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

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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'''.
 
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'''.
  
You can make any number of ranged weapon attacks as part of a volley 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.   
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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.   
  
If you hit the same target multiple times as part of a volley, subsequent hits don't deal as much damage: after the first damage roll, you you don't add your ability modifier or any [[bonus dice]] to successive damage rolls.<noinclude>
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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 22:12, 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.