Hyrule: Fighter (5e Class)

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Campaign Setting: Hyrule
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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
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This class is intended to replace barbarian and fighter 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, rito archers, 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: You are proficient in your choice of one skill in the following list: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.
If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.
If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.

In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.

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 Constitution mod
2nd +2 Fighter Subclass +2
3rd +2 Fighter Subclass feature +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 +16
10th +4 Fighting Expertise +18
11th +4 Fighter Subclass feature +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (2) +24
14th +5 Fighter Subclass feature +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Fighter Subclass feature, Indomitable (3) +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. Each fighting style can only be taken once.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting: You gain blindsight with a range of 10 feet.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Deflection: When you are targeted by a ranged weapon attack, or when a creature within 5 feet of you is attacked, by a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
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.
Heavy Strikes: After you roll damage with a weapon you are wielding in two hands, you can choose to re-roll one of the weapon's damage dice, but you must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10+ your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
Sword 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 sword beam as a bonus action without disadvantage on melee targets. You can also cast sword beam as an action by expending 1 stamina point.
Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (you choose when you gain this fighting style).
Thrown Weapon Fighting: You gain a +2 bonus to damage rolls with thrown weapons.
Two-Weapon Mastery: When you make the extra attack of two-weapon fighting, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Unarmed Fighting: Your unarmed strikes' damage increases to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. In addition, when you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee 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. You can expend your stamina points to execute a called shot, or empower other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

At 2nd level and every level you gain in this class, you gain an additional 2 stamina points.

See Called Shots for a common way to use stamina points

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 3rd, 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. It's guard is virtually impenetrable.
  • A spellsword mixes the study of magic with the art of war.
  • A sword savage uses their primal fury to cleave through enemies with overwhelming offense.
  • An archer specializes in ranged combat. It's strategy focuses on dodging attacks and using ranged weapons from afar.
  • A tunic specializes in combat versatility, as it employs a wide range of useful battle techniques.
  • A hatamoto uses both body and mind in combat, using tactical analysis, advanced weapons training and their fists to win fights.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 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 your maximum score 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 increase by 2, and your maximum for those scores also increases by 2.

Brute[edit]

Brutes are the most common type of fighters and are commonplace in all types of military organizations, whether that be mercenary armies or government militias. Brutes are know for hitting hard and taking hits well, and can often turn the tide of battle when it comes to fighting ordinary adversaries.

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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 Constitution mod
2nd +2 Brute Bonus Proficiency, Brute Mettle, Prepared for Battle +2
3rd +2 Fighting Spirit +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Increase +10
7th +3 Battle Instincts +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable +16
10th +4 Fighting Expertise +18
11th +4 Improved Extra Attack +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (2) +24
14th +5 Enduring Might +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Overwhelming Force, Indomitable (3) +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Supreme Brute +38

Brute Bonus Proficiency[edit]

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

Brute Mettle[edit]

At 2nd level, your Fighter Hit Dice increase in size to d12s, and your maximum hit points increases by 2.
Whenever you gain a Fighter level after gaining this feature, you use your enhanced Hit Dice (d12s) for the purposes of determining your maximum hit point increase.

Prepared for Battle[edit]

Also at 2nd level, your attack rolls with weapons and unarmed strikes score a critical hit on a roll of 19 or 20 on the d20.

Additionally, you have advantage on Strength (Athletics) and initiative checks.

Fighting Spirit[edit]

Starting at 3rd level, as a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Battle Instincts[edit]

Starting at 7th level, whenever you are forced to make a saving throw, you can use your reaction to give yourself advantage on that saving throw. You can do so after you roll the d20, but before any outcomes of the roll are determined.

Improved Extra Attack[edit]

Starting at 11th level, your Extra Attack feature improves. You can now attack three times, instead of twice, whenever you take the Attack action on your turn.

Enduring Might[edit]

Starting at 14th level, you've learned to harness thrill of battle. During combat, you can give yourself inspiration whenever you start your turn without it.

Overwhelming Force[edit]

Starting at 17th level, your attacks can smash or pierce through barriers both mundane and magical.

You ignore a creature's damage resistance and immunity to bludgeoning, piercing, and slashing damage when you roll damage for a weapon attack or unarmed strike that hits them. Additionally, your weapon attacks and unarmed strikes are not affected by shields or by abjuration magic (For example, a creature donning a shield would lose their +2 bonus to AC when you target them, and a wizzrobe casting the shield spell would gain no additional AC).

Supreme Brute[edit]

Starting at 20th level, you can now attack four times, instead of thrice, whenever you take the Attack action on your turn.

Additionally, your attack rolls with weapons and unarmed strikes now score a critical hit on a roll of 18, 19, or 20 on the d20.

Darknut[edit]

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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 similarly 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 Constitution mod
2nd +2 Armor Expertise, Darknut Mettle +2
3rd +2 Armor Smith +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Increase +10
7th +3 Darknut Absorption +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable +16
10th +4 Fighting Expertise +18
11th +4 Lunge, Steadfast +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (2) +24
14th +5 Deflecting Armor, Snap Throw +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Body Blow, Improved Darknut Armor, Indomitable (3) +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 this Fighting Style, you can choose to gain one other Fighting Style from the Hyrulean Fighter class instead.

Additionally, an armor's Strength Requirement is reduced by 3 for you while you wear it.

Darknut Mettle[edit]

At 2nd level, your Fighter Hit Dice increase in size to d12s, and your maximum hit points increases by 2.
Whenever you gain a Fighter level after gaining this feature, you use your enhanced Hit Dice (d12s) for the purposes of determining your maximum hit point increase.

Armor Smith[edit]

A darknut is defined by its ability to maintain and enhance its own armor.
At 3rd level, you gain proficiency with smith's tools. If you are proficient with smith's tool from another source, you can instead add twice your proficiency bonus to checks using smith's tools.

Additionally, you become able to magically enhance your armor, turning it into Darknut Armor. At the end of a long rest, you can touch one nonmagical suit of armor. As long as you have access to a set of smith’s tools, that armor becomes your Darknut Armor. While you wear your Darknut Armor, you gain the following benefits:

  • You gain a +1 bonus to your AC.
  • 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 a spell targeting your armor does not allow an initial saving throw, you can make a Constitution saving throw when the spell is cast. On a success, the spell fails as it slides right off your armor.
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action. The armor continues to be Darknut Armor until you don another suit of armor or you die.

Your Darknut Armor is specifically attuned to you. For other creatures. your Darknut Armor is an ordinary suit of non-magical armor.

Darknut Absorption[edit]

Starting at 7th level, you gain the ability to easily shrug off attacks. While you are wearing your Darknut Armor, you gain the ability to expend Stamina Points in response to taking damage.

Whenever you would take damage, you can expend 2 or more Stamina Points (no action required) to reduce the incoming damage by 3 for each of the stamina points you expended. This ability cannot reduce the damage you take below 0, nor can it be used to reduce damage that is thunder, poison, or psychic.

Additionally, you have advantage on Strength (Athletics) checks while wearing your Darknut Armor.


Lunge[edit]

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

Starting at 11th level, you can expend 1 stamina point at the start of your turn to increase your reach 5 feet. Until the end of your turn, you can use this enhanced reach whenever you make an attack with a melee weapon.

Steadfast[edit]

Also at 11th level, you learn to stand your ground with superhuman moxie. While you are wearing your Darknut Armor, you have advantage on any ability check or saving throw to avoid being knocked prone or moved against your will.

Deflecting Armor[edit]

Starting at 14th level, you learn to study the thickest parts of your armor to protect you from certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can only use this feature while you are wearing your Darknut Armor, and while you are not incapacitated.

Snap Throw[edit]

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

When you attack while wielding a melee weapon, you gain the ability to throw that weapon even if it normally lacks the thrown property. For this attack, the weapon gains thrown and a range of 30 feet. The range of a melee weapon that already has the thrown property increases to 30 feet if it would be lower. When you throw a weapon with this feature, it has no long range.

You've also learned how to perform a Snap Throw, a special type of opportunity attack that you make immediately before a creature would exit the thrown range of a weapon you are holding. As a reaction, you can make one opportunity attack against the target by throwing your weapon. Once you use this reaction, you cannot do so again until you complete a long rest.

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 add your Constitution modifier to the damage dealt.

Improved Darknut Armor[edit]

Starting at 17th level, you gain resistance to bludgeoning, piercing, and slashing damage while wearing your Darknut Armor.

Additionally, you gain another +1 bonus to your AC while you are wearing your Darknut Armor.

Impervious[edit]

Starting from 20th level, while you are wearing your Darknut Armor, you have resistance to all types of damage other than thunder, poison, and psychic.

Additionally, you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks while wearing your Darknut Armor.

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.

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A spellsword often wields magical weaponry, such as a fire rod.
Source

Table: The Spellsword

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

Bonus Proficiencies[edit]

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

You gain proficiency with fire rods, ice rods, lightning rods, fire staffs, ice staffs and lightning staffs. You may add your spellcasting modifier in place of your Strength to the attack and damage rolls of melee attacks with Rods and Staffs you are proficient with.

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

Rod Wielder[edit]

Starting from 2nd level, you may channel your magic into a Rod or Staff. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded the weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Alternatively, you can dismiss the weapon, shunting it into an extradimensional space as a bonus action. You can't affect an artifact or a sentient weapon in this way.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. The weapon loses its bond if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

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 save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a Rod or Staff you are proficient with as a spellcasting focus for your spellsword spells.

Spell Weaver[edit]

At 3rd level, you learn to augment your melee attacks with magical power. You gain the Sword Beams Fighting Style . When casting sword beam using this fighting style, you do no need to expend any Stamina Points.

If you already have this Fighting Style, you can choose to gain one other Fighting Style from the Hyrulean Fighter class instead.

At 10th level, you may add your Spellcasting Modifier to the damage roll of sword beam.

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.

Varied Learning[edit]

At 7th level and again at 11th and 17th level, you learn any one spell of your choice from the researcher spell list. The spell you learn at 7th level must be of 1st or 2nd level, 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.

A spell you learn from this feature does not count against your Spells Known. Once per short rest, you are able to cast each of these spells at their lowest level without spending stamina points. After which you can cast them as normal.

Rod Fighter[edit]

Starting at 11th level, any attack you make with a Rod or Staff you have bonded with costs 1 less stamina point or magic point than normal (to a minimum of 0).

Called Spell Shot[edit]

Starting from 14th level, you gain keen accuracy with your offensive spells. When you use a spellsword spell that deals damage, you can expend 2 stamina points to make a called shot with it. As with a normal called shot, this maximizes the damage on a hit. If the spell has multiple targets, you choose one to target to take this maximized damage, the others take damage as normal. If the target of your spell passes their Saving Throw, they do not take the maximized damage either.

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.

Sword Savage[edit]

bc79b41f819b9a636cff730d15cbed98.jpg
Though often still trained in the ways of combat, what matters to a Sword Savage most is raw power.
Source

When it comes to the heat of battle, there are those who channel the fiery rage that burns within them into a force of destruction so potent it can overcome mortal limits. Though often seen as savage or unrefined, this ancient art requires a fierce degree of mastery to utilize properly. This rage can come from a multitude of places: a deep hatred of the enemy, a passion for battle, a channeling of one's inner beast or a mystical trance. Regardless, a Sword Savage can absolutely slaughter an opposing force, charging through hell without suffering a scratch.

Table: The Sword Savage

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Fighting Style, Stamina Meter Constitution mod
2nd +2 Extra Expertise, Savage Mettle +2
3rd +2 Savage Instinct, Frenzy +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Increase +10
7th +3 First to the Slaughter, Wrathblade +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable +16
10th +4 Fighting Expertise +18
11th +4 Relentless Rage, Wrathblade Improvement +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (2) +24
14th +5 Retaliation +26
15th +5 Retaliation, Potent Rage, Wrathblade Improvement +28
16th +5 Ability Score Improvement +30
17th +6 Indomitable (3), Overpowered Onslaught +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Pure Power +38

Fury Expertise[edit]

At 2nd level, you gain a Fighting Style unique to the Sword Savage:

Beast Unleased: When in combat, you may use your bonus action to enter a Rage. While raging, you have advantage on all strength checks and saving throws; when you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus; and you have resistance to bludgeoning, piercing, and slashing damage. You cannot concentrate on spells or cast spells while you are raging. Your rage lasts for one minute, or until you exit it as a bonus action, and you can rage a number of times equal to your proficiency bonus. You regain any expended rages when you complete a long rest. Only a Sword Savage can use this Fighting Style.

If you already have a Fighting Style that allows you to rage, you may use it in place of Beast Unleashed and can choose to gain one other Fighting Style from the Hyrulean Fighter class instead.

Bulky Constitution[edit]

At 2nd level, your Fighter Hit Dice increase in size to d12s, and your maximum hit points increases by 2.
Whenever you gain a Fighter level after gaining this feature, you use your enhanced Hit Dice (d12s) for the purposes of determining your maximum hit point increase.

Savage Instinct[edit]

At 3rd level your wild instinct has made you more aware of your surroundings. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Frenzy[edit]

Starting at 3rd level, you can expend 4 stamina points go into a frenzy when you rage. When you do so, you have advantage on attack rolls using Strength for the duration of your rage. However, attack rolls against you also have advantage during that time.

First to the Slaughter[edit]

Starting at 7th level, you learn to use your anger to fuel your desire to fight. You can add your Strength modifier to your initiative rolls, in addition to your Wisdom modifier.

Wrathblade[edit]

Also at 7th level, your rage becomes so potent that it begins to affect your weapons. Choose one or two non-sentient weapon(s) that you are proficient with. These weapons becomes your Wrathblade(s). While you are wielding your Wrathblade(s), you gain the following benefits:

  • You gain a +1 bonus to attack rolls with your Wrathblade. This becomes +2 at 11th level and +3 at 15th level.
  • Your Wrathblade counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, unless it was already magical.
  • While you are Raging, your Wrathblade gains the Dire property. If your Wrathblade already has the Dire property, you instead gain a +1 bonus to your damage rolls with it.
  • While you are Raging and you score a critical hit with your Wrathblade, you can roll one additional damage die when determining the extra Piercing damage the target takes.
  • You cannot be disarmed of your Wrathblade while you are Raging.

As it is your rage that fills the blade, you alone gain the benefits of your Wrathblade. Any other creature who wields it treats it as a normal weapon of its type.

You can change one or both of your Wrathblades when you finish a long rest, which you must spend in contact with the weapon(s) that you wish to become your Wrathblade(s).

Relentless Rage[edit]

Starting at 11th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while your rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

Additionally, your Rage has become much easier to sustain. When you enter your Rage, it now lasts up to 10 minutes.

Retaliation[edit]

Starting at 15th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction to make one weapon attack against that creature.

Potent Rage[edit]

Also at 15th level, your frenzied rage has become less taxing on your body. You now only need to expend 2 stamina points to enter into a frenzy.

Overpowered Onslaught[edit]

Starting at 17th level, your anger has become so great that you grow physically stronger in the throws of anger. While Raging, your Strength score increases by 2, as does your maximum for that score.

Additionally, your Wrathblade(s) improves further. Your Wrathblade's damage dice increase in size by one stage. (See Weapons of Unusual Size)

Pure Power[edit]

At 20th level, your rage is a force nigh unparalleled in Hyrule. While Raging, you gain the following benefits:

Archer[edit]

For the archer, speed is their best friend and their greatest weapon. Before enemies can even lift their weapons to retaliate, the archer already has a dozen arrows piercing through their armor. Rather than fighting up-close or with mystical forces like other fighters, the archer is always moving, darting from place to place raining down arrows on anyone that would dare step into their firing range.

TnQ4069.png
The archer takes aim.
Source

Table: The Archer

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Fighting Style, Stamina Meter Constitution mod
2nd +2 Ammunition Crafting, Archery Expertise +2
3rd +2 Trick Shots +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Increase +10
7th +3 Agile Instinct, Arcane Veneer +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable +16
10th +4 Fighting Expertise +18
11th +4 Evasive Maneuvers, Improved Trick Shots +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (2) +24
14th +5 Sniper +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Volley, Indomitable (3) +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Stop Time +38

Ammunition Crafting[edit]

At 2nd level, you gain proficiency with woodcarver's tools. If you are proficient with woodcarver's tool from another source, you can instead add twice your proficiency bonus to checks using woodcarver's tools.. You are also capable of using the woodcarver's tools to swiftly craft ammunition for your weapons. In 1 minute, you can carve wood worth at least 1 rupee to produce a usable arrow or bolt.

Archery Expertise[edit]

At 2nd level, you gain the Archery Fighting Style. If you already have this Fighting Style, you can choose to gain one other Fighting Style from the Hyrulean Fighter class instead.

Additionally, you no longer have disadvantage on ranged weapon attack rolls against a target within 5 feet of you.

Trick Shots[edit]

Starting from 3rd level, you gain the ability to make special types of attacks with ranged weapons. These attacks are known as Trick Shots.

If one of your Trick Shots requires a saving throw, the save DC is calculated as follows:

Trick Shot save DC = 8 + your Dexterity modifier + your proficiency Bonus

Whenever you make an attack with a ranged weapon that has the ammunition property, you can expend 2 stamina points to apply one of the following Trick Shots to that attack:

  • Scorcher. You fire an arrow coated in an extremely volatile tar that ignites on contact. The creature hit by the arrow takes an extra 2d6 fire damage, and must immediately succeed a Constitution saving throw or become Ignited.
  • Ricochet. You fire a specially made arrow that can travel extreme curves or even skip off a wall before it finds its target. Choose one creature that you know of within your weapon's normal range. The arrow travels towards that creature, and is able to move around a single corner if necessary. The target must make a Dexterity saving throw, and gains no benefit from half and three-quarters cover. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, the target takes half as much damage.
  • Entangle. You fire an arrow laden with steel twine in an attempt to ensnare your target. The creature hit by this arrow suffers the attack's normal effects, and then must immediately make a Dexterity saving throw. On a failed save, the target becomes restrained. At the end of each of the target's turns, they can repeat this saving throw, ending the restrained condition on a success. Alternatively, another creature can use their action to unbind the target, no save required.

Agile Instinct[edit]

Starting at 7th level, you can add your Dexterity modifier to your initiative, in addition to your wis modifier.

Arcane Veneer[edit]

Also at 7th level, you gain the ability to infuse arrows with subtle layer of magic. Whenever you fire a non-magical piece of ammunition from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This magical coating fades from the piece of ammunition immediately after it hits or misses its target.

Evasive Maneuvers[edit]

At 11th level, you learn how to nimbly maneuver into advantageous range. On your turn, you can disengage or dash as a bonus action. Additionally, you can dodge as a bonus action by expending 3 stamina points.

Improved Trick Shots[edit]

Also at 11th level, your Trick Shots increase in potency and variety. A creature hit by your Scorcher, Ricochet, or Entangle Trick Shot takes an additional 1d6 damage of the attack's type.

Additionally, you can expend 4 stamina points to apply one of the following Advanced Trick Shots to an attack, instead of one of your other Trick Shots:

  • Missile. You fire an arrow packed with explosives. Immediately after the arrow hits a creature, the target and all other creatures within 10 feet of take 4d6 thunder damage each.
  • Smoker. You fire an arrow that trails thick smoke, obscuring the battlefield for all but you. Immediately after the arrow hits a creature, a 20-foot-radius sphere of smoke appears, centered on the target. The area containing this smoke is heavily obscured, except you can see through it as if it were only lightly obscured. Additionally, a straight line from you to the target (tracing the path of the arrow) is also obscured by this smoke.

Sniper[edit]

Starting at 14th level, when you attack with a ranged weapon you are proficient with, you do not have disadvantage while attacking beyond the weapon's normal range. You still cannot attack beyond the weapon's long range. Additionally, you gain a +2 bonus to attack rolls you make while making a ranged attack within your ranged weapon's normal range.

Volley[edit]

Starting at 17th level, you've learned how to fire arrows at multiple enemies at a time. As an action, you can spend 3 stamina points to choose a 10-foot radius sphere and make a ranged weapon attack against each one of the creatures within that sphere. The weapon you use must be one that consumes ammunition, and the furthest point of the sphere must still be within your weapon's normal range. When you Volley, only one of the attacks you make can be a Trick Shot, however you expend 2 less stamina points (min 0) when making a Trick Shot as part of a Volley.

Supreme Sharpshooter[edit]

At the 20th level, your have reached an astounding new pinnacle of swiftness and accuracy. You gain the following benefits:

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.

UEzxEEn.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 Constitution mod
2nd +2 Tunic Bonus Proficiencies, Tunic Techniques 1 +2
3rd +2 Tunic Techniques 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, Tunic Techniques 4 +12
8th +3 Ability Score Improvement 4 +14
9th +4 Indomitable 4 +16
10th +4 Fighting Expertise 4 +18
11th +4 Tunic Techniques 6 +20
12th +4 Ability Score Improvement 6 +22
13th +5 Indomitable (2) 6 +24
14th +5 Heroic Technique 7 +26
15th +5 Relentless 7 +28
16th +5 Ability Score Improvement 7 +30
17th +6 Heroic Technique, Indomitable (3) 8 +32
18th +6 Champion 8 +34
19th +6 Ability Score Improvement 8 +36
20th +6 Stamina Scroll 8 +38

Tunic 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 one of the following techniques. You can only learn a technique if you have the necessary number of stamina points needed to use the technique. (See the "Points" column in the Tunic table.) You learn another technique at 3rd level. You learn two additional techniques of your choice at 7th level and 11th level. At 7th and 11th level, 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 twice the stamina points you expended. If you have the Stamina Scroll feature, the target instead regains hit points equal to four times 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 teleport 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.

Hatamoto[edit]

Amongst the fighters and warriors of Hyrule, the Hatamoto remains chief among them. Usually high-ranking sheikah, but not always; a Hatamoto has been trained their whole lives for warfare, both in mind and body. Each one is a master of combat, using both weapons and their own fists to tactically decimate their opponents bodies, while using their minds to formulate plans and strategies to lead their parties to victory.

Impa_Great_Sword.png
Most Hatamoto choose to wield light, dexterous weapons. But not all.
Source

Table: The Hatamoto

Level Proficiency
Bonus
Features Stamina
Points
Max Martial
Die
Movement
Speed
Increase
1st +2 Fighting Style, Stamina Meter Constitution mod --- ---
2nd +2 Hatamoto Bonus Proficiency, Style Sync, One With The Blade +2 1d4 +5 ft.
3rd +2 Ryōtō +4 1d4 +5 ft.
4th +2 Ability Score Improvement +6 1d6 +5 ft.
5th +3 Extra Attack +8 1d6 +10 ft.
6th +3 Ability Score Increase +10 1d6 +10 ft.
7th +3 Tactical Observation +12 1d6 +10 ft.
8th +3 Ability Score Improvement +14 1d6 +15 ft.
9th +4 Indomitable +16 1d8 +15 ft.
10th +4 Fighting Expertise +18 1d8 +15 ft.
11th +4 Sure Strike +20 1d8 +20 ft.
12th +4 Ability Score Improvement +22 1d8 +20 ft.
13th +5 Indomitable (2) +24 1d8 +20 ft.
14th +5 Action Surge +26 1d10 +25 ft.
15th +5 Relentless +28 1d10 +25 ft.
16th +5 Ability Score Improvement +30 1d10 +25 ft.
17th +6 Conquer Thy Self, Indomitable (3) +32 1d10 +30 ft.
18th +6 Champion +34 1d10 +30 ft.
19th +6 Ability Score Improvement +36 1d12 +30 ft.
20th +6 Death Before Dishonour +38 1d12 +30 ft.

Hatamoto Bonus Proficiencies[edit]

As a Hatamoto, you are trained to be as skilled on the field of the written word as you are of the field of battle. You gain proficiency in one of the following skills of your choice: History, Insight, Investigation, Performance, Persuasion, Stealth or Survival and one Language or Instrument of your choice.

Style Sync[edit]

At 2nd level, your martial prowess is akin to that of a Sellsword in versatility, allowing your fighting style to be better suited to your position. If you have any of the following fighting styles, those fighting style(s) change in the following ways:

Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Lasting Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Two-Weapon Mastery > Bewildering Strike: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmored Defense > Bokken Blocking: While not wearing armor, you may add your Wisdom modifier, instead of Constitution, when calculating your AC. You cannot do this if you are already adding your Wisdom modifier to your AC, such as with a Researcher's Wise Defense feature. You can use a shield and still gain this benefit, but while you are not using a shield, you gain a +1 bonus to your AC.

One With The Blade[edit]

At 2nd level, you have been trained as a deadly combatant; with or without weapons. You gain the following benefits:

  • You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes.
  • You can make a single Unarmed Strike as a Bonus Action.
  • You can roll 1d4 in place of the normal damage of your Unarmed Strike. This die, also called your Martial Die, increases in damage as you gain Hatamoto levels.
  • Your speed increases by 5 feet. This bonus also increases as you gain Hatamoto levels.

Ryōtō[edit]

At 3rd level, your training has led you to mastering a certain weapon of your choice. Choose two weapons with which you are proficient (Such as longswords or longbows). While unarmed or wielding one of these weapons, you gain the following benefits:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your chosen weapon(s).
  • Your Unarmed Strikes and chosen weapons count as silvered and adamantine for the purpose of overcoming damage resistances and immunities.

Upon gaining a level in this class, you may change one or both of your Ryōtō weapons.

Tactical Observation[edit]

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Weak points, if any

In addition, your observation allows you to predict when battles are about to begin. You add your Dexterity modifier to your initiative rolls.

Sure Strike[edit]

At 11th level when you miss with an attack roll made with your Unarmed Strike or a Ryōtō weapon, you can expend stamina points (max. 3) to increase your attack roll by 2 for each stamina points you expended, potentially turning the miss into a hit.

Also at 11th level, you can expend stamina points (max. 3) to give your Unarmed Strikes and Ryōtō weapons a bonus to damage rolls while you wield them. The bonus equals the number of stamina points you expended. This bonus lasts for 1 minute or until you use this feature again. If you are wielding a magic weapon that already has a bonus to damage rolls, then only the higher bonus is used.

Action Surge[edit]

At 14th level, you are able to plan and attack even faster than before. Once on your turn, you may take another action. You can use this feature twice and you regain any expended uses when you complete a long rest.

Conquer Thy Self[edit]

At 17th level, you have made your body into a machine of war through proper routine and maintenance. After completing a long rest, you gain the following benefits for the next 24 horus:

  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • You are immune to disease and the poisoned condition, and you gain resistance to poison damage.
  • You are proficient in all saving throws.
  • Once, on each of your turns, you may choose to reroll one attack roll immediately after you miss. You must use the new roll.

While you have one or more levels of exhaustion, you lose all of the benefits of this feature.

Death Before Dishonour[edit]

Starting at 20th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction and 10 stamina points to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. If you are killed while in this state your body dies standing, and will remain so until moved. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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, heavy armor, shields (including heavy shields), simple weapons and martial weapons.


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