Classes (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
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
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

Classes[edit]

Name Summary
Fighter You are a master of traditional combat. Few can match your training and talent on the battlefield.
Hunter You are adept at facing monsters in the wilds, able to adapt to any combat scenario.
Oathsworn Bound by a sacred oath, you are sworn to use your divine power for a cause you believe in.
Opportunist With finesse and tact, you exploit the vulnerabilities of your foes with uncanny skill. There's no opportunity you can't seize.
Researcher Your magical study comes to fruition in unique forms of spellcasting.
Sage Whether by devotion or fortune, you have inherited divine magic to affect the world around you.
Sage, Traditional Variant Whether by devotion or fortune, you have inherited divine magic to affect the world around you.
Scion With power inherited from a supernatural being, you blend martial and magical prowess.
Scion, Traditional Variant With power inherited from a supernatural being, you blend martial and magical prowess.
Researcher, Traditional Variant Your magical study comes to fruition in unique forms of spellcasting.
Racial Classes
Race Class
Goron Warrior You hone the overwhelming strength and endurance of your race to brutal effect in combat.
Rito Sharpshooter Your hunting instincts combine with your natural flight to create an untouchable predator.

Multiclassing[edit]

Multiclassing in this campaign setting follows the standard multiclassing rules. Listed below is information relevant to the classes and class features present in this setting.

Prerequisites[edit]

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a researcher who decides to multiclass into the sage class must have both Intelligence and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Multiclassing Prerequisites
Class Ability Score Minimum
Fighter Strength 13 or Dexterity 13
Oathsworn Strength 13 and Charisma 13
Opportunist Dexterity 13
Hunter Strength 13 or Dexterity 13, and Wisdom, Intelligence or Charisma 13
Researcher Intelligence 13
Sage Wisdom 13
Scion Charisma 13
Goron Warrior Strength 13; goron race
Sharpshooter 13 Dexterity; rito race; Labored Flight racial feature

Proficiencies[edit]

When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies for Base Classes
Class Proficiencies gained
Fighter Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons
Oathsworn Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons.
Opportunist Light armor, simple weapons, and one tool
Hunter Light armor, medium armor, shields (but not heavy shields), simple weapons, martial weapons
Researcher
Sage Light armor, shields (but not heavy shields), simple weapons
Scion Light armor
Goron Warrior Simple weapons, shields (but not heavy shields), warhammers, Athletics skill
Rito Sharpshooter Light armor, Acrobatics skill, Simple weapons

Class Features[edit]

When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing. As a general rule, if you would gain two or more features of the same name, you do not gain the second instance of that feature. Exceptions are detailed below.

Extra Attack[edit]

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does).

Natural Armor and Unarmored Defense[edit]

If you have Natural Armor, Unarmored Defense, or any other effect that gives you a formula for calculating your AC, you can only benefit from one such Feature at any given time.

Sneak Attack and Sneakstrike[edit]

If you gain the Sneak Attack or Sneakstrike feature from more than one class, the features can add together, but only according to their own limitations. Sneak Attack for instance can only be used on attacks made with Dexterity, and Sneakstrike can't necessarily be used on a creature you are flanking.

Spellcasting[edit]

Spellcaster Level Max Spell Level
1 1st
3 2nd
5 3rd
7 4th
9 5th
11 6th
13 7th
15 8th
17 9th

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Regardless of your class or spell list, you can learn or cast a spell up to but not exceeding your maximum spell level. Determine your maximum spell level as follows:

Maximum Level = (Spellcaster Level + 1) divided by 2 (rounded down)

You determine your spellcaster level by adding together all your levels in the researcher and sage classes, and half your levels (rounded down) in the oathsworn and scion classes. You can also add half your levels (rounded down) in the opportunist and fighter classes, but only if you are a garo or spellsword, respectively. You can add one third of your levels (rounded down, min 1) in the hunter class, but only if you have a Style Sync that grants you spells of 1st level or higher.

You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class.



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