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Separated fighting styles
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stormchaserroleplaying committed Sep 15, 2023
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2 changes: 1 addition & 1 deletion Talents/Fighting/Defence/index.md
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#### **Cost:** 5 Character Points
You are skilled in the art of defending yourself. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:
* You can use an action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, damage dealt to you by the target is reduced by an amount equal to half your Strength or Constitution modifier (your choice, rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
* You have +1d to avoid being moved.
* You have +1d to Strength checks to avoid being moved.

## Mastery

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26 changes: 26 additions & 0 deletions Talents/Fighting/Duelist/index.md
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---
title: Duelist
parent: Fighting Styles
grand_parent: Talents
---

# Duelist Fighting Style

## Style

<div style="margin-top:-10px;"></div>

#### **Cost:** 5 Character Points
You are skilled in the art of fighting with a single weapon. While you are wielding a weapon with which you are proficient in one hand and no other weapons, you gain the following benefit:
* You have +1d on feint attempts and to avoid being disarmed.
* Once on each of your turns, drawing or stowing a one-handed weapon no longer requires your object interaction.

## Mastery

<div style="margin-top:-10px;"></div>

#### **Cost:** 10 Character Points<br>**Prerequisite:** Duelist Fighting Style
You've mastered the art of fighting with a single weapon, making one weapon feel like many. While you are wielding a weapon with which you are proficient in one hand and no other weapons, you gain the following benefits:
* When you miss with a weapon attack on your turn, you have +1d on your next attack against the same target. Any modifications to the original attack roll, such as +1d, or -1d, also affect this attack roll.
* Each round, the first time that a creature hits you with a melee attack, if +1 to your defence score would cause the attack to miss, then the attack misses.

26 changes: 26 additions & 0 deletions Talents/Fighting/Equilibrium/index.md
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---
title: Equilibrium
parent: Fighting Styles
grand_parent: Talents
---

# Equilibrium Fighting Style

## Style

<div style="margin-top:-10px;"></div>

#### **Cost:** 5 Character Points
You are skilled at fighting without the confines of armour. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
* You can use an action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, you gain +1d to Dexterity defence vs effects that the target controls while marked. You can only have one creature marked in this way at a time.
* You have +1d to Dexterity checks to avoid being moved.

## Mastery

<div style="margin-top:-10px;"></div>

#### **Cost:** 10 Character Points<br>**Prerequisite:** Equilibrium Fighting Style
You've mastered fighting without the confines of armour, treating combat as an elegant dance. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
* When a creature misses you with a weapon attack, it provokes an opportunity attack from you.
* Each round, the first time that a creature hits you with a weapon attack, if +1d to your defence score would cause the attack to miss, then the attack misses.
* Once per round, if you are disarmed and have a free hand, then you catch the weapon immediately.
27 changes: 27 additions & 0 deletions Talents/Fighting/Formation/index.md
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---
title: Formation
parent: Fighting Styles
grand_parent: Talents
---

# Formation Fighting Style

## Style

<div style="margin-top:-10px;"></div>

#### **Cost:** 5 Character Points
You are skilled at fighting with a partner. While an ally is within 5 feet of you, you gain the following benefits:
* Once per turn, you can take the [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) action as a free action.
* When you move on your turn, you can use an action to allow an ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you and this movement can't exceed the ally's speed.
* When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum.

## Mastery

<div style="margin-top:-10px;"></div>

#### **Cost:** 10 Character Points<br>**Prerequisite:** Formation Fighting Style
You've mastered fighting with a partner, learning to move and act as a single unit. While an ally is within 5 feet of you, you gain the following benefits:
* When a creature within your reach misses an ally of yours with a melee attack, it provokes an opportunity attack from you.
* Each round, the first time that an ally within 5 feet of you is hit by a weapon attack and the result of the attack roll exceeds their defence by less than your martial skill, the attack misses them.
* When you take the [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) action, the target gains an additional +1d to its defences vs melee and ranged attacks, for a total of +2d.
41 changes: 0 additions & 41 deletions Talents/Fighting/index.md
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# Fighting Styles

## Duelist

### Style
You are skilled in the art of fighting with a single weapon. While you are wielding a weapon in one hand with which you are proficient and no other weapons, you gain the following benefit:
- You have advantage on feint attempts.
- When you miss with a weapon attack on your turn, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
- Once on each of your turns, drawing or stowing a one-handed weapon no longer requires your object interaction.

### Mastery
You've mastered the art of fighting with a single weapon, making one weapon feel like many. While you are wielding a weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:
- When you take the Attack action, you can choose to attack with haste at the expense of accuracy. Your weapon attacks are made without the aid of your proficiency bonus, but you can make an additional weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.
- Each round, the first time that a creature hits you with a melee attack, if advantage on your defence score would cause the attack to miss, then the attack misses.
- You have advantage on ability checks to avoid being disarmed. Attempts to disarm you suffer disadvantage.

## Equilibrium

### Style
You are skilled at fighting without the confines of armour. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
- You can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, you gain a bonus to Dexterity defence against effects the target controls equal to half your Dexterity modifier (rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
- You have advantage on Dexterity checks to avoid being moved. Effects that would physically move you have disadvantage on their attack roll vs Dexterity defence.

### Mastery
You've mastered fighting without the confines of armour, treating combat as an elegant dance. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
- When a creature misses you with a weapon attack, it provokes an opportunity attack from you. Do not add your proficiency bonus to your weapon skill for the purposes of determining the defence check DC.
- Each round, the first time that a creature hits you with a weapon attack, if advantage on your defence score would cause the attack to miss, then the attack misses.
- Once per round, if you are disarmed you catch the weapon immediately.

## Formation

### Style
You are skilled at fighting with a partner. While an ally is within 5 feet of you, you gain the following benefits:
- You can take the Guard action as a bonus action. If you could already take the Guard action as a bonus action, you can once per turn instead take it as a free action on your turn.
- When you move on your turn, you can use a bonus action to allow an ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you, and this movement can't exceed the ally's speed.
- When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum.

### Mastery
You've mastered fighting with a partner, learning to move and act as a single unit. While an ally is within 5 feet of you, you gain the following benefits:
- When a creature within your reach misses an ally of yours with a melee attack, it provokes an opportunity attack from you. Do not add your proficiency bonus to your weapon skill for the purposes of determining the defence check DC.
- Each round, the first time an ally within 5 feet of you is hit by a weapon attack and the result of the attack roll exceeds their defence by less than your proficiency bonus, the attack misses them.
- When you take the Guard action, attacks vs the guarded ally's Dexterity defence that would affect only them have disadvantage.

## Great Weapon

### Style
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