Difference between revisions of "Fighter/2nd/Captain"

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==Knight's Conviction==
 
At 2nd level, you learn to put your conviction behind your fighting techniques.  If you use a technique or a fighter feature that calls for a saving throw, the DC is 8 + your {{wis}} modifier + your proficiency bonus.  If the feature already has a DC, you can choose to use this save DC instead.
 
 
 
==Duel==
 
==Duel==
 
Starting from 2nd level, you can use your [[bonus action]] to compel a hostile creature within 30 feet of you to focus on you.  The target must be able to see you, though it need not be able to understand you.  For 1 minute, the creature has [[disadvantage]] on attack rolls against creatures other than you.  Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.{{a}}Any creature that can't be [[charmed]] also can't be affected by this feature.
 
Starting from 2nd level, you can use your [[bonus action]] to compel a hostile creature within 30 feet of you to focus on you.  The target must be able to see you, though it need not be able to understand you.  For 1 minute, the creature has [[disadvantage]] on attack rolls against creatures other than you.  Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.{{a}}Any creature that can't be [[charmed]] also can't be affected by this feature.
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==Bravery==
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Starting at 3rd level, you have [[advantage]] on any saving throw against being [[frightened]].

Revision as of 20:08, 23 November 2020

Duel

Starting from 2nd level, you can use your bonus action to compel a hostile creature within 30 feet of you to focus on you. The target must be able to see you, though it need not be able to understand you. For 1 minute, the creature has disadvantage on attack rolls against creatures other than you. Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.
     Any creature that can't be charmed also can't be affected by this feature.

Bravery

Starting at 3rd level, you have advantage on any saving throw against being frightened.