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

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==Inspiring Leader==
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==Leadership==
Starting from 7th level, whenever you complete a [[short rest]] with friendly creatures, you can shore up their will to fightUp to six friendly creatures that can understand you (optionally including yourself) gain {{thp}} equal to your fighter level + your {{cha}} modifier.
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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 see and understand you to gain this benefit.
  
==Leadership==
+
==Inspire==
At 7th level, your convictions can inspire 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 see and understand you to gain this benefit.<noinclude>
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Starting from 7th level, you can impel your allies' will to fight.  Whenever you or a creature within 60 feet of you finishes a [[short rest]], that creature gains {{thp}} equal to your fighter level + your {{cha}} modifier.
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<noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Revision as of 16:32, 24 November 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 see and understand you to gain this benefit.

Inspire

Starting from 7th level, you can impel your allies' will to fight. Whenever you or a creature within 60 feet of you finishes a short rest, that creature gains temporary heart points equal to your fighter level + your Charisma modifier.