Hyrule: Fighter (5e Class)

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, sword savage, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher, picaroon
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, mask, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
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
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.

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

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

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

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

Fighting Style

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 use this talent to 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.
Reactive Defense: When an enemy you can see makes a melee or melee spell attack against you, you may spend one stamina point and add half your proficiency bonus rounded down to your AC for that attack. You must be wielding a weapon or a shield that does not have the light or finesse properties.
Reckless Attacker: Before making any melee weapon attack roll, you may spend 1 stamina point to give yourself advantage on the attack roll. However, any attack made against you after this attack is made is made with advantage.
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.
Wrathful Combatant: 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. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for one minute, and you can rage a number of times equal to your Constitution modifier before needing a long rest.

Stamina Meter

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.

Called Shot

Whenever you make a weapon attack, but before you make 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

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 forcehitting 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 sword savage uses their primal fury to cleave through enemies with overwhelming offense.
  • An archer specializes in ranged combat. Its 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.

Ability Score Increase

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 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

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

Indomitable

Beginning at 9th level, you can 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

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

Relentless

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

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

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

Pain. Destruction. A brute rarely cares about anything else.
Source

Table: The Brute

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

Bonus Proficiency

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

Mettle

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

Starting at 3rd 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

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

Improved Extra Attack

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

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

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

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 namesiron knuckles, tart knuckles, black knights, phantoms, and morebut "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

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

Armor Expertise

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.

Mettle

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.

Armor Smith

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 already proficient, or would later become proficient a second time, you gain expertise with smith's tools.

Darknut Armor

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

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

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

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

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. If the weapon does not have the thrown property, treat the weapon as if it had a range of (30/60 ft.). 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

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.

Siege Fighter

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

Impervious

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

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.

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

Table: The Spellsword

LevelProficiency
Bonus
FeaturesSpells
Known
Max Spell
Level
Stamina
Points
1st+2Fighting Style, Stamina Meter01stCon mod
2nd+2Bonus Proficiencies, Rod Wielder, Spellcasting21st+2
3rd+231st+4
4th+2Ability Score Improvement31st+6
5th+3Extra Attack32nd+8
6th+3Ability Score Increase42nd+10
7th+3Spell Versatility42nd+12
8th+3Ability Score Improvement42nd+14
9th+4Indomitable (one use)53rd+16
10th+4Fighting Expertise53rd+18
11th+4Rod Fighter, Varied Learning53rd+20
12th+4Ability Score Improvement63rd+22
13th+5Indomitable (two uses)64th+24
14th+5Called Spell Shot64th+26
15th+5Relentless74th+28
16th+5Ability Score Improvement74th+30
17th+6Varied Learning, Indomitable (three uses)75th+32
18th+6Champion85th+34
19th+6Ability Score Improvement85th+36
20th+6Eternal Magic85th+38

Bonus Proficiencies

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

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

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

Rod Wielder

Starting from 2nd level, when you make a melee attack with a magic wand, staff or rod, you can add your proficiency bonus to the attack roll if you otherwise wouldn't. You gain this benefit even if you are wielding the rod as an improvised weapon.

Spellcasting

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 LevelPoint Cost
1st2
2nd3
3rd5
4th6
5th7
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 spellwhich 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

Spell Versatility

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

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

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

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

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

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

LevelProficiency
Bonus
FeaturesStamina
Points
1st+2Fighting Style, Stamina MeterCon mod
2nd+2Extra Expertise, Bulky Constitution+2
3rd+2Frenzy+4
4th+2Ability Score Improvement+6
5th+3Extra Attack, First to the Slaughter+8
6th+3Ability Score Increase+10
7th+3Wrathblade+12
8th+3Ability Score Improvement+14
9th+4Indomitable (one use)+16
10th+4Fighting Expertise+18
11th+4Aura of Anger+20
12th+4Ability Score Improvement+22
13th+5Indomitable (two uses)+24
14th+5Retaliation+26
15th+5Relentless, Potent Rage+28
16th+5Ability Score Improvement+30
17th+6Indomitable (three uses), Overpowered Onslaught+32
18th+6Champion+34
19th+6Ability Score Improvement+36
20th+6Pure Power+38

Extra Expertise

At 2nd level, you gain the Wrathful Combatant fighting style. If you already have this fighting style, you instead take the Unarmored Defense fighting style. You automatically gain this fighting style at 5th level.

If you have the Dragon Rage fighting style, you may substitute Wrathful Combatant for Dragon Rage and learn the Unarmored Defense fighting style.

You gain proficiency in one skill from Animal Handling, Nature, Intimidation or Survival.

Bulky Constitution

At 2nd level your hit die increase to d12's. In addition when you roll for your hit points in this class you use d12's instead of d10's.

Your rage has also made it almost impossible to put you down. As an action while raging, you may sacrifice 1 hit die to bolster your remaining HP with a number of hit points equal to 12 + your Constitution modifier until your rage ends. This is technically temporary HP, but you do not remove points from this extra health until your main HP pool is depleted. If your main health is depleted when your rage ends, you fall to 0 hit points and fall unconcious (Though you do not need to make death saves unless you are attacked again).

You cannot bolster your health if you have no hit dice remaining.

Savage Instinct

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

Starting at 3rd level, you can expend 8 stamina points go into a frenzy when you rage. If you do so, for the duration of your rage you may make two weapon attacks using one attack action on each of your turns after this one. You can only do this once per turn. When your rage ends, you cannot regain these stamina points until you take a long rest.

If you would spend more stamina points than you posses, you spend all remaining stamina points and suffer 1 level of exhaustion.

First to the Slaughter

At 5th level, you use more than just your mind to start a battle. You add your Strength modifier to your initiative rolls.

Wrathblade

At 7th level, your rage is so potent it has begun to affect your weapons. Choose one non-sentient weapon you own that you are proficient with. You partake in an ancient ritual with your chosen weapon to fill it with your wrath, turning it into a Wrathblade. This ritual takes 1 hour, and can be done on one weapon or a pair of weapons, though you must be wielding both to gain the benefits of this feature. While raging, you gain the following benefits:

  • You gain a +1 bonus to attack rolls with this weapon. This becomes +2 at 11th level and +3 at 15th level.
  • Your weapon gains the Dire property. This essentially means you add your proficiency bonus to damage rolls twice.
  • You cannot be disarmed of this weapon, nor can you have disadvantage on your attack rolls (unless you would have disadvantage twice).
  • Your weapon ignores damage resistance to bludgeoning, slashing and piercing damage, and treats damage immunity as resistance, unless this resistance specifies that its resistance is to non-magical damage. At 11th level, you ignore non-magical resistance regardless.
  • You roll one additional damage die when dealing extra damage on a critical hit. This increases to two extra dice at 11th level and three at 15th.

As it is your rage that fills the blade, you alone gain its benefits. Any other creature who wields this weapon wields it as if it was a normal weapon.

Aura of Anger

At 11th level, others have begun to feel an unerving aura of power emanating from you. As an action, you may choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

This aura also has a few more passive effects. If you have proficiency in Intimidation, you add double your proficiency bonus as if you had expertise. You gain proficiency in this skill otherwise. You also cannot be charmed or frightened while raging.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Potent Rage

At 15th level, your frenzied rage is less taxing on your body. You instead spend 6 stamina points when entering your frenzy. In addition, you now may use add your proficiency bonus to attack and damage rolls when activating your Wrathblade.

Overpowered Onslaught

Starting at 17th level, your Strength and Constitution score maximums increase by 2.

Pure Power

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

  • Your speed cannot be reduced.
  • You are immune to the frightened, paralyzed, and stunned conditions.
  • You gain resistance to all damage except psychic.
  • You have advantage on all saving throws.
  • If your Strength check is lower than your ability score, you can choose to use your ability score instead.

Archer

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.

The archer takes aim.
Source

Table: The Archer

LevelProficiency
Bonus
FeaturesStamina
Points
1st+2Fighting Style, Stamina MeterCon mod
2nd+2Ammunition Crafting, Archery Expertise+2
3rd+2Agile Initiative+4
4th+2Ability Score Improvement+6
5th+3Extra Attack (two attacks)+8
6th+3Ability Score Increase+10
7th+3Battle Instinct, Trick Shot+12
8th+3Ability Score Improvement+14
9th+4Indomitable (one use)+16
10th+4Fighting Expertise+18
11th+4Evasive Maneuvers, Sniper+20
12th+4Ability Score Improvement+22
13th+5Indomitable (two uses)+24
14th+5Volley+26
15th+5Relentless+28
16th+5Ability Score Improvement+30
17th+6Slow Time, Indomitable (three uses)+32
18th+6Champion+34
19th+6Ability Score Improvement+36
20th+6Stop Time+38

Ammunition Crafting

At 2nd level, you gain proficiency with woodcarver's tools. If you are already proficient, or would later become proficient a second time, you gain expertise with the 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

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

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

Agile Initiative

Starting from 3rd level, you can add your Dexterity modifier to your initiative in place of your Wisdom modifier.

Battle Instinct

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

Trick Shot

Also at 7th level, you are able to add a special twist to the called shots you make. Whenever you make a called shot, you can spend an extra 3 stamina points to add one of the following effects to that called shot.

  • Disarm. After hitting a creature's weak point, your attack also hits one of the targeted creature's limbs. On a hit, the targeted creature drops one item that it is holding in the limb that you shot. That item flies 10 feet from the creature in a random direction.
  • Trip. After hitting a creature's weak point, your attack also hits the targeted creature's legs. On a hit, the targeted creature falls prone.
  • Overdraw. While aiming for a creature's weak point, you also pull the string of your ranged weapon to its limit. Take a -2 penalty to the attack roll and if the attack hits, it deals +5 damage.

Evasive Maneuvers

At 11th level, you learn how to nimbly maneuver into advantageous range. You can Disengage as a bonus action. Additionally, you can Dodge as a bonus action by expending 4 stamina points.

Sniper

Starting at 11th level, when you attack with a ranged weapon you are proficient in using, 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

Starting at 14th 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.

Slow Time

Starting at 17th level, you can move and react so incredibly fast that it feels like time is slowing around you. By using your bonus action and expending 12 stamina points, you can "slow time," gaining the following benefits until the start of your next turn:

  • Your movement doesn't provoke opportunity attacks.
  • Attack rolls against you are made with disadvantage.
  • You have advantage on Wisdom (Perception) checks and Dexterity saving throws.
  • Your walking, climbing, flying, and swimming speeds increase by 10 feet.
  • If you take the Attack action this turn, you can make one extra weapon attack as part of that action.
  • If you use your action to Volley, the radius of the sphere increases to 20 feet.

Stop Time

At the 20th level, your Evasive Maneuvers and Slow Time features reach an astounding new pinnacle. Your movement never provokes opportunity attacks.

When the moment is right, you can even move and act so speedily that time itself can't keep up with you. You can use a bonus action and expend 12 stamina points and enter a state of extreme alertness. Until the start of your next turn, you gain the following benefits:

  • Attack rolls against you are made with disadvantage.
  • You have advantage on Wisdom (Perception) checks, Dexterity saving throws, and weapon attack rolls.
  • Your walking, climbing, flying, and swimming speeds increase by an amount equal to your base walking speed.
  • You can take two actions this turn.
  • If you use your action to Volley, the radius of the sphere increases to 30 feet.

Tunic

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.

Tunic techniques are famous all across Hyrule.
Source

Table: The Tunic

LevelProficiency
Bonus
FeaturesTechniques
Known
Stamina
Points
1st+2Fighting Style, Stamina Meter0Con mod
2nd+2Bonus Proficiencies, Tunic Techniques1+2
3rd+2Tunic Techniques2+4
4th+2Ability Score Improvement2+6
5th+3Extra Attack2+8
6th+3Ability Score Increase2+10
7th+3Courage, Tunic Techniques4+12
8th+3Ability Score Improvement4+14
9th+4Indomitable (one use)4+16
10th+4Fighting Expertise4+18
11th+4Tunic Techniques6+20
12th+4Ability Score Improvement6+22
13th+5Indomitable (two uses)6+24
14th+5Heroic Technique7+26
15th+5Relentless7+28
16th+5Ability Score Improvement7+30
17th+6Indomitable (three uses), Heroic Technique8+32
18th+6Champion8+34
19th+6Ability Score Improvement8+36
20th+6Stamina Scroll8+38

Bonus Proficiencies

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

At 2nd level, you learn your choice of one 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 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.

TechniquePointsDescription
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

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

Heroic Technique

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.

TechniquePointsDescription
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 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

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

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.



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