Fighter: Difference between revisions

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==== Satellite Mastery ====
==== Satellite Mastery ====
''3rd Level Meteor Knight's League Feature''<br>
''3rd Level Meteor Knight's League Feature''<br>
When you choose this archetype, you can magically bind a number of missiles to you up to your proficiency bonus. You can bind a missile, such as a dart, sling bullet, crossbow bolt, or similar object to you using an action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a satellite. You can mentally command any number of satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done in place of drawing or stowing a weapon.<br>
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.<br>
While you have at least one satellite orbiting you, you can use a bonus action to make a ranged spell attack with it, sending it magically hurtling toward a target that you can see within 30 feet of you. Intelligence is your ability modifier for this attack, and you are proficient with it. On a hit, the satellite deals bludgeoning or piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence modifier. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this feature. When you reach 10th level in this class, the range of this spell attack increases to 60 feet.<br>
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.<br>
You can use an action to cause all satellites within 120 feet of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so. Any creatures your satellites pass through must make a Dexterity Saving Throw, taking your satellite's damage on a failed save, but stopping the satellite's flight, dropping to the ground and not returning to you. On a successful save, the creature takes no damage and the satellite keeps flying.<br>
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.<br>
The damage of your satellites increases by 1d4 when you reach certain levels in this class: 10th level (2d4) and 18th level (3d4).
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.<br>
When you reach 10th Level in this class, the range of this spell attack increases to 60ft.<br>
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.<br>
Any creatures your Satellites pass through must make a Dexterity Saving Throw, taking your Satellite's damage on a failed Save, but stopping the Satellite's flight, dropping to the ground and not returning to you. On a successful Save, the creature takes no damage and the Satellite keeps flying.<br>
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).
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==== Reduce Gravity ====
==== Reduce Gravity ====
''3rd Level Meteor Knight's League Feature''<br>
''3rd Level Meteor Knight's League Feature''<br>
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump spells. At 10th level in this class, you also learn the levitate spell. When you cast one of these spells, you can target only yourself, and the spell doesn’t require material components. You can cast each of these spells once with this feature, and once you cast a spell in this way, you can’t do so again until you finish a long rest. When you reach 15th level in this class, you can cast the feather fall and jump spells at will. The spells must still target only yourself.
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump spells. At 10th Level in this class, you also learn the Levitate spell. When you cast one of these spells, you can target only yourself, and the spell doesn’t require material components.<br>
You can cast each of these spells once with this feature, and once you cast a spell in this way, you can’t do so again until you finish a Long Rest.<br>
When you reach 15th Level in this class, you can cast the Feather Fall and Jump spells at will in this way. Intelligence is your Spellcasting Modifier for these spells.
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==== Course Correct ====
==== Course Correct ====
''7th Level Meteor Knight's League Feature''<br>
''7th Level Meteor Knight's League Feature''<br>
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10 feet of you, you can use your reaction to attempt to alter its course or ensnare it. Make a contested Intelligence check against the original attack roll, adding your proficiency bonus to the check. On a success, you can choose a new target for the attack within 10 feet of the original one, using the original attack roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a satellite for you, ending your control over another satellite if necessary.
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.
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==== Improved Satellite Mastery ====
==== Improved Satellite Mastery ====
''10th Level Meteor Knight's League Feature''<br>
''10th Level Meteor Knight's League Feature''<br>
You can return a satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a ranged spell attack roll using a satellite, you can cause it to immediately fly back and return to your orbit (no action required). In addition, all satellites within 120 feet of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional action.
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.<br>
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.
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==== Increase Gravity ====
==== Increase Gravity ====
''15th Level Meteor Knight's League Feature''<br>
''15th Level Meteor Knight's League Feature''<br>
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and re- ducing that of your enemies. You have advantage on any ability check or saving throw you make to resist being pushed, pulled, or knocked prone. In addition, when you shove a creature, you can also add your Intelligence modifier to the ability check.
You’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.
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==== Satellite Barrage ====
==== Satellite Barrage ====
''18th Level Meteor Knight's League Feature''<br>
''18th Level Meteor Knight's League Feature''<br>
You can send a bombardment of satellites all at once. As an action, you can make any number of ranged spell attacks with your satellites, up to the number of orbiting ones you have.
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.
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=== Minuteman's League ===
== Minuteman's League ==
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.
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.
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