Difference between revisions of "Fighter/7th/Captain"

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==Beacon of Hope==
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==Leadership==
Starting from 7th level, while a target is compelled to [[#Duel|duel]] with you, no other creature can be [[charmed]] by or [[frightened]] of the targetIf these conditions exist when your compulsion starts, they immediately end.
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At 7th level, your convictions can rouse your allies to even greater deeds.  Whenever a friendly creature within 30 feet of you makes an attack roll or saving throw, you can expend 1 [[stamina point]] to add a d4 [[bonus die]] to that rollThe creature must be able to hear and understand you to gain this benefit.
  
If you compel another creature to duel, the previous effect immediately ends.
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==Inspire==
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Starting from 7th level, you can impel your allies' will to fight.  You can spend 1 minute inspiring up to 10 friendly creatures (optionally including yourself), granting each an amount of {{thp}} equal to your fighter level + your {{cha}} modifier.  The recipients must be able to hear and understand you to gain this benefit.
  
==Leadership==
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You have enough moxie to inspire your allies up to three times before you must restYou regain all uses of this feature when you finish a [[long rest]].<noinclude>
At 7th level, your convictions can inspire your allies to even greater deedsWhenever a friendly creature within 30 feet of you makes an attack roll or saving throw, you can expend 1 [[stamina point]] to add a d4 [[bonus die]] to that roll.  The creature must be able to see and understand you to gain this benefit.<noinclude>
 
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Latest revision as of 21:05, 9 December 2020

Leadership

At 7th level, your convictions can rouse your allies to even greater deeds. Whenever a friendly creature within 30 feet of you makes an attack roll or saving throw, you can expend 1 stamina point to add a d4 bonus die to that roll. The creature must be able to hear and understand you to gain this benefit.

Inspire

Starting from 7th level, you can impel your allies' will to fight. You can spend 1 minute inspiring up to 10 friendly creatures (optionally including yourself), granting each an amount of temporary heart points equal to your fighter level + your Charisma modifier. The recipients must be able to hear and understand you to gain this benefit.

You have enough moxie to inspire your allies up to three times before you must rest. You regain all uses of this feature when you finish a long rest.