Hyle

Current

**Hyle** is a player character in the Hyrule campaign setting of Realm of Shade. He is portrayed by SilverDarkCureXZ.

## History

Hyle was a wandering mercenary who worked around Hyrule for the right price, primarily taking monster hunting jobs from The Blinblood Alliance, though never joining the faction himself.

At one point in his life, Hyle received some form of training from his father and the captain of the Hyrulean Royal Guard, Sir Kazolph Hollander. He also trained under his uncle, a sheikah warrior named Dorian, for several years.

One day, Hyle received a letter from Jorulph Kardiger with a request to acquire an artifact on Hateno Island. With the reward of 15,000 rupees in mind, He joined a merchant's caravan as a bodyguard, led by an old hylian named Johan, headed to Port Faron, where the S. S. Ciela was waiting to take him to the island. Though they hadn't talked with them through the journey, Eon, Lynn Souchalte III, and Toby—his future party members—had all joined the caravan for the same reason.

## Abilities

### Sheikah Traits

* **Darkvision.** Hyle naturally has darkvision out to 60 feet. This was extended to 90 feet with Umbral Sight.
* **Instant Transmission (5/Long Rest).** Hyle can teleport up to 50 feet as a bonus action.
* **Stealthy.** Hyle has proficiency in the Stealth skill, and he has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.

### Fighter Abilities

* **Fighting Style: *Great Weapon Fighting.*** Hyle can reroll 1s or 2s on the damage die for attacks he makes with two-handed or versatile weapons.
* **Second Wind (1/Short or Long Rest).** Hyle can regain hit points equal to 1d10 + his fighter level as a bonus action.

### Monk Abilities

* **Unarmored Defense.** While Hyle isn't wearing armor, he adds his Wisdom modifier to his AC.
* **Martial Arts.** While Hyle is unarmed or wielding only monk weapons and isn't wearing armor or wielding a shield, he can use his Dexterity for his unarmed strikes and monk weapons and can roll a d6 in place of the attack's normal damage, and he can make one attack as a bonus action when he takes the Attack action.
* **Dedicated Weapon.** Hyle treats a quarterstaff as a monk weapon.
* **Ki.** Hyle has 8 Ki Points, which he can use for the following abilities with a Ki save DC of 18: Flurry of Blows, Patient Defense, and Step of the Wind. He regains all spent Kin Points at the end of a short or long rest.
* **Unarmored Movement.** While Hyle isn't wearing armor, his movement speed is increased by 15 feet.
* **Deflect Missiles.** When Hyle is hit by a ranged weapon attack, he can reduce the damage taken by 1d8 + 8. If reduced to 0, he can catch the missile, and he can throw it back by spending 1 Ki Point.
* **Ki-Fueled Attack.** Hyle can make one unarmed strike or attack with a monk weapon as a bonus action if he spends at least 1 Ki Point on his turn.
* **Monastic Tradition: *Way of the Kensei*.** In his youth, Hyle was trained by Dorian in many martial arts methods of the Sheikah Clan, granting him the following features.
	+ **Path of the Kensei.** Hyle treats scimitars, longbows, and longswords as both monk and kensei weapons. He can also gain a +2 bonus to his AC when he makes an unarmed strike while holding a kensei weapon until the start of his next turn. As a bonus action, he can deal an extra 1d4 damage on attacks made with ranged attacks using his kensei weapon until the end of the current turn.
	+ **One with the Blade.** Hyle's kensei weapons are considered magic when he wields them, and he can spend 1 Ki Point to deal an extra 1d6 damage to a creature he hits with a kensei weapon once per turn.
* **Slow Fall.** Hyle can use a reaction to reduce any falling damage by 40.
* **Stunning Strike.** Hyle can spend 1 Ki Point to stun a creature he hits with a melee weapon attack on a failed Constitution saving throw.
* **Ki-Empowered Strikes.** Hyle's unarmed strikes are magic.
* **Evasion.** When Conrad makes a Dexterity saving throw that lets him take half damage, he takes no damage when he succeeds, and only half when he fails.
* **Stillness of Mind.** Hyle can use his action to end an effect causing him to be charmed or frightened.

### Ranger Abilities

* **Deft Explorer.** Hyle has expertise in the Athletics skill.
* **Favored Enemy.** Hyle's favored enemies are Blinoids and Sheikah. He has advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information on them.
* **Fighting Style: *Concentrated Fighting*.** Hyle can use up to 3 Focus Points, which he gains from dealing damage, scoring critical hits, and reducing creatures to 0 hit points and loses from taking damage or suffering critical hits, to use specific Focus Techniques (detailed in Stylish Fighter below).
* **Spellcasting.** Hyle is a Wisdom-based spellcaster. He knows the following Ranger spells.
	+ **1st Level:** Absorb Elements, Disguise Self, Hunter's Mark, Jump, Speak with Animals
* **Ranger Archetype: *Gloom Stalker*.** Hyle has trained especially to work in the dark, granting him the following features.
	+ **Dread Ambusher.** Hyle adds his Wisdom modifier to his initiative rolls. He can also make one additional attack when he takes the Attack action on his first turn in combat, dealing an extra 1d8 damage on a hit.
	+ **Umbral Sight.** Hyle is invisible to any creatures that rely on darkvision to see him in darkness.

### Feats

* **Martial Adept.** Hyle knows the following two maneuvers from the Battle Master archetype in the fighter class. He has one superiority dice, a d6, to use for these maneuvers, which he regains on a short or long rest. Both maneuvers allow him to add the superiority dice to the damage roll on a hit.
	+ **Disarming Strike:** When Hyle hits a creature with a weapon attack, he can disarm that creature on a failed Strength saving throw.
	+ **Trip Attack:** When Hyle hits a creature with a weapon attack, he can knock that creature prone on a failed Strength saving throw.
* **Skilled.** Hyle gained proficiency in three skills.
* **Stylish Fighter.** Hyle can spend accrued Focus Points to use one of the following Focus Techniques from the Belligerent Fiend Binder subclass (save DC 20):
	+ **Defensive Stance.** Hyle can spend 1 Focus Point to add his proficiency bonus to his AC until the start of his next turn as a bonus action. This bonus reduces his movement speed to 0.
	+ **Focus Surge.** When Hyle takes the Attack action, he can spend 3 Focus Points to take another action that turn.
	+ **Resounding Strike.** Hyle can spend 1 Focus Point when he hits with a weapon attack to force the target to make a Strength saving throw against being knocked prone.
* **Technical Fighting Initiate: *Decisive Blow*.** Hyle makes a melee attack against a prone creature. On a hit, the target takes the weapon's an extra weapon damage dice, and the damage roll is maximized. He can do so once when he take the Attack action on his turn.

## Special Equipment

* **Ancient Longsword.** A longsword crafted from Sheikah technology. Attacks made using this weapon against constructs and structures have advantage, and they deal force damage to such targets.
* **Bag of Holding.** A bag with an internal pocket dimension with a total storage that is several times its size.
* **Belt of Blue Lynel Strength.** A belt that sets an attuned wearer's Strength score to 25, unless it is already higher.
* **Blade of Evil's Bane.** A +3 sentient longsword that increases the user's Strength or Dexterity score by 2, makes them immune to magical alignment changes and the charmed and frightened conditions, and functions as a Weapon of Warning. It deals an extra 2d8 radiant damage to fiends and undead creatures, and an extra 1d8 radiant damage to evil creatures. When taking the Attack action at full health, it increases the user's attack range for one attack and makes the damage from that attack radiant.
* **Boots of Fleeting.** A pair of boots that sets the wearer's movement speed to 35 feet if it isn't higher and doubles the wearer's Dash speed.
* **Boots of Hovering.** A pair of boots with golden soles that allow the wearer to temporarily stand and walk on air, fluids, and non-solid grounds.
* **Boots of Sheikahkind.** A pair of Sheikah-made boots that silence the wearer's footsteps, granting them advantage on Dexterity (Stealth) checks made to move silently.
* **Bow of the Savage Lynel.** A crude bow crafted by a lynel that can be slotted with up to 3 arrows when being shot.
* **Bracers of Defense.** A set of enchanted bracers that grant the wearer a +2 bonus to their AC while wearing no armor or shield.
* **Cloak of Protection, +2.** A fine cloak that grants the wearer a +2 bonus to their AC and saving throws.
* **Clothes of Mending.** A set of traveler's clothes that repair themselves when damaged.
* **Dagger of Warning.** A dagger that grants the holder advantage on initiative rolls and makes it so that it and the holder's allies cannot be surprised.
* **Decanter of Endless Water.** A decanter that can spew an endless supply of clean water at multiple rates.
* **Deep Dragon Bone Longsword.** A +1 magic longsword crafted from the bones of a Deep Dragon that can deal 1d6 psychic damage once per turn.
* **Demon Carver.** A handled chakram created by the Yiga Clan that deals an extra 1d6 slashing damage to aberrations, celestials, fey, and fiends.
* **Demonblade Cerberus.** A cursed demonic longsword crafted for warlord of My'thiis the Greater Cerberus. It is a +1 weapon that deals an extra 1d6 fire damage on a hit, and it can be used to summon a friendly Hell Hound, which can be sacrificed to deal an extra 6d6 fire damage with the weapon.
* **Dodongo Skin Cloak.** A cloak made out of dodongo skin that protects the wearer from extreme heat.
* **Efficient Quiver.** A quiver with an internal storage space several times its size.
* **Flute of Steed Calling.** A thin flute that allows the user to cast Fiend Steed once per day.
* **Gauntlets of Goron Strength.** A set of goron-made golden gauntlets that count the wearer as one size larger for the weight it can push, drag, or lift when worn.
* **Gloves of Thievery.** A pair of fine gloves that grant the wearer a +5 bonus to Dexterity checks to pick locks and made with the Sleight of Hand skill.
* **Longsword Dragon Slayer.** A +1 magic longsword that deals an extra 3d6 slashing damage to a dragon hit by it.
* **Longsword of Certain Death.** A magic longsword that causes a creature hit by it to be unable to regain hit points until the start of the wielder's next turn.
* **Orb of Time.** A magical orb that allows the user to determine the time of day.
* **Pendant of Power.** A pendant inscribed with the symbol of Din. It can increase an attuned wearer's Strength or Intelligence score by 1.
* **Retracting Longsword.** A +1 magic longsword that can retract its blade into the hilt.
* **Ring of Warmth.** This fine enchanted ring grants the wearer resistance to cold damage and allows it to withstand temperatures as low as -50 degrees Fahrenheit.
* **Ring of Water Walking.** An enchanted ring that allows the wearer to walk on water.
* **Scimitar, +1.** This scimitar grants the user a +1 bonus to attack and damage rolls made using it.
* **Sending Stones.** A set of stones that allows the holder to cast Sending to the other holder of the stone. Hyle has a Sending Stone connected to Harkon, Jorulph Kardiger, Samna Mirisina, Silvio, Impa, Sir Link of Linden, and Shahana.

## Trivia

* Hyle's characterization is heavily inspired by the legendary Japanese swordsman, Miyamoto Musashi.
* Hyle's true identity as a sheikah is a reference and intended reversal on Princess Zelda's alter ego in The Legend of Zelda: Ocarina of Time. As Zelda disguised herself as a Sheikah named Sheik, Caram disguises himself as a Hylian named Hyle.