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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. | 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= | =Creating a Combatant= | ||
When you | When you are building a Combatant character, think about the nature of your training, did it come about because of your participation in the army? Or did you need to learn because you were thrown into an arena? Do you come from a warrior nation like Noxus or Demacia? Or did you need to find a way to defend yourself from 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. | 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. | ||
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==Equipment== | ==Equipment== | ||
You start with the following equipment, in addition to the equipment granted by your Past: | |||
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) chainmail or (b) leather armor, longbow, and 20 arrows | ||
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==Combat Techniques== | ==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 in [[Técnicas de Combate/en |Chapter 5: Customization - Class Features - Combat Techniques]] and you learn additional Combat Techniques when you reach levels 4, 6 , 9, 12 and 16. | |||
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 | |||
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. | 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. | ||
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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. | 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. | ||
== | ==Armaster's Honor== | ||
Every combatant can be skilled in battle, but only | Every combatant can be skilled in battle, but only Armasters 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 === | === Bound Weapon === | ||
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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. | 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. | |||
*25 | |||
*+2 to your Armor Class. | |||
*+2 | |||
*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. | |||
*1d10 | |||
*+10 feet of extra movement. | |||
*+10 | |||
*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. | |||