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. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You have a limited well of stamina that you can draw on to protect yourself from harm. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. You have a +1 bonus to attack rolls on ranged attacks. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. ![]() When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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