Difference between revisions of "Fighter/7th/Sharpshooter"
From Legends of Hyrule
Jump to navigationJump to search (Created page with "==Maneuver== Starting from 7th level, you can always escape to a better position. For every 5 feet you move, you can expend 1 stamina point to ignore [[difficult terrain]...") |
(→Volley) |
||
(11 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | == | + | ==Volley== |
− | + | At 7th level, you learn to unleash an unstoppable flurry of projectiles. After you use your [[Attack Action|Attack]] action to make two ranged weapon attacks, you use your [[bonus action]] to make a '''volley'''. | |
+ | |||
+ | During this bonus action, you can make a number of attacks up to but not exceeding your proficiency bonus by expending 2 [[#Stamina Gauge|stamina points]] for each one. You can't move between volley attacks, and must decide on all attacks and targets before you make any attack roll for the volley. | ||
+ | |||
+ | Every hit of a volley deals 1d10 damage of the weapon's normal damage type. You only add your ability modifier or any other bonus to the damage roll if it's the first time this turn you've hit that creature.<noinclude> | ||
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Latest revision as of 21:12, 9 December 2020
Volley
At 7th level, you learn to unleash an unstoppable flurry of projectiles. After you use your Attack action to make two ranged weapon attacks, you use your bonus action to make a volley.
During this bonus action, you can make a number of attacks up to but not exceeding your proficiency bonus by expending 2 stamina points for each one. You can't move between volley attacks, and must decide on all attacks and targets before you make any attack roll for the volley.
Every hit of a volley deals 1d10 damage of the weapon's normal damage type. You only add your ability modifier or any other bonus to the damage roll if it's the first time this turn you've hit that creature.