Fighter: Difference between revisions

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Tags: Mobile edit Mobile web edit
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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>
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>
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>
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>
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>
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>
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>