Difference between revisions of "Fighter/2nd/Captain"
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==Knight's Conviction== | ==Knight's Conviction== | ||
− | If you use a technique or a fighter feature that calls for a saving throw, the DC is 8 + your {{wis}} modifier + your proficiency bonus. If the feature already has a DC, you can choose to use this save DC instead. | + | At 2nd level, you learn to put your convinction behind your fighting techniques. If you use a technique or a fighter feature that calls for a saving throw, the DC is 8 + your {{wis}} modifier + your proficiency bonus. If the feature already has a DC, you can choose to use this save DC instead. |
==Duel== | ==Duel== | ||
Starting from 2nd level, you can use your [[bonus action]] to compel a hostile creature within 30 feet of you to focus on you. The target must be able to see you, though it need not be able to understand you. For 1 minute, the creature has [[disadvantage]] on attack rolls against creatures other than you. Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.{{a}}Any creature that can't be [[charmed]] also can't be affected by this feature. | Starting from 2nd level, you can use your [[bonus action]] to compel a hostile creature within 30 feet of you to focus on you. The target must be able to see you, though it need not be able to understand you. For 1 minute, the creature has [[disadvantage]] on attack rolls against creatures other than you. Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.{{a}}Any creature that can't be [[charmed]] also can't be affected by this feature. |
Revision as of 18:16, 23 November 2020
Knight's Conviction
At 2nd level, you learn to put your convinction behind your fighting techniques. If you use a technique or a fighter feature that calls for a saving throw, the DC is 8 + your Wisdom modifier + your proficiency bonus. If the feature already has a DC, you can choose to use this save DC instead.
Duel
Starting from 2nd level, you can use your bonus action to compel a hostile creature within 30 feet of you to focus on you. The target must be able to see you, though it need not be able to understand you. For 1 minute, the creature has disadvantage on attack rolls against creatures other than you. Additionally, each foot the creature moves away from you costs it 1 extra foot of movement.
Any creature that can't be charmed also can't be affected by this feature.