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

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==Leadership==
 
==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.
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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 roll.  The creature must be able to hear and understand you to gain this benefit.
  
 
==Inspire==
 
==Inspire==

Revision as of 15:40, 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 hear and understand you to gain this benefit.

Inspire

Starting from 7th level, you can impel your allies' will to fight. You can spend 10 minutes 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 must finish a short or long rest before you can use this feature again.