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Combatant

De Runarcana Wiki
Revisão de 17h47min de 5 de outubro de 2023 por Arddhu (discussão | contribs) (Criou página com 'These effects will end prematurely if you are Incapacitated.')

This article complies with version 0.94 of Runarcana RPG

The constant attack had already lasted for hours, the captain's orders were to remain quiet while the infantry took care of this first wave, but something inside her said that he was wrong, she got up from the trench and saw that her forces were being crushed and fewer and fewer soldiers were managing to even wield a sword.

The court-martial was no longer a fear, if the tide did not turn she would have no neck to save, she rose and went to her captain and took hold of his collar, pulling his face down and saying with resolution that she would not be watching her compatriots dying for nothing.

Ignoring the captain's protests, throwing him as far as she could, she picked up her shield, sheathed her sword and leapt out of the trench. She passed by some bodies on the ground, just ahead she saw one of the most skilled soldiers already fatigued and barely managing to hold back attacks made against him by two of the enemies. A shield blow threw the first one away, with the opening, she knocked the second one down with a kick, threw the sword at him eliminating and managed to slap the tired soldier on the back, praised the good work and pointed to a distant spot where there were three soldiers surrounded by a battalion, invited him to change the tide with her and a renewed spirit took over the soldier. For some reason, he knew that the victory that day would be theirs, headed by that strong and beautiful woman who had just saved his life. He took a deep breath, adjusted his armor and together they ran towards the three soldiers. That action was seen by many other soldiers who managed to remember that they were not alone, the Guardian had managed, as many winters before, to turn the tide of battle, as she had seen Braum do as naturally as snowflakes fell on his mustache.

There are many ways for a combatant to start his training, some are trained early on by an instructor, others end up finding themselves in a circumstance where they need to adapt.

Usually they are the combat specialists that make up most of the armies, but they are not limited to that, the guardian may very well have an origin in an army as well, but have chosen to follow the path of protection, or even that centurion capable of directing rune energy into your attacks are also part of this class.

Experts with some weapons but skilled with all of them, combatants direct their strength as driving energy and are capable of impressive feats with the weapons of their specialty.

Of all the classes, combatants are the most specialized in both warfare and general strategy due to their experience and learnings of combat tactics.

While other classes make use of arcane powers or subterfuges such as stalking, combatants train their bodies to gain agility and, above all, strength, which is, in turn, the result of an improvement in both speed and body constitution.

Code of Honor

Each combatant knows what his honor is, the path he has followed based on the values he has with him and which have shaped his actions and conduct. This honor is a personal code that connects to a way to improve as a combatant, some want to elevate their physical bodies to the extremes, maximizing their capabilities, others dedicate their entire being to protect something or someone.

The honor of each combatant, although it may be reflected in that of others, is unique. A soldier who respects the hierarchy can do so because he has invested his word in it, or even because he believes in his nation, but it can also be the result of a devotion to someone specific, in any case, Honor remains the most important parameter for the path of a combatant.

However, Honor can be something much more conceptual, as in the case of Rune Centurions who develop their combat path by combining magic with their physical prowess, some of them may do so with a focus on going beyond ordinary human capabilities, others may to do so because they have a particular view of nature and the world.

Unique Stories

Upon following an honor, the combatant is not necessarily bound to all the values connected to it, as for example in the case of the Soldier, a combatant can very well follow that honor without ever having been part of an army, but he shares much of the a soldier's mentality and way of acting.

The individuality of each combatant ends up being the result especially of their experiences, in the case of a soldier, although he may have the same principle as others in the same army or battalion, his individual experiences may incline him to other paths, at times this it can be the watershed between being the survivor or suffering as just another one.

Each combatant has a reason to hold a sword or a shield in his hands, this reason can be the great driving force of his conduct and the way he sees his honor and his code of conduct, perhaps he has risen as a survivor, perhaps he was trained for it or maybe he just started dedicating himself to it in search of a better life.

Just as the stories are unique, so are the relationships with your weapons, they are not just utensils, but become an extension of your body, whether they be family heirlooms, magical weapons found on your journeys or the first one you found on your journey. way to defend yourself.

Creating a Combatant

When you're building a combat character, think about the nature of your training, did it come from your membership in the army? Or did you need to learn because you were thrown into an arena? Are you from a warrior nation like Noxus or Demacia? Or did you need to find a way to defend yourself against the wild and merciless creatures of the Freljord?

Also think about how you got your weapons, is it a family heirloom or did you steal it from someone? Do you follow any honor codes? What made you become an adventurer? By answering these questions you can have a well-defined background for your character.

Quick Build

You can build a Combatant quickly by following these suggestions. First, put your highest ability score on Strength or Dexterity, depending on whether you're going to focus on melee or ranged combat, followed by Constitution. Second, choose the Soldier or Gladiator Past.

The Combatant
Level Characteristics
1st Fighting Style, Second Wind, Combat Techniques, Combatant's Honor
2nd Action Surge (one use)
3rd Honor Trait
4th Enhancement, Combat Technique
5th Extra Attack
6tth Combat Technique
7th Honor Trait, Fighting Style
8th Enhancement
9th Combat Technique, Indomitable (one use)
10th Action Surge (two uses)
11th Extra Attack (2)
12th Enhancement, Combat Technique
13th Indomitable (two uses), Fighting Style
14th Enhancement, Honor Trait
15th -
16th Enhancement, Combat Technique
17th Action Surge (three uses), Indomitable (three uses)
18th Honor Trait, Extra Attack (3)
19th Enhancement, Fighting Style
20th Honor Trait

Class Features

As a Combatant, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per Combatant level

Hit Points at 1st level: 10 + your Constitution modifier

Hit Ponts at Higher Levels: 1d10 (or 6) + your Constitution modifier per Combatant level beyond 1st

Proficiencies

Armor: All armors and shields

Weapons: Simple and martial weapons

Crafts: None

Saving Throws: Constitution and pick one between Strength and Dexterity

Skills: Choose two between Acrobatics, Animal Handling, Athletics, History, Intimidation, Intuition, Perception and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your Past:

  • (a) chainmail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon of up to 50 GP and a light shield or (b) two martial weapons of up to 50 GP
  • (a) a light crossbow and 20 bolts or (b) two hatchets
  • (a) an adventurer set or (b) a dungeon explorer set

Fighting Style

The Combatant is the great expert on the Battlefield. At level 1, you can adopt a fighting style from the following styles. You can choose a new style at levels 7, 13 and 19. You cannot choose the same style more than once and only one style can be active at a time, you can switch between Fighting styles as a bonus action or as a reaction to hitting or receiving an attack.

Throwing

You have improved your aim and your ability to use thrown weapons. When using this style, you gain the following benefits using thrown weapons:

  • Your attacks with thrown weapons ignore half cover.
  • You gain a +1 to your attack and damage rolls with thrown weapons, this bonus increases by +1 at Combatant levels 9 and 16.
  • You can use Strength or Dexterity (whichever is higher) as an attribute for attack and damage rolls with thrown weapons.

Archery

Your focus on your archery skills is exceptional, you constantly find yourself practicing shots trying to hit one arrow on the other. When using this style you gain the following benefits using bow and arrow:

  • You gain half your proficiency bonus on attack rolls made with a simple or martial ranged weapon.
  • When you fire an arrow that misses the target, you can retrieve it later.
  • You can make attacks of opportunity on eligible targets (within your melee range) with ranged weapons without taking the penalty for making a ranged attack in melee.

Two-Handed Weapon Fighting

Two hands propel a weapon better, two hands allow a weapon of greater range to be utilized. You are comfortable with these perks. By using this style you receive the following benefits:

  • When you wield a two-handed (or versatile, with two hands) weapon, you can add twice your Strength modifier to the weapon's damage rolls instead of just once.
  • You gain a +1 to your attack and damage rolls with this weapon. This bonus increases by +1 at Combatant levels 8 and 16.

Great Weapon Fighting

Striving to use a big weapon with all of its properties is the focus of your study. By using this style you receive the following benefits:

  • When you roll a 1 or a 2 on a damage dice for a melee weapon attack you are wielding with two hands, you may reroll the dice and use the new roll, even if it comes up as a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit.
  • You gain a +1 to your attack and damage rolls with this weapon. This bonus increases by +1 at Combatant levels 8 and 16.

Two Weapon Fighting

Symmetry can be a huge factor for you, so two hands, two weapons. When using this style you receive the following benefits:

  • You gain one degree of Two-Weapon Fighting.
  • When you gain the Extra Attack feature, once per turn, you can make an additional attack with your secondary weapon.

Shield Fighting

While it is a defensive tool, using it as a weapon is not only possible, it can also be opportune. When using this style you receive the following benefits:

  • You can use your shield as a weapon dealing bludgeoning damage. A buckler and light shield deal 1d4, a heavy shield and tower shield deal 1d6. You add your Strength modifier to the damage.
  • You can make one attack with your shield using your bonus action.

Unarmed Combat

Improve your body for combat, as weapons are not always available. When using this style you receive the following benefits:

  • You can roll a d4 + your Strength modifier in place of the normal damage from your unarmed strikes.
  • You gain a +1 to your unarmed attack rolls. This bonus increases by +1 at Combatant levels 8 and 16.

Defense

Wearing armor gives you more security so you can enter combat. When using this style you receive the following benefits:

  • While wearing armor, you gain half your proficiency bonus to DR/true damage and a +1 bonus to your AC.
  • You can put on and take off armor in half the time required.

Duelism

Using only one weapon in one hand gives you more freedom to use your skill. When using this style, when you wield a melee weapon in one hand and no other weapons, you gain the following benefits:

  • You gain a +1 to your attack rolls with this weapon. This bonus increases by +1 at Combatant levels 8 and 16.
  • You gain a +2 to your damage rolls with this weapon. This bonus increases by +2 at Combatant levels 8 and 16.

Phalanx

The Phalanx style allows you to wield a polearm while wielding a shield with superior efficiency. When using this style you receive the following benefits:

  • You can attack normally with a ranged weapon, if you are using a heavy or turret shield, you become unable to gain advantage on your attack.
  • You can relinquish your shield protection until the end of your turn, gaining a +1 to attack rolls with this weapon. This bonus increases by +1 at Combatant levels 8 and 16.


Protection

Defending your allies is your highest priority and your greatest specialty. By using this style you receive the following benefits:

  • When a creature you can see attacks a target within 5 feet of you, you can use your reaction to impose disadvantage on the creature's attack rolls. You must be wielding a shield.
  • You can use your bonus action to give an ally within 5 feet of you your shield's AC bonus as long as the ally remains in the same location.

Unarmored Defense

You know how to benefit from not wearing armor. By using this style you receive the following benefits:

  • When you are not wearing any armor or wielding a shield, your Armor Class is 10 + your Dexterity modifier + your Constitution modifier.

YAAAAAR!

You learned to get the best out of the combat style by wielding a slashing weapon and a firearm in your off hand. When using this style you receive the following benefits:

  • You gain proficiency with light firearms.
  • When attacked, you can use your reaction to fire your firearm at the attacker. The gun needs to be loaded.
  • You can make one attack with your firearm as a bonus action.
  • You can reload a light firearm as a bonus action.

Second Wind

You have a reserve of stamina, which you can use to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Constitution modifier + your Combatant level.

Once you use this feature, you must finish a long or full rest to use it again.

Combat Techniques

At level 1, you can perform a special technique that demonstrates your combat training. You know a Combat Technique of your choice, the Combat Techniques are detailed at the end of this class' description. You learn an additional Combat Skill when you reach 4th, 6th, 9th, 12th, and 16th levels. At the start of each of your turns in combat, you can use your action to use one of the chosen techniques, unless the technique says otherwise. When you get access to new techniques, you can also replace one already known with another.

Techniques that have an Execution can be used through the action described in this characteristic, a number of times per full rest equal to your Proficiency bonus. When you gain access to new techniques, you can also replace one you already know with another of your choice unless the Technique says otherwise.

Some of your Techniques require your target to make a saving throw to resist the technique's effects. The saving throw's DC is calculated as follows:

DC against your combat techniques = 8 + your proficiency bonus + your Strength or Dexterity modifier (once chosen cannot be changed)

Combatant's Honor

At 1st level, you choose a Combatant Honor, whose techniques and fighting style you'll achieve to follow. choose from Armsmaster, Guardian, and Strategos, all detailed at the end of the class description. The archetype grants you special features at 1st level and again at 3rd, 7th, 10th, 13th, 16th, 18th, and 20th level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. During your turn, you can take one additional action and possible bonus action.

Once you use this feature, you must finish a long or full rest before you can use it again. Starting at 10th level, you can use it twice and at 1tth level, you can use it thrice before a rest, but only once on the same turn.

Enhancement

When you reach the 4th level and again at the 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in Chapter 5: Customization - Enhancements.

Extra Attack

Starting at 5th level, you can attacl twice instead of once when using the Attack action during your turn. The number of attacks increases to three when you reach 11th level in Combatant and to four when you reach 18th level in Combatant

Indomitable

Beginning at 9th level, you can reroll a Strength, DExterity or Consititution saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a full rest. You can use this feature twice between full rests starting at 13th level and three times between full rests starting at 17th level.

Upon reaching 17th level, you can reroll failed Intelligence, Wisdom, or Charisma saving throws.

Honor

Every combatant is an expert in battles and combats, however each one follows a particularity with path that can be very different from each other. While some become masters of a weapon, taking full control of it, others prefer to become specialists in several, but it is not only weapons that fighters are made of, while some become masters of defending what is valuable to them, others learn strategies that can change the course of a war.

Each of the combatants follows their own Honor conduct, whether it is always improving, or unraveling all the mysteries of a weapon to which they are dedicated, through being active protectors of their causes and targets of their dedication, or even strategists who seek to understand all the conditions of a battle to devise a victory plan.

Armsmaster's Honor

Every combatant can be skilled in battle, but only Armamasterts can extract the full potential of their weapons, thus achieving a skill admired by anyone who wishes to achieve martial supremacy. Armsmasters dedicate their body and soul to the path of combat, always wanting to improve their technique to levels beyond human comprehension.

Bound Weapon

When choosing this Honor at 1st level, you must choose a simple or martial weapon with which you are proficient, any weapon similar to it is considered your Bound Weapon. For example, if you have proficiency in simple and martial weapons, you can choose to bond with Daggers, Clubs, Rapiers, Shortswords, Longswords, etc., so if you choose Rapiers, any rapier in your hand is considered an Bound Weapon.

Once you have bonded, you cannot be disarmed while wielding this weapon unless you are Incapacitated. In addition, you may add half your Intelligence modifier, rounded down (minimum 1) to this weapon's hit.

Upon reaching level 10, you will be able to change your bond to weapons that share a property, which can only be used in this way if you have proficiency, such as weapons that have the property Reach, Finesse, Two-Handed, Versatile, etc. Once you reach level 18, you'll be able to switch your bond again to weapons that share a damage type, such as bludgeoning, slashing or piercing.

First Blood

Starting at 3rd level, your first attack against an enemy, using an Bound Weapon, deals 1 extra dice of damage. If your first hit is on a surprised or Incapacitated creature, if it is hit, your attack is considered a critical hit.

Mortal Bond

At 7th level, the damage dice of your Bound Weapons go up by 1 on the damage scale. This happens again at level 18. Additionally, as part of your attack action, you can make your Bound Weapon attacks count as magical for the purpose of bypassing resistances for a number of rounds equal to your proficiency bonus, you can do this a number of times equal to your Intelligence modifier per full rest.

Combat Agility

Upon reaching level 14, your combat experience has given you greater insight into when to protect yourself from an enemy attack. Choose between:

Martial Leap. With your reaction, when targeted by an attack, you can attempt to dodge the attack by moving 10 feet in any direction. You must make a Dexterity saving throw whose difficulty is equal to 8 + half the attack's hit roll, if you fail you take only half the damage you would normally take, moving this way does not generate attacks of opportunity.

Martial Protection. When you are targeted by an attack, you can use your reaction to power up, by doing so you gain temporary hit points equal to your Combatant level + your Constitution modifier. These hit points last for up to 1 minute.

Master of Weapons

At level 18 your attacks with linked weapons have their crit range reduced by 1, additionally, when using Mortal Bond, you now add your Intelligence modifier instead of half your Intelligence modifier to your attack rolls made with Bound Weapons for the duration

Grand Armsmaster's Stance

Upon reaching level 20, you can use your bonus action to assume a hybrid attack-defense stance, when you do so, you gain resistance to all types of damage (with the exception of disruptive and spiritual damage) for the next minute. In addition, whenever you are hit by an attack, you must make a Dexterity or Intelligence saving throw (whichever is higher) to ignore the damage taken. The DC of this saving throw is equal to 8 + half the hit roll of the attack received.

For each incoming attack made by a creature you can see within your weapon's range, you can make a counterattack, making an attack with a Bound Weapon. You can use this ability a number of times equal to your Constitution modifier before taking a full rest.

Additionally, you gain proficiency with bodhisattva, exotic, and improvised weapons.

Guardian

A Guardian's greatest asset is their sense of protecting what and who they care about. Although your attacks are powerful, you are able to take care of your allies in moments of struggle, knowing how to position yourself to protect them and allow the most skilled and fragile to unleash their grandiose attacks. You know that glory is not always by your side, but the feeling of accomplishment makes you able to rest your head peacefully every night.

First One In, Last One Out

When choosing this Honor, you gain a +5 bonus to your initiative.

Hard Weapon

Also at 1st level, the Shield starts to count as a martial weapon for you, depending on the size of the shield you are using it will cause a different amount of bludgeoning damage: 1d4 for a buckler, 1d6 for a light shield, 1d8 for a heavy shield and a tower shield. In all cases, your Strength modifier is added to the damage. If you choose the Shield Fighting fighting style, this damage is increased by 1 category.

Protect the Weak

At 3rd level, if an ally you can see is being targeted by an attack, you can use your reaction to use your speed toward an ally, if you are adjacent to it, you can take the attack instead, but that attack must still exceed your AC.

Persistent Tactics

Starting at 7th level, when you perform an Action Surge, you can use your reaction to use one of the Combat Techniques you know.

Additionally, you gain one more use of your Second Wind.

Pursuit of Self Perfection

Starting at 14th level, you can use your attack action to dash toward an enemy within 10 feet of you (this move does not generate an attack of opportunity), making a melee weapon attack against it. Enemies adjacent to your target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier), on a failure, they take half of the damage dealt to your target and -5 feet to their speed until the end of your next turn. In addition, you receive an additional Enhancement that you must choose from:

  • Defensive Duelist.
  • Dual Wielding.
  • Shield Bearer.
  • Medium Armor Expert.
  • Heavy Armor Expert.
  • Fullness of combat.

Survivor

At 18th level, you reach peak resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you are at less than half your maximum hit points. You don't gain this benefit if you are at 0 hit points (this healing doesn't count as a magical for all effects).

Legendary Guardian

Starting at 20th level it's not even possible to consider you a mortal in terms of physical resistance. You gain the following benefits:

  • Your Constitution is increased by 2, to a cap of 22.
  • You are not affected by extreme heat, height, or cold.
  • You become immune to disease and your body cannot be aged by spells.
  • When using your Action Surge, you gain an extra reaction, but only to use a Combat Technique, until the start of your next turn.
  • You have advantage on saving throws against death.
  • You gain one more use of your Second Wind
  • You take 20 less damage from any damage source, except critical hits which are reduced by 10 (if you have resistance to the attack, only the highest reduction remains).

Strategos

True strategic masters, Strategos live every minute of their lives transforming battles into puzzles that they solve with mastery. They understand the movements of “war pieces” like no one else and know how to control resources expertly. Aware of their place in their formation, aware of every tactical advantage they can gain, they are lords of war and battle, raising the morale of their comrades or armies to an astonishing level.

Additional Proficiency

When you choose this Honor, you learn two additional languages.

Strategy

At 1st level, you can use your action to inspire a number of creatures equal to your Charisma modifier, of your choice that are within 120 feet of you and can see or hear you. Whenever a target makes an attack roll or saving throw for the next minute, the target can roll a 1d4 and add the value rolled to the attack or saving throw. This effect does not stack more than once on the same creature. You can use this technique a number of times equal to the sum of your Intelligence and Charisma modifiers per full rest.

Trained Vision

Starting at 3rd level, by observing a creature for 1 minute, you learn an unknown aspect about a creature of your choice in your field of vision. Upon reaching 10th level you can learn a new aspect during the same minute of observation and at 16th you reach a total of 3 aspects learned about the creature. Choose between:

  • Creature type
  • Armor class
  • Senses
  • Vulnerability to damage
  • Damage resistance
  • Damage immunity
  • Immunity to condition

Strategic Withdrawal

At 7th level, you become expert at retreating from fights and holding your ground. When a creature you can see hits you with an attack of opportunity, you can use your reaction to treat the attack roll as if it were a 1.

Contempt

At 14th level, you can use your action to taunt enemies, all enemies within 60 feet of you that can see and hear you must make a Wisdom or Intelligence saving throw, whichever is greater, (DC 8 + your proficiency bonus + your Charisma modifier), on a failure they must do their best to attack you, moving in this way will cause attacks of opportunity.

When you do so, enemies targeting you gain disadvantage on their attacks until the end of your next turn, and additionally, until the end of your next turn, you increase your AC by 1 + your Charisma modifier.

Inspirational Leader

When you reach 18th level, when using the Strategy skill, the bonus on your targets' rolls becomes 2d6 instead of 1d4. Additionally, you can affect a number of creatures equal to the sum of your Intelligence and Charisma modifier.

Creatures affected by this ability gain +2 to their AC and temporary hit points equal to your Combatant level + your Charisma modifier

Perfection in Combat

From the 20th level onwards, you have reached a state that many could only dream of reaching, and those who have reached it stand out among the legends. Once per long rest, you can, as a free action, concentrate fully on combat, gaining the following bonus for the next 10 minutes:

  • 25 temporary hit points, if anything is left at the end of the duration they are lost.
  • +2 to your Armor Class.
  • Advantage in Strength and Constitution saving throws.
  • Advantage on all attacks with weapons that you have proficiency with.
  • 1d10 additional damage on all attacks with weapons you have proficiency with.
  • +10 feet of extra movement.
  • Your critical strikes heal you for an amount equal to your proficiency (this healing does not count as magic for all purposes).

These effects will end prematurely if you are Incapacitated.