4,244
edits
Line 80: | Line 80: | ||
:'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. | :'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. | ||
:'''Interception.''' When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. | :'''Interception.''' When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. | ||
:'''Mounted Warrior.''' Once per turn while mounted, when you hit an attack roll against a Large or smaller creature, you can force it to make a Strength Saving Throw (DC 8 + your Proficiency Bonus + your Strength Modifier), on a failure, the target is knocked Prone. | |||
:'''Protection.''' When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. | :'''Protection.''' When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. | ||
:'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon. On a hit, a Shield deals Bludgeoning Damage equal to 2d4 + your Strength Modifier. Additionally, if you are wielding a Shield and no other weapons, you gain a +1 bonus to your Attack Rolls and Armor Class. | |||
:'''Strongbow.''' You can use your Strength instead of your Dexterity for your attack and damage rolls using ranged weapons. | |||
:'''Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | :'''Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | ||
:'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | :'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | ||
:'''Versatile Fighting.''' While wielding a Versatile Weapon in two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon in one hand, and nothing in your other hand, you gain a +2 bonus to your attack rolls. Additionally, you can take the Shove or Grapple actions as a Bonus Action. | |||
'''Spellcasting.''' You gain the ability to cast spells at 2nd level. | '''Spellcasting.''' You gain the ability to cast spells at 2nd level. | ||
Line 597: | Line 601: | ||
*When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. | *When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. | ||
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
== Characters == | == Characters == | ||
[[Varyano]], the Hobgoblin, Oath of Glory Paladin | [[Varyano]], the Hobgoblin, Oath of Glory Paladin |