Difference between revisions of "Fighter/7th/Captain"
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− | == | + | ==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 {{thp}} equal to your fighter level + your {{cha}} 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]].<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.