![]() Starting at 7th level, when you use your Special Attack as an action, you can make a weapon attack using your bonus action.Īt 11th level, you become extremely quick and coordinated, being capable of performing additional actions in combat. Make a separate attack roll for each creature. This increases to three creatures at 11th level, and four creatures at 20th level. You attack up to four targets within 5 feet at 11th level, and six targets at 20th level.Īs an action on your turn, you can target two creatures make a ranged weapon attack against two creatures within a 15-foot cone. You can use your action to make melee attacks against up to two creatures within 5 feet of you, with a separate attack roll for each target. Starting at 5th level, you gain the following attack options: As normal, you can't increase an ability score above 20 using this feature. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, the raw power and potential of your character grow. This increases to three attacks at 11th level and finally four attacks at 17th level. Starting at 5th level, you can make two unarmed strikes when taking this action. This unarmed strike ignore resistance and immunity to non-magical damage. In addition, you can add either Strength or Dexterity for attacks and damage rolls with it. If you do so, you roll your Attack Prowess die for damage, instead of the normal die for your unarmed attacks. You can use your action to make an unarmed strike. In addition, when you use your action to cast a Magical Blast, you can make an attack using your bonus action. On a hit, you force damage equal to your proficiency bonus x your Attack Prowess Die + your Dexterity modifier. Charisma is your spellcasting ability for the magic blast. You can use your action to make a ranged spell attack against a creature within 30 feet. You can choose one of the following options: Starting at 3rd level, you learn a special type of attack you can made, that can be either mundane or magical in nature. You gain bonuses from your choice at 2nd level, and again at 5th, 9th, 13th, and 15th level. This damage increases as you gain levels in this class, as shown on the Attack Prowess column on the Attacker table.Īt 18th level, you add your attack prowess damage to the damage of all attacks made on your turn.Īt 2nd level, your experience in combat has become important enough to warrant a diversion in training: choose from either Dragoon Training or Synthesis Training. Once per turn, you add a d4 to your damage rolls with weapon attacks. Starting at 1st level, your combat training has made your attacks extra deadly. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your attacker has been exposed to the operation of such weapons, your attacker is proficient with them. The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If you are using starting wealth, you have 4d4 x 10 gp in funds.( a) a dungeoneer's pack or ( b) an explorer's pack.( a) two martial weapons or ( b) a melee martial weapon and a shield.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, or Perception. ![]() ![]() Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Attacker level after 1st ![]() Hit Points at 1st Level: 10 + Constitution modifier Third, choose light or medium armor, along with a choice favored weapon.Īs a Attacker you gain the following class features. First, Strength or Dexterity should be your highest ability score, depending on whether you wish to use melee or ranged attacks, followed by Charisma, and then Constitution. You can make an attacker quickly by following these suggestions. Was it to pursue glory? To find your god? Or was it something more selfish, like money, wealth or pleasure? Or even something as dark as death itself carrying out the will of god just to deceive them and become death? Think about why you chose the adventuring life. Behold, the attacker.īefore creating an attacker, ask yourself: am I willing to take on the role of physically damaging the enemy? Am I willing to take a hit or two for my allies while my fellow combatants cast away behind me? Will I be brave enough to distract the enemy with my weaponry? Can I keep an enemy prone in times of digress? Out of nowhere, however, the attacker, filled with determination, takes his weapon and sweeps around the entire regime, knocking them back, and providing an opening for not only him but providing opportunity for his allies to be able to attack, the rogue to slash their throat, and the mage to blast the enemy away. The attacker is surrounded, and all seems lost. 1.2.2 Optional Rule: Firearm Proficiency. ![]()
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