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D d 5e etherealness roll20 compendium
D d 5e etherealness roll20 compendium




d d 5e etherealness roll20 compendium

As normal, you can’t increase an ability score above 20 using this feature.Įxtra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Martial ArchetypeAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.Ībility Score ImprovementWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Once you use this feature, you must finish a short or long rest before you can use it again. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.Īction SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment.

d d 5e etherealness roll20 compendium

On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ProtectionWhen 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. The weapon must have the two-handed or versatile property for you to gain this benefit. Great Weapon FightingWhen 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, even if the new roll is a 1 or a 2. You can't take the same Fighting Style option more than once, even if you get to choose again.ĪrcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.ĭefenseWhile you are wearing armor, you gain a +1 bonus to AC.ĭuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Choose a fighting style from the list of optional features. (a) a dungeoneer's pack or (b) an explorer's packĪction Surge (two uses), Indomitable (three uses)įighting StyleYou adopt a particular style of fighting as your specialty.(a) a light crossbow and 20 bolts or (b) two handaxes.(a) a martial weapon and a shield or (b) two martial weapons.(a) Chain Mail or (b) leather armor, longbow, and 20 arrows.

#D D 5E ETHEREALNESS ROLL20 COMPENDIUM PLUS#

Starting EquipmentYou start with the following items, plus anything provided by your background. Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background.Īrmor: light armor, medium armor, heavy armor, shields Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Hit Points at 1st Level: 10 + your Constitution modifier Hit Points Hit Dice: 1d10 per fighter level As a fighter, you gain the following class features.






D d 5e etherealness roll20 compendium