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=== Academy of the Minuteman === | === Academy of the Minuteman === | ||
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen. | |||
'''Off Duty Watch'''. When you choose this archetype at 3rd level, you add your Proficiency Bonus to your initiative rolls. You also gain proficiency with one tool of your choice. Finally, you are immune to being Surprised. | '''Off Duty Watch'''. When you choose this archetype at 3rd level, you add your Proficiency Bonus to your initiative rolls. You also gain proficiency with one tool of your choice. Finally, you are immune to being Surprised. | ||
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'''Courier.''' Starting at 7th level, your training and preparation has paid off. <br> | '''Courier.''' Starting at 7th level, your training and preparation has paid off. <br> | ||
Whenever you lead a march you, and everybody marching with you can march for 12 hours before the march becomes forced, allowing the group to generally travel 36 Miles per travel day as opposed to 24 | Whenever you lead a march you, and everybody marching with you can march for 12 hours before the march becomes forced, allowing the group to generally travel 36 Miles per travel day as opposed to 24 Miles. You also gain proficiency with Drums as a Musical Instrument.<br> | ||
You also gain Proficiency in Dexterity Saving Throws. If you already have this proficiency, you instead gain Proficiency in Intelligence or Charisma Saving Throws instead (your choice). | You also gain Proficiency in Dexterity Saving Throws. If you already have this proficiency, you instead gain Proficiency in Intelligence or Charisma Saving Throws instead (your choice). | ||
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'''A Bird In The Hand.''' Starting at 15th level, once per turn after you miss a target with an attack, you can expend one of your uses of Call to Arms to instead reroll the attack, potentially hitting the target instead. You cannot do so on a turn during which you re-rolled your initiative. | '''A Bird In The Hand.''' Starting at 15th level, once per turn after you miss a target with an attack, you can expend one of your uses of Call to Arms to instead reroll the attack, potentially hitting the target instead. You cannot do so on a turn during which you re-rolled your initiative. | ||
'''Dedication To The Cause.''' Starting at 18th level, your loyalty to the cause has resolved your spirit. You can now use your "Call To Arms" feature as many times per long rest as you wish. Also, at the start of combat, you gain a number of Temporary Hit Points equal to your level. | '''Dedication To The Cause.''' Starting at 18th level, your loyalty to the cause has resolved your spirit. You can now use your "Call To Arms" feature as many times per long rest as you wish. Also, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your level. | ||
=== Academy of the Psi Warrior === | === Academy of the Psi Warrior === |