Template:Champion/2nd
Stamina Gauge
Starting at 2nd level, you gain Stamina Dice. You can expend your Stamina Dice to sprint, to make powerful target strikes, and to use techniques, as detailed below. Any Stamina Die you expend can’t be used again until you finish a short|short or long rest.
- You have a number of Stamina Dice equal to 1 + your Constitution modifier, or 1 + your Charisma modifier, whichever is higher.
If your ability modifier permanently decreases or increases, your number of Stamina Dice adjust accordingly. - Each of your Stamina Dice is initially a d6.
Upon reaching 6th level your Stamina Dice become d8s, and you gain one more Stamina Die. Upon reaching 11th level, your Stamina Dice become d10s, and you again gain one more Stamina Die. This is shown in the champion table.
Sprint
You can spend one of your Stamina Dice to move an extra time this turn. You can't Sprint more than once per turn.
Target Strike
A target strike is an attack that skillfully aims for where a creature is most vulnerable, such as a monster's giant eye, or exposed gaps in a warrior's armor. Some monsters have a “weak point” and suffer extra effects from a target strike. Your narrator might otherwise add effects for target strikes in some circumstances.
You can make a target strike whenever you attack with a weapon or unarmed strike. Just before you make the attack roll you can expend a Stamina Die. If you do and the attack hits, roll the Stamina Die and add its result to the damage roll.
Technique
Also at 2nd level, you learn 2 techniques. Techniques are extra ways you can expend your Stamina Dice to get an edge. A list of learnable techniques follows.
You learn one more technique of your choice at 5th level and again at 8th level. As a downtime activity, you can retrain yourself by replacing one of your learned techniques with a different one you would be able to learn.
- Each technique is listed by “action,” “reaction,” or “bonus action.” This specifies which is needed to perform the technique.
- Using a technique always requires you to expend a Stamina Die, even if you don’t roll it.
- If a technique calls for you to “add your Stamina Die” to another number, you roll your Stamina Die and then add the result to the other number. This counts as adding a bonus die, and doesn't stack with other effects that add bonus dice.
- If a technique calls for a save, the save DC equals the higher of your Strength DC and your Dexterity DC, unless the technique specifies otherwise.
- If you have the Target Strike feature, you can make a Target Strike with an attack that comes from a technique. In some cases this even means adding two Stamina Dice to a single attack! Different techniques can’t be added together however, as each is a separate action.
List of Techniques
Each technique is summarized below. Click a technique's name for the full effect.
Name | Summary |
---|---|
Aimed Shot | Action. Make a weapon attack or unarmed strike, but add your Stamina Die to the attack roll. |
Ambush | Reaction. Immediately after you make a Dex (Stealth) or initiative check, add your Stamina Die to the result. |
Avenging Attack | Reaction. After a creature in your reach deals damage to someone other than you, attack that creature and reduce its attack roll. |
Back Slice | Action. Your melee attack Exposes the target indefinitely. |
Dash Attack | Bonus Action. After Dashing or Sprinting, make a hard-hitting melee attack. |
Deflect Missile | Reaction. Reduce damage from a ranged attack by an amount equal to your SD, if you're wielding a shield or have a free hand. |
Encourage | Bonus Action. Once within the next minute, an ally of your choice adds your SD to its save or attack roll (as a bonus die). |
Ending Blow | Action. Melee attack a Prone or Incapacitated creature. Add you add your SD to the damage, and then maximize your damage roll. |
Flurry Rush | Reaction. When you're missed by a melee attack, counter-attack that creature |
Frenzy | Bonus Action. Add your SD to all Strength-based damage and checks for 1 turn. If you damage a creature, gain resistance to it. |
Helm Splitter | Action. Attack a creature within 15 feet and freely move to any open space within 0 feet of it. |
Hook & Switch | Bonus Action. Swap places with an ally within 15 feet. The first attack roll against either if you subtracts your SD. |
Igniting Shot | Action. Your ranged weapon attack deals extra fire damage equal to your SD, and Ignites a hit target. |
Intercept | Reaction. When a creature enters a 5-foot radius of you, make a melee attack against it. |
Jump Attack | Action. Make a dramatic hard-hitting melee attack that potentially leaves you Exposed. |
Parry | Reaction. Reduce damage from a melee attack by an amount equal to your SD, if you're wielding a shield or a versatile weapon. |
Plummet | Reaction. While airborne, plummet to the ground, landing safely. Deal damage, with greater damage the higher you fell. |
Power Brace | Reaction. After you make save or check using Strength, as a reaction add your SD. |
Reflex | Reaction. Add your SD to the result of your Dexterity saving throw. |
Remote Bomber | Action. Cast the remote bomb+ spell, using Strength or Dexterity as your casting ability. |
Revali's Barrage | Action. Unleash a storm of projectiles that assail creatures in a 25-foot cone. |
Rock Breaker | Action. Your attack deals extra damage to heavily-armored foes and objects. |
Shield Attack | Bonus Action. A swift attack from your shield renders a creature Exposed and unable to take reactions. |
Shoving Attack | Action. Your melee attack deals extra damage and shoves the target 5 feet in any direction. |
Sinking Shot | Action. Your ranged weapon attack knocks Prone a Medium or smaller creature. |
Smash Attack | Action. Charge up a melee attack that sends a creature flying. |
Snap Throw | Reaction. Immediately counter-attack with a ranged attack. |
Special Move | Action. Perform a 2-point spell you select when you first learn this technique. |
Spin Attack | Action. While rotating quickly, make one attack against each creature within 5 feet of you. |
Taunt | Bonus Action. A creature must succeed on a Charisma save or suffer disadvantage on attack rolls against anyone but you. |
Team Attack | Action. Attack a creature. An ally can use their reaction to attack the same creature, adding your SD to their damage. |
Terrorize | Bonus Action. After dealing damage, Frighten the damaged creature or one of its allies. |
Trip Up | Action. Your weapon attack deals extra damage and Slows a creature until the start of your next turn. |
Z-Target | Bonus Action. While you Concentrate, the target is Exposed to your attacks and you have half cover against its attacks. |