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'''.
  
As party of a volley, you can a number of ranged weapon attacks as part of a volley by expending 2 [[#Stamina Gauge|stamina points]] for each one. You can make a number of attacks up to but not exceeding your proficiency bonus.  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.   
  
 
Every hit of a volley deals 1d10 damage of the weapon's normal damage type, adding no ability modifier nor any other bonus to the damage roll.<noinclude>
 
Every hit of a volley deals 1d10 damage of the weapon's normal damage type, adding no ability modifier nor any other bonus to the damage roll.<noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Revision as of 21:09, 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, adding no ability modifier nor any other bonus to the damage roll.