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Gameplay mechanics: Difference between revisions
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(Created page with "== Actions == * Action * Bonus Action * Reaction == Spells == * All Spells ** All Cantrips ** All 1<sup>st</sup> Level Spells ** All 2<sup>nd</sup> Level Spells == Feats == * Ability Score Increase ** Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature. * Athlete ** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement. * Defensive Duelist ** When you are...") |
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* Ability Score Increase | * Ability Score Increase | ||
** Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature. | ** Increase one [[Abilities Scores|Ability]] by 2, or two [[Abilities Scores|Abilities]] by 1. You can't increase an Ability above 20 using this feature. | ||
* Athlete | * Athlete | ||
** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement. | ** Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. When you are [[Prone]], standing up uses less movement. | ||
* Defensive Duelist | * Defensive Duelist | ||
** When you are attacked with a melee attack, you use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient. | ** When you are attacked with a melee attack, you use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a [[Finesse Weapon]] with which you are Proficient. | ||
* Dual Wielder | * Dual Wielder | ||
** Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light. | ** Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't [[Light|light]]. | ||
* Great Weapon Master | * Great Weapon Master | ||
** When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action. | ** When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]]. | ||
* Heavily Armored (Requires Proficiency with Medium Armor) | * Heavily Armored (Requires Proficiency with Medium Armor) | ||
** Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20. | ** Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]] and increase your [[Strength]] by 1, to a maximum of 20. | ||
* Lightly Armored | * Lightly Armored | ||
** Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20. | ** Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]] and increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. | ||
* Magic Initiate: Cleric | * Magic Initiate: Cleric | ||
** Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom. | ** Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]]. | ||
* Magic Initiate: Druid | * Magic Initiate: Druid | ||
** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom. | ** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]]. | ||
* Magic Initiate: Sorcerer | * Magic Initiate: Sorcerer | ||
** Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma. | ** Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]]. | ||
* Magic Initiate: Warlock | * Magic Initiate: Warlock | ||
** Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma. | ** Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]]. | ||
* Magic Initiate: Wizard | * Magic Initiate: Wizard | ||
** Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence. | ** Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]]. | ||
* Martial Adept | * Martial Adept | ||
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* Moderately Armored (Requires Proficiency with Light Armor) | * Moderately Armored (Requires Proficiency with Light Armor) | ||
** You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20. | ** You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and shields, and your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20. | ||
* Shield Master | * Shield Master | ||
** Gain a +2 bonus to Dexterity Saving Throws when wielding a shield. | ** Gain a +2 bonus to Dexterity Saving Throws when wielding a [[Shield|shield]]. | ||
* Skilled | * Skilled | ||
** You gain Proficiency in 3 Skills of your choice. | ** You gain Proficiency in 3 [[Character Creation#Skills|Skills]] of your choice. | ||
* Tough | * Tough | ||
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* Weapon Master | * Weapon Master | ||
** Increase your Strength or Dexterity by 1, to a maximum of 20, and gain Proficiency with four weapons of your choice. | ** Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20, and gain Proficiency with four [[Equipment#Weapons|weapons]] of your choice. |
Revision as of 19:51, 6 January 2022
Actions
- Action
- Bonus Action
- Reaction
Spells
- All Spells
- All Cantrips
- All 1st Level Spells
- All 2nd Level Spells
Feats
- Ability Score Increase
- Athlete
- Defensive Duelist
- When you are attacked with a melee attack, you use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.
- Dual Wielder
- Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light.
- Great Weapon Master
- When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.
- Heavily Armored (Requires Proficiency with Medium Armor)
- Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.
- Lightly Armored
- Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.
- Magic Initiate: Cleric
- Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
- Magic Initiate: Druid
- Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
- Magic Initiate: Sorcerer
- Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
- Magic Initiate: Warlock
- Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
- Magic Initiate: Wizard
- Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.
- Martial Adept
- Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
- Mobile
- Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.
- Moderately Armored (Requires Proficiency with Light Armor)
- You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
- Shield Master
- Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.
- Skilled
- You gain Proficiency in 3 Skills of your choice.
- Tough
- Hit point maximum increased by 2 for each level.