus action to regain hit points equal to your fighter level plus your Constitution modifier. Once you use this feature, you must complete a long rest before you can use it again.
Exploration: You gain a climb speed and a swim speed equal to your base walking speed. You gain proficiency in one skill of your choice from Investigation, Nature, Perception, Stealth, and Survival.
Heavy Strikes: After you roll damage with a weapon you are wielding in two hands, you can choose to roll one of the damage dice again, but if you do so you must accept the second roll even if it is lower. You can only gain this benefit with a melee weapon you are wielding in two hands, and can only benefit from it once per turn.
Improvised Fighting: You are talented with turning anything into a weapon, and can surprise your foes with underhanded tactics. If you acquire and use a new improvised weapon in the same turn, you gain a +2 bonus to attack rolls with that weapon until the start of your next turn.
Opportunity Attacking: You excel at finding openings in your foes' guard. As a bonus action, you can enter a reactive stance that lasts until the start of your next turn. While in your reactive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Power Beams: While you are at full hit points and use the Attack action on your turn to make at least one melee attack, you can cast power beam as a bonus action. When you cast power beam in this way, it inflicts half its normal damage. You can also cast power beam as an action by expending 1 stamina point.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this reaction.
Shoving: When you use your action to make at least one melee attack, you can use your bonus action to attempt to shove a creature you hit with your attack.
Unarmored Defense: While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Stamina Meter[edit]

At 1st level, you gain a number of stamina points equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your number of stamina points.

At 2nd level and every level you gain in this class, you gain an additional 2 stamina points. You can expend your stamina points for various actions. Normally all of your stamina points are replenished when you complete a short or long rest.

Called Shot

Whenever you make a weapon attack, but before you making the attack roll, you can expend 2 stamina points to make it a called shot. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) Extra damage dice for critical hits, magic weapons, or class features are also maximized.

Your DM may allow alternate effects for a called shot.

Fighter Subclass[edit]

At 2nd level, you choose a subclass that you strive to emulate in your combat styles and techniques. The subclass you choose grants you features at 2nd level and again at 7th, 11th, 14th, 17th, and 20th level.

Each subclass is summarized immediately below, and covered in more detail later on this page.

  • A brute specializes in simple, brunt force—hitting hard and hitting often.
  • A darknut specializes in stalwart, heavily-armored defense. Its guard is virtually impenetrable.
  • A spellsword mixes the study of magic with the art of war.
  • A tunic specializes in combat versatility, as it employs a wide range of useful battle techniques.

Action Surge[edit]

Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take additional action on top of your regular action and a possible bonus action.

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

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 11th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Indomitable[edit]

Beginning at 9th level, you can reroll a saving throw that 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 17th level.

Fighting Expertise[edit]

At 10th level, you learn another Fighting Style of your choice.

Relentless[edit]

Starting from 15th level, if you roll initiative and have less than 4 stamina points remaining, you regain stamina points until you have 4 remaining.

Champion[edit]

At 18th 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.

Brute[edit]

You hit hard. You hit fast. You hit a lot. You take hits pretty well, too. That’s about it, though.

590px-BallChainSoldierALBW.png
Pain. Destruction. A brute rarely cares about anything else.
Source

Table: The Brute

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Fighting Style, Stamina Meter Con mod
2nd +2 Bonus Proficiency, Grit, Hard Hitter +2
3rd +2 Action Surge +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack (two attacks) +8
6th +3 Ability Score Increase +10
7th +3 Battle Instinct +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable (one use) +16
10th +4 Fighting Expertise +18
11th +4 Improved Extra Attack (three attacks) +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (two uses) +24
14th +5 Enduring Might +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Overwhelming Force, Indomitable (three uses) +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Improved Extra Attack (four attacks) +38

Bonus Proficiency[edit]

You gain proficiency with one skill from Acrobatics, Athletics, Intimidation, and Survival.

Grit[edit]

At 2nd level your hit point maximum increases by 2, and it increases by an additional 1 every time you gain a level in this class.

Hard Hitter[edit]

Starting at 2nd level, whenever you make a weapon attack, you can choose to not add your proficiency bonus to the attack roll to instead add it to the damage roll.

This feature cannot be used if you could not otherwise add your proficiency bonus to the attack roll.

Battle Instinct[edit]

Starting at 7th level, you add your proficiency bonus to your initiative rolls.

Improved Extra Attack[edit]

As your level increases, you can make even more attacks with your Extra Attack feature. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Enduring Might[edit]

Starting at 14th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Overwhelming Force[edit]

Starting at 17th 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. Your attacks are always considered magical for the purpose of overcoming damage immunity.

Darknut[edit]

500px-Darknut.png
A darknut is often covered in ornate, incredibly thick armor.
Source

Forces of Ganon have long been filled with towering humanoid warriors clad entirely in armor, so shelled within steel that their face or even their race could not be determined. Over numerous generations these warriors, and those who practice this art of heavily-armored combat, have become known as darknuts. The sheer effectiveness of this tradition has caused it to be emulated in many different cultures. They now go by many names—iron knuckles, tart knuckles, black knights, phantoms, and more—but "darknut" remains the most widespread.

According to legend, a skilled darknut is so impervious that it is literally invulnerable to any head-on assault. Although a darknut can hit just as tremendously hard as other fighters, what makes it excel is the masterfully-crafted armor it wears, and the tremendously impenetrable combat style it implements. Most darknuts craft and maintain armor fine-tuned to their own bodies and combat styles, and can even render this protection to be quasi-magical.

Table: The Darknut

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Fighting Style, Stamina Meter Con mod
2nd +2 Armor Expertise, Armorsmith, Grit +2
3rd +2 Action Surge +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Increase +10
7th +3 Darknut Armor +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable (one use) +16
10th +4 Fighting Expertise +18
11th +4 Lunge, Steadfast +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (two uses) +24
14th +5 Deflecting Armor, Snap Throw +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Body Blow, Indomitable (three uses), Siege Fighter +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Impervious +38

Armor Expertise[edit]

At 2nd level, you gain the Defense Fighting Style. If you already have it, you can instead gain another Fighting Style of your choice.

If you have the Unarmored Defense Fighting Style, you can gain its benefits if you are wearing armor, and use the AC it provides if it would be higher than the AC of your armor.

While you are wearing medium armor, you can treat your AC as being equal to 11 + your Constitution modifier if it would be lower. While you are wearing heavy armor, you can treat your AC as being equal to 12 + your Constitution modifier if it would be lower. You can use a shield and still gain this benefit.

Armor Smith[edit]

A darknut is defined by its ability to maintain and enhance its own armor. At 2nd level, you gain proficiency with smith's tools. If you are already proficient, or would later become proficient a second time, you gain expertise with smith's tools.

Grit[edit]

At 2nd level your hit point maximum increases by 2, and it increases by an additional 1 every time you gain a level in this class.

Darknut Armor[edit]

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 the following benefits:

  • You gain a +1 bonus to your AC.
  • When you take bludgeoning, slashing, or piercing damage you can choose to lose 1 stamina point for every 2 hit points you would have lost. If your stamina points are reduced to 0, any remaining damage is suffered as normal.
  • 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 armor is specifically attuned to your body and combat style. No one else gains these benefits if they wear your armor.

Lunge[edit]

YolmFyz.png
A darknut using its Snap Throw technique to hurl a longsword.
Source

Starting at 11th level, you can increase the reach of your melee weapon by 5 feet for one attack by expending 1 stamina point when you make that attack. You can use this feature to increase provokable area of your opportunity attack.

Steadfast[edit]

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 to avoid being knocked prone or moved against your will.

Deflecting Armor[edit]

At 14th level you learn to improve your armor against unconventional forms of danger. While you are wearing your darknut armor, you have advantage on any Dexterity saving throw made to mitigate or avoid damage.

Snap Throw[edit]

Starting at 14th level, you can perform a surprising ranged attack that catches your foe off-guard.

You can make an opportunity attack with a thrown melee weapon, treating the range of the weapon as the reach of your opportunity attack. You add your proficiency bonus to this attack roll if you normally would not.

Once you use this feature, you must complete a short or long rest before you use it again.

Body Blow[edit]

At 17th level you learn to put the full weight and power of your frame behind your strikes. When you make a called shot with a melee weapon attack using Strength, you can expend an extra 2 stamina points to add your Constitution modifier to the damage dealt.

Siege Fighter[edit]

Starting at 17th level, the damage your weapon attacks deal to objects and structures is doubled.

Impervious[edit]

Starting from 20th level, while you are wearing your darknut armor you have resistance to all forms of damage other than thunder and psychic.

Spellsword[edit]

A spellsword augments its martial prowess with a small selection of magical spells learned through study and practice, rendering the fighter a versatile and formidable force both on and off the battlefield. Despite the common name of spellsword, one who practices this craft can employ any number of varied weapons, even to include magical weapons like rods.

551px-HW_Link_Fire_Rod_Artwork.png
A spellsword often wields magical weaponry, such as a fire rod.
Source

Table: The Spellsword

Level Proficiency
Bonus
Features Spells
Known
Max Spell
Level
Stamina
Points
1st +2 Fighting Style, Stamina Meter 0 1st Con mod
2nd +2 Bonus Proficiencies, Rod Wielder, Spellcasting 2 1st +2
3rd +2 Action Surge 3 1st +4
4th +2 Ability Score Improvement 3 1st +6
5th +3 Extra Attack 3 2nd +8
6th +3 Ability Score Increase 4 2nd +10
7th +3 Spell Versatility 4 2nd +12
8th +3 Ability Score Improvement 4 2nd +14
9th +4 Indomitable (one use) 5 3rd +16
10th +4 Fighting Expertise 5 3rd +18
11th +4 Rod Fighter, Varied Learning 5 3rd +20
12th +4 Ability Score Improvement 6 3rd +22
13th +5 Indomitable (two uses) 6 4th +24
14th +5 Called Spell Shot 6 4th +26
15th +5 Relentless 7 4th +28
16th +5 Ability Score Improvement 7 4th +30
17th +6 Varied Learning, Indomitable (three uses) 7 5th +32
18th +6 Champion 8 5th +34
19th +6 Ability Score Improvement 8 5th +36
20th +6 Eternal Magic 8 5th +38

Bonus Proficiencies[edit]

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

You gain proficiency with fire rods, ice rods, and storm rods.

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

Rod Wielder[edit]

Starting from 2nd level, when you make an melee attack with a magic rod, you can add your proficiency bonus to the attack roll if you otherwise wouldn't. You can do this even if it is an improvised attack with the rod.

Spellcasting[edit]

When you reach 2nd level, you have begun to master the study of magic. You gain a limited capacity to cast spells much like a researcher does.

Cantrips

You know two cantrips of your choice from the spellsword spell list. You learn one additional cantrip at 11th level.

Spells Known of 1st Level and Higher

At 2nd level, you learn two 1st-level spells from the spellsword spell list.

You learn one additional spell at 3rd level, and one additional spell at 6th, 9th, 12th, 15th, and 18th levels. The spell you learn must be of a level you can cast, as shown in Table: Spellsword.

At every even-numbered level you gain in this class, you can replace one spellsword spell you know of 1st-level or higher (or a spell gained through this class's Varied Learning feature) with a spellsword spell you would otherwise be able to learn.

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Casting Spells

To cast a spell, you must expend a number of magic points or stamina points dependent on the level of the spell. See the adjacent table.

You can cast a spell at a higher level than normal by expending additional points. For example, casting burning hands, a 1st-level spell, normally costs 2 points. It can be cast as a 3rd level spell, increasing its damage, by expending the magic points needed to cast a 3rd level spell—which is 5 points.

If you do not have magic points, you can cast spells by expending stamina points as if they were magic points. Any stamina points you expend to cast spells are not normally replenished when you finish a short rest, but are still replenished when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellsword 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 spellsword spell you cast and when making an attack roll with one.

Spell Versatility[edit]

At 7th level, you learn to weave spellcasting and martial prowess more swiftly. When you use your action to cast a spellsword spell, you can use your bonus action to either make one weapon attack or take the Dash action.

Rod Fighter[edit]

Starting at 11th level, any attack you make with a fire rod, ice rod, or storm rod costs 1 less stamina point or magic point than normal (to a minimum of 0).

Varied Learning[edit]

At 11th level and again at 17th level, you learn any one spell of your choice from the researcher spell list. The spell you learn at 11th level must be of 1st, 2nd, or 3rd level. The spell you learn at 17th level cannot be of a lower level than 1st or higher than 5th, and must be available to the same researcher subclass as the spell you chose at 11th level.

When you cast a spell you learned with this feature, you must expend 1 additional stamina point to cast the spell if it is not on the spellsword spell list.

A spell you learn from this feature does not count against your Spells Known.

Called Spell Shot[edit]

Starting from 14th level, you gain keen accuracy with your offensive spells. When you use your action to cast a spellsword spell that requires at least one attack roll and deals damage, you can expend 2 stamina points make a called shot with it as if it was a weapon attack. As with a normal called shot, this maximizes the damage on a hit.

Any stamina points you expend to make a called shot with a spell are not normally replenished when you finish a short rest, but are still replenished when you finish a long rest.

Eternal Magic[edit]

Starting at 20th level, you become able to cast certain spells effortlessly. When you use your action to cast any spellsword spell of 1st level that doesn't restore hit points, doing so does not consume stamina points or magic points.

Making a Called Spell Shot with one of these spells still costs 2 stamina points, as normal.

Tunic[edit]

Numerous legends surround a young hylian fighter clad in a brightly-colored tunic who wielded a variety of particularly unusual weapons and techniques. According to these tales, this warrior was able to single-handedly defeat monstrous creatures on the tier of gods, supposedly even including Ganon itself. There are many who strive to emulate the esoteric combat style supposedly utilized by this legendary hero, whether he is mythical or not. Those who practice the hero's techniques do not always wear a tunic, but nonetheless they retain this title among their peers.

800px-Spin02.png
Tunic techniques are famous all across Hyrule.
Source

Table: The Tunic

Level Proficiency
Bonus
Features Techniques
Known
Stamina
Points
1st +2 Fighting Style, Stamina Meter 0 Con mod
2nd +2 Bonus Proficiencies, Tunic Techniques 2 +2
3rd +2 Action Surge 2 +4
4th +2 Ability Score Improvement 2 +6
5th +3 Extra Attack 2 +8
6th +3 Ability Score Increase 2 +10
7th +3 Courage 4 +12
8th +3 Ability Score Improvement 4 +14
9th +4 Indomitable (one use) 4 +16
10th +4 Fighting Expertise 4 +18
11th +4 6 +20
12th +4 Ability Score Improvement 6 +22
13th +5 Indomitable (two uses) 6 +24
14th +5 Heroic Technique 7 +26
15th +5 Relentless 7 +28
16th +5 Ability Score Improvement 7 +30
17th +6 Indomitable (three uses) 8 +32
18th +6 Champion 8 +34
19th +6 Ability Score Improvement 8 +36
20th +6 Stamina Scroll 8 +38

Bonus Proficiencies[edit]

A tunic trains with unconventional weaponry and methods. At 2nd level, your esoteric training grants you proficiency with bombs, and one musical instrument or artisan’s tool of your choice.

Tunic Techniques[edit]

At 2nd level, you learn your choice of two of the following techniques. You can only learn a technique if your levels in this class equal or exceeds the number of stamina points needed to use the technique. (See the "Points" column in the following table.) You learn two additional techniques of your choice at 7th level and 11th level. At these levels you can also replace one technique you know with a new one.

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. You can use different techniques as part of the same action or the same attack, such as using both Back Slice and Helm Splitter on a single weapon attack. You cannot use the same technique simultaneously, however, such as using Back Slice twice on a single weapon attack.

Technique Points Description
Back Slice 1 You can use this technique as part of a weapon attack before you make the attack roll. On a hit against an armored creature, the target’s armor (excluding magical armor, natural armor, or a shield) suffers a cumulative -1 penalty. Armor reduced to an AC of 10 (or 10 + Dexterity modifier) is destroyed. Regardless of what creature is hit, your attack still inflicts damage as normal.
Block Missiles 2 While you are wielding a shield and are damaged by a ranged weapon attack, you can use this technique as a reaction to reduce the damage by an amount equal to your Dexterity modifier plus your proficiency bonus. If your shield is a magic item, you can also reduce the damage of a ranged spell attack in the same way.
Dash Attack 2 When you use your action to Dash, you can use this technique as a bonus action to make one melee weapon attack or one shove attempt. If you moved at least 10 feet straight towards the target of your attack before making the attack roll or the Strength (Athletics) check, you gain advantage on it.
Distracting Strike 4 After you hit a creature with a weapon attack, you can use this technique to distract it and give your allies an opening. The next attack roll against the target has advantage, if the attack is made by someone other than you before the start of your next turn.
Ending Blow 6 As an action, you can use this technique to make one weapon attack against a prone creature you can see within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20.
Escape Artist 2 When you make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid having your speed reduced, to avoid or end being grappled, or to avoid or end being restrained, you can use this technique to gain advantage on that check.
Feint 6 As a bonus action, you can feint against any creature within 5 feet of you. You have advantage on your next attack roll against that creature, if it is made before the end of your next turn.
Guardian Acorn 2 You can use this technique as part of taking the Dodge action. You gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Helm Splitter 1 You can use this technique as part of a melee weapon attack you make against a creature. Regardless of whether or not you hit the target, you can move to any space within 5 feet of it without provoking an opportunity attack. You expend movement to move as normal, but you ignore any difficult terrain in your way.
Jump Attack 8 Once per turn, you can use this technique when you make a melee weapon attack as part of your Attack action. You add the weapon's damage dice to the attack a second time. These extra damage dice are not multiplied on a critical hit, but are maximized on a called shot.
Reflex 5 Immediately before you make a Dexterity saving throw, you can use this technique to gain advantage on that saving throw.
Riposte 5 When a creature misses you with its melee attack, you can use this technique as a reaction to make one melee attack against that creature.
Rock Breaker 2 You can use this technique when you hit with a weapon attack that deals bludgeoning, piercing, or slashing damage. Instead of that damage type, the weapon deals magical force damage. This damage is doubled against objects or structures.
Roll 1 As part of your movement, you can use this technique to increase your walking speed by 20 feet until the end of your turn. If you also use the Dash action, this increase doubles to 40 feet.
Shield Bash 2 You can use this technique to perform a shield bash in place of one attack you would make as part of your Attack action, but only if you are wielding a shield. Make a melee attack roll including your proficiency bonus against any creature within 5 feet of you. On a hit, you deal no damage, but the target cannot take reactions until the start of its next turn.
Spin Attack 4 You learn the spin attack spell. By using this technique as an action, you cast spin attack at its lowest level. If you have magic points, you can also cast spin attack normally.
Up Thrust 2 You can use this technique as part of a melee weapon attack made against a creature that is currently flying, or physically above you. The reach of your attack increases by 5 feet, and you gain advantage on the attack roll.
Vessel of Stamina 0 You do not actively use this technique. Instead, you add half your level (rounded down) to your stamina point maximum, and it increases accordingly with your level. (If you gain this technique, you cannot also gain the benefit of the feat named Vessel of Stamina.)
Will 6 Immediately before you make a Wisdom saving throw, you can use this technique to gain advantage on that saving throw.
Withdraw 2 You can use this technique as a bonus action. Once used, your movement does not provoke opportunity attacks for the rest of your turn.

Courage[edit]

Tunic methodology favors bravery and conviction. Starting from 7th level, you gain advantage on saving throws against being charmed or frightened.

Heroic Technique[edit]

At 14th level you learn any one of the following techniques, which you can use as if it was a Tunic Technique. You learn one additional Heroic Technique of your choice at 17th level.

Technique Points Description
Hawkeye 8 You can use this technique as part of a weapon attack before you make the attack roll. You gain a +4 bonus on the attack roll.
Life Varies As an action, you can expend any amount of stamina points you have remaining. You or a creature you touch regains hit points equal to the stamina points you expended. If you have the Stamina Scroll feature, the target instead regains hit points equal to double the stamina points you expended. Any stamina points you expend on this technique cannot be regained until you finish a long rest.
Mortal Draw 10 To learn this technique, you must already know the Ending Blow technique. As an action, you can use this technique to perform an Ending Blow on any creature within 10 feet of you, regardless of whether or not it is prone. You do not need to see the target. You can draw or sheathe a weapon as part of using this technique. Immediately after you use this action, you are incapacitated until the start of your next turn.
Perfect Dodge 10 To learn this technique, you must already know the Riposte technique. You can use this technique as a bonus action to impose disadvantage on all attack rolls against you until the start of your next turn. The first time you use Riposte before the start of your next turn, you have advantage on the attack roll, and any hit from this Riposte is treated as a critical hit.
Triforce Slash 17 As an action, make one melee weapon attack against any creature or object as if your weapon had a reach of 30 feet. On a hit, you move to a space adjacent to that creature. Instead of your weapon's normal damage, you roll your attack's damage eight times and sum the damage against the target. (For example, if you are attacking with a shortsword and you have a Dexterity score of 14, your attack would deal 8d6+16 piercing damage.) This damage ignores any damage resistance or immunity. Once you hit with this technique, you must complete a long rest before you can use it again.
Whirlwind
Spin Attack
17 To learn this technique, you must already know the Spin Attack technique. As a single action, you can use this technique to cast spin attack at its lowest level three times. You can move between any of these spin attacks as you would normally be able to move. On a turn you use this technique, your movement does not provoke opportunity attacks. At the end of this turn, you are stunned until the start of your next turn.

You can substitute learning a Heroic Technique to instead learn a normal Tunic Technique.

Stamina Scroll[edit]

At 20th level, you can expend half the normal number of stamina points for any Tunic Technique or Heroic Technique you use, rounded up. You cannot use this feature to reduce a stamina point cost below 1.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hyrulean fighter class, you must have a Strength or Dexterity score of at least 13.

Proficiencies. When you multiclass into the Hyrulean fighter class, you gain the following proficiencies: light armor, medium armor, shields (but not heavy shields), and simple weapons.



Back to Main Page5e HomebrewClasses
Back to Main Page5e HomebrewCampaign SettingsHyruleClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors