SIGNING IN

Punti Ferita

Dadi Vita 1d10 per livello

Competenze

STR , CON

Caratteristiche di Classe

Livello 1

Fighting Style
Surge of Vigour

Livello 10

Extra Attack (2)

Livello 2

Craft or Virtue

Livello 3

Champion Way

Livello 4

Virtue

Livello 5

Extra Attack

Livello 6

Craft or Virtue

Livello 7

Champion Way feature

Livello 8

Virtue

Livello 9

Indomitable

Competenze

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

Caratteristiche di Classe

Fighting Style (Level 1)

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Surge of Vigour (Level 1)

You have a limited well of stamina that you can draw on to protect yourself from harm, or to push yourself beyond your normal limits for a moment. You can use a bonus action to either take the Attack, Dash, Disengage, or Dodge action, or to regain hit points equal to 1d8 + your Champion level + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

Craft or Virtue (Level 2)

At 2nd level, and again at 4th, 6th, and 8th 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).

Champion Way (Level 3)

At 3rd level, you choose a way that you strive to follow in your combat styles and techniques. Choose Sharp-Shooter or Slayer, both detailed at the end of the calling description. The way you choose grants you features at 3rd level and again at 7th level.

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.

The number of attacks increases to three when you reach 10th level in this calling.

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).

Champion Way feature (Level 7)

At 7th level, you gain a feature granted by your Champion Way feature.

Virtue (Level 8)

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

Indomitable (Level 9)

At 9th level, you become immune to being charmed or frightened (but can still accumulate Shadow points from Dread and Sorcery).

Extra Attack (2) (Level 10)

At 10th level, you can attack three times whenever you take the Attack action on your turn.

Multiclasse

Requisiti Multiclasse

  • DEX: 13 o STR: 13

Competenze Ottenute

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

Sottoclassi

Sharp-Shooter
TLotRR
Slayer
TLotRR

Caratteristiche Sottoclasse

Sharp-Shooter

Sharp-Shooter (Level 3)

As King Bard proved, well-placed arrow shots can slay dragons and restore lost kingdoms. You decided to follow his path by mastering ranged weapons.

Bonus Proficiency

When you choose this way at 3rd level, you gain proficiency in the Perception skill. If you are already proficient, you add double your proficiency bonus to checks you make with it.

Mighty Shot

Starting at 3rd level, you have learned to put all your might into your shots. Before you make an attack with a ranged weapon, you can choose to roll the weapon's damage die and subtract the number rolled from the attack roll. If the attack hits, you roll two additional weapon damage dice on the damage roll. You can deal this extra damage only once per turn.

True Shot (Level 7)

By 7th level, once per turn when you take the Attack action and attack with a ranged weapon, you can forgo one of your attacks. If you do so, the next hit you score with a ranged weapon before the end of your turn is a critical hit.

Slayer

Slayer (Level 3)

You have chosen a brutal path, maybe because you are looking to avenge a wrong you suffered. For you, the sound of battle is a joyful call.

Sterner Than Steel

When you choose this way at 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in the Champion calling.

Battle-Fury

Starting at 3rd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength, a bonus to damage rolls equal to half your proficiency bonus (rounded down), and resistance to bludgeoning, piercing, and slashing damage until the start of your next turn, but attack rolls against you have advantage until your next turn.

War-Hardened (Level 7)

By 7th level, your instincts are so honed that you have advantage on initiative rolls, Strength checks, and Strength saving throws, and you cannot be surprised. To gain this benefit, you cannot be blinded, deafened, or incapacitated.