Difference between revisions of "Fighter/2nd/Captain"
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==Duel== | ==Duel== | ||
− | Starting from | + | 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.<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 14:31, 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.