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(Criou página com 'Also at 9th level, you can nimbly dodge certain area effects, such as the flaming breath of a hellish dragon or a spell ''glacial storm''. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails.') Etiquetas: Edição móvel Edição feita através do site móvel |
(Criou página com '== Gunsmith ==') Etiquetas: Edição móvel Edição feita através do site móvel |
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* '''Medium Weapons'''. When you choose this style, when you use weapons with the Scatter property on creatures within 5 feet of you, you add half your proficiency bonus to the damage dealt. | * '''Medium Weapons'''. When you choose this style, when you use weapons with the Scatter property on creatures within 5 feet of you, you add half your proficiency bonus to the damage dealt. | ||
* '''Bayonet'''. When you choose this style, you gain proficiency with Bayonets, the “Improper” feature does not apply to your use of these weapons, and you add your Proficiency bonus to critical damage on melee attacks. When attacking with your blade part you can choose between using your Strength or Dexterity, but when attacking with the gun part you must use Dexterity. | |||
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=== Facing Danger === | |||
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At 1st level, you understand your instinct that helps you confront danger. You can take a Dash action as a bonus action, reducing an amount equal to your Wisdom modifier from all damage taken until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per short or long rest. When you reach 2nd level, you can spend 1 bravery point for additional uses of this feature. | |||
Additionally, you gain proficiency with medium armor, and while you use firearms, the Dexterity limiter on that armor's AC increases to a value equal to your Wisdom modifier (minimum of 0). | |||
=== Living in Danger === | |||
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At 3rd level, living is dangerous enough, and you understand the risks. Once per round you can spend a Bravery point to reroll a failed attack, you must use the new value gained. Additionally, you now add your maximum bravery to your maximum hit points. | |||
Furthermore, when using an Astra that has the dispersion or explosive property, you are able to control the area of effect, which can reduce the chances of hitting allies. Creatures you choose in the area of effect take the necessary saving throw to avoid damage with advantage and add a bonus equal to your Wisdom modifier to the roll. | |||
At level 6, this bonus is doubled and at level 12 it is quadrupled. If successful, they receive no damage, if failed, they only receive half the damage caused. | |||
=== Face to Slap === | |||
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At 6th level, you learn that you make your luck. Using a bonus action, you can spend Bravery points to add 1d8 + your Marksman level in temporary hit points for every 2 Bravery points spent. Additionally, you receive an upgrade based on your style: | |||
* '''Medium Weapons'''. Your attacks with your Astra, with the Dispersion property, now cause additional damage equal to your proficiency bonus. | |||
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* '''Bayonet'''. Your melee attacks with the Bayonet can now cause blade and shot damage in normal attacks, not just critical hits. You must declare that the attack is being made with both parts of the weapon, consuming ammunition normally. | |||
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=== All In === | |||
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