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Životy

Kostky životů 1d10 za úroveň

Odbornosti

CON , CHA

Vlastnosti třídy

Úroveň 1

Leadership

Úroveň 10

Aura of Courage
Craft or Virtue

Úroveň 2

Fighting Style
Craft or Virtue

Úroveň 3

Captain Title
Valiant

Úroveň 4

Virtue

Úroveň 5

Extra Attack

Úroveň 6

Aura of Valour
Craft or Virtue

Úroveň 7

Captain Title feature

Úroveň 8

Virtue

Odbornosti

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Počáteční vybavení

Vlastnosti třídy

Leadership (Level 1)

You possess the ability to direct others to action—when under pressure, other people naturally turn to you for guidance. As an action in combat, choose a number of friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you, up to twice your proficiency bonus. Each creature can gain temporary hit points equal to your Captain level + your Charisma modifier. These temporary hit points last until they are depleted or the creature finishes a short or long rest. You must then finish a short or long rest to use this feature again.

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can treat any roll of 4 or less on a damage die as a 5. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see hits you or a target other than you that is within 5 feet of you with a melee attack, you can use your reaction to add your proficiency bonus to the target's AC for that attack, potentially causing the attack to miss. You must be wielding a shield or a finesse weapon.

Craft or Virtue (Level 2)

At 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a common or cultural virtue of your choice (see Chapter 4). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Captain Title (Level 3)

At 3rd level, you receive a title as a reward for your accomplishments. Choose Chieftain or Thane, both detailed at the end of the calling description. The title you choose grants you features at 3rd level and again at 7th level.

Valiant (Level 3)

Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.

Virtue (Level 4)

At 4th level, you can take a common or cultural virtue of your choice (see Chapter 4).

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Valour (Level 6)

Starting at 6th level, whenever you or a friendly creature within 10 feet of you hit a target with a melee weapon attack, the creature can add your Charisma modifier to the damage roll. You cannot grant this bonus if you are frightened or unconscious.

Craft or Virtue (Level 6)

At 6th level, you can take a common or cultural virtue of your choice (see Chapter 4). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Captain Title feature (Level 7)

At 7th level, you gain a feature granted by your Captain Title feature.

Virtue (Level 8)

At 8th level, you can take a common or cultural virtue of your choice (see Chapter 4).

Aura of Courage (Level 10)

At 10th level, you and friendly creatures within 10 feet of you cannot be frightened while you are conscious (but can still accumulate Shadow points from Dread).

Craft or Virtue (Level 10)

At 10th level, you can take a common or cultural virtue of your choice (see Chapter 4). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Multitřídy

Požadavky multitříd

{"cha":13,"str":13}

Získané odbornosti

Armor light , medium , heavy , shield
Weapons simple , martial

Podtřídy

Chieftain
TLotRR
Thane
TLotRR

Vlastnosti podtřídy

Chieftain

Chieftain (Level 3)

As a chieftain you are both a leader and a weaponmaster, accustomed to leading your comrades by jumping first into battle.

Challenge

Starting at 3rd level, you can issue a challenge to a creature you can see within 10 feet of you as a bonus action. You gain advantage on melee attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. In addition, the creature must make a Wisdom (Insight) check (DC 8 + your proficiency bonus + your Charisma modifier). On a failed check, the creature has disadvantage on attack rolls against targets other than you for the duration, until you attack another creature, if a creature friendly to you attacks the target, or if you end your turn more than 30 feet away from the target.

You must then finish a short or long rest to use this feature again.

Pursuer of Foes (Level 7)

Starting at 7th level, creatures provoke opportunity attacks from you even if they take the Disengage action. In addition, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Thane

Thane (Level 3)

You have sworn service to a King and serve as one of their chosen fighters. As long as war must be, you stand ready to protect the innocent and destroy your lord's enemies.

Bright Blade

Starting at 3rd level, as a bonus action, you can imbue a melee weapon that you are holding with your bravery. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). For the duration of the effect, when you hit a creature, the next attack roll against the target made by an attacker other than you has advantage if the attack is made before the start of your next turn. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

You must then finish a short or long rest to use this feature again.

Tireless Leader (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you suffer the effects of exhaustion as if it was one level lower (no effects at level 1, disadvantage on ability checks at level 2, and so on).