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Rinato Guerriero Guardia Lv. 18 D&D 2024 Dark Age of Camelot
Risorse
Generale
Ispirazione
1/1 disp.
Guerriero
Recuperare Energie
3/3 disp. r. breve
Azione Impetuosa
2/2 disp. r. breve
Indomito
3/3 disp. r. lungo
Dadi Superiorità
6/6 disp. r. breve
Tratti Razziali
Knowledge from a Past Life
6/6 disp. r. lungo
Caratteristiche
Forza
+5
20
20 +1 cap
Destrezza
+0
10
10
Costituzione
+4
19
19
Intelligenza
+0
10
10
Saggezza
+2
14
14
Carisma
+0
10
10
Tiri Salvezza
Forza +11
Destrezza +0
Costituzione +10
Intelligenza +0
Saggezza +2
Carisma +0
Statistiche
220 HP
+6 comp.
18 Passiva
18 Intuit.
Abilità e Competenze
Competente
Acrobazia (DES) +0
Addestramento Animali (SAG) +2
Arcano (INT) +6
Atletica (FOR) +11
Inganno (CAR) +0
Storia (INT) +0
Intuizione (SAG) +8
Intimidazione (CAR) +0
Indagine (INT) +0
Medicina (SAG) +2
Natura (INT) +0
Percezione (SAG) +8
Recitazione (CAR) +0
Persuasione (CAR) +0
Religione (INT) +0
Rapidità di Mano (DES) +0
Furtività (DES) +0
Sopravvivenza (SAG) +8
Talenti
Allerta Combattimento alla cieca Sterminatore di Maghi Incantatore di Guerra Toccato dal Fey Iniziato alla Magia Combattimento con armi grandi Maestro delle armi pesanti Tenace

Nessun incantesimo selezionato.

Privilegi di Guerriero (Lv 18)
Lv 1Stile di Combattimento

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Lv 1Seconda Linfa

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Lv 1Weapon Mastery

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Lv 2Slancio d'Azione

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Lv 2Tactical Mind

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Lv 3Archetipo Marziale

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Lv 3Fighter Subclass

You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.

Lv 4Martial Versatility

optional feature}

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Lv 5Attacco Aggiuntivo

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 11th level in this class and to four when you reach 20th level in this class.

Lv 5Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Lv 7Martial Archetype feature

At 7th level, you gain a feature granted by your Martial Archetype.

Lv 7Privilegio di Sottoclasse

You gain a feature from your Fighter Subclass.

Lv 9Indomabile

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Lv 9Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Lv 10Martial Archetype feature

At 10th level, you gain a feature granted by your Martial Archetype.

Lv 10Privilegio di Sottoclasse

You gain a feature from your Fighter Subclass.

Lv 11Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Lv 11Two Extra Attacks

You can attack three times instead of once whenever you take the Attack action on your turn.

Lv 13Indomitable (two uses)

At 13th level, you can use Indomitable twice between long rests.

Lv 13Indomabile

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Lv 13Studied Attacks

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

Lv 15Martial Archetype feature

At 15th level, you gain a feature granted by your Martial Archetype.

Lv 15Privilegio di Sottoclasse

You gain a feature from your Fighter Subclass.

Lv 17Action Surge (two uses)

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.

Lv 17Indomitable (three uses)

At 17th level, you can use Indomitable three times between long rests.

Lv 17Slancio d'Azione

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Lv 17Indomabile

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Lv 18Martial Archetype feature

At 18th level, you gain a feature granted by your Martial Archetype.

Lv 18Privilegio di Sottoclasse

You gain a feature from your Fighter Subclass.

Scaling Cantrip: Tier 4 — i tuoi trucchetti da danno usano 4 dadi (scala a lv 5, 11, 17).
Guerriero (Lv 18)
Seconda Linfa1d10+18 HP /SR
Slancio d'Azione2/SR
Attacco Extra3× /azione
Indomabile3×/LR
Equipaggiamento iniziale
Background: Guard