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

From Legends of Hyrule
Jump to navigationJump to search
Line 2: Line 2:
  
 
==Duel==
 
==Duel==
Starting from 3rd 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.
+
Starting from 2nd level, you can use your [[bonus action]] to compel a hostile creature within 30 feet of you to focus its aggression on you.  To be affected, the target must be able to see you, though it need not be able to understand you.  A creature that can't be charmed is immune to this effect.
  
You can't compel a creature to duel if that creature can't be [[charmed]].<noinclude>
+
For 1 minute, the target has [[disadvantage]] on attack rolls against creatures other than you.  Additionally, each foot the target moves away from you costs it 1 extra foot of movement. 
 +
 
 +
If you compel another creature to duel, the previous effect immediately ends.<noinclude>
 +
 
 +
==Courage==
 +
Starting from 3rd level, you have [[advantage]] on all [[saving throw]]s against being [[charmed]] or [[frightened]].
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Revision as of 15:31, 24 November 2020

Mettle

Starting from 2nd level, all Heart Containers you gain from this class become d12s instead of d10s—including the one you gained at 1st level.

Your heart point maximum increases by 3, and it increases by an additional 1 every time you gain a fighter level after this.

Duel

Starting from 2nd level, you can use your bonus action to compel a hostile creature within 30 feet of you to focus its aggression on you. To be affected, the target must be able to see you, though it need not be able to understand you. A creature that can't be charmed is immune to this effect.

For 1 minute, the target has disadvantage on attack rolls against creatures other than you. Additionally, each foot the target moves away from you costs it 1 extra foot of movement.

If you compel another creature to duel, the previous effect immediately ends.

Courage

Starting from 3rd level, you have advantage on all saving throws against being charmed or frightened.