Difference between revisions of "Fighter/2nd/Captain"

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==Knight's Conviction==
 
==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 {{wis}} modifier + your proficiency bonus.  If the feature already has a DC, you can choose to use this save DC instead.
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At 2nd level, you learn to put your conviction 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 conviction 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.