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==== Off Duty Watch ==== | ==== Off Duty Watch ==== | ||
''3rd Level | ''3rd Level Minuteman's League Feature''<br> | ||
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. | 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. | ||
'''Call To Arms | '''Call To Arms | ||
''3rd Level Minuteman's League Feature''<br> | |||
your preparation for battle at any time has given you an edge in events leading up to and during combat.<br> | |||
Creatures with an initiative score lower then yours have disadvantage on Opportunity Attacks against you, and you ignore half cover and three-quarters cover while attacking creatures with a lower initiative score then you.<br> | Creatures with an initiative score lower then yours have disadvantage on Opportunity Attacks against you, and you ignore half cover and three-quarters cover while attacking creatures with a lower initiative score then you.<br> | ||
Also, at the start of each round, you can re-roll your initiative and choose to use or discard the new roll. You can re-roll your initiative a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | Also, at the start of each round, you can re-roll your initiative and choose to use or discard the new roll. You can re-roll your initiative a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
''' | ==== Courier ==== | ||
''7th Level Minuteman's League Feature''<br> | |||
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 Miles. You also gain proficiency with Drums as a Musical Instrument.<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 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). | ||
==== Fool Me Once ==== | |||
''10th Level Minuteman's League Feature''<br> | |||
For the first round of combat, you are considered hidden from all other creatures lower in the initiative order. | |||
==== A Bird In The Hand ==== | |||
''15 Level Minuteman's League Feature''<br> | |||
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 ==== | |||
''18th Level Minuteman's League Feature''<br> | |||
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 === |