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"Houndmaster" Fighter
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7992858" data-attributes="member: 6871653"><p>I'm currently re-writing the PHB for my table use. I have a fighting style for this type of character (only fighters have fighting styles in my version)</p><p></p><p></p><table style='width: 100%'><tr><td>Fighting styles</td></tr><tr><td>Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.<br /> Point blank: You do not have disadvantage on the attack roll with ranged or thrown while within 5 ft of a hostile creature.<br /> Defense: +1 AC while you are wearing armor.<br /> Dueling: +2 damage with 1-handed weapons.<br /> Great Weapon: Reroll once 1-2 on two-handed weapon damage roll.<br /> <span style="color: rgb(184, 49, 47)">Houndmaster: Gain a mastiff Companion using your WIS modifier to determine its HP.</span><br /> Interception: When a creature you can see hits a target that is within 5 ft of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus.<br /> Two-Weapon Fighting: +1 critical range with dual 1-handed weapons.</td></tr></table><p></p><p>For reference, here's my rules for Companions, using the the new beast master/battle smith/ wildfire druid pet template.</p><p></p><p>Companion: Companions are loyal friends of the adventurer; they are not paid to join your adventure. They use the following rules:</p><ul> <li data-xf-list-type="ul">The companion is generally a creature of CR 1 or lower.</li> <li data-xf-list-type="ul">Add your proficiency bonus to the companions unarmored AC, spell attack rolls and DC and all proficient rolls if it is higher than the the creature’s.</li> <li data-xf-list-type="ul">Its HP maximum equals the companion’s CON modifier + one of your modifiers (generally, CHA) + five times your class level and 1 Healing die per companion level. </li> <li data-xf-list-type="ul">The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.</li> <li data-xf-list-type="ul">The companion use the normal rules for healing and dying.</li> <li data-xf-list-type="ul">The companion gains all its racial specific features if its ancestry is different than the one in its stat block . As an example, NPC guard, written as Humanoid (any) , can be a dwarven guard or a gnome guard, gaining the special traits of the race.</li> </ul></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7992858, member: 6871653"] I'm currently re-writing the PHB for my table use. I have a fighting style for this type of character (only fighters have fighting styles in my version) [TABLE] [TR] [TD]Fighting styles[/TD] [/TR] [TR] [TD]Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. Point blank: You do not have disadvantage on the attack roll with ranged or thrown while within 5 ft of a hostile creature. Defense: +1 AC while you are wearing armor. Dueling: +2 damage with 1-handed weapons. Great Weapon: Reroll once 1-2 on two-handed weapon damage roll. [COLOR=rgb(184, 49, 47)]Houndmaster: Gain a mastiff Companion using your WIS modifier to determine its HP.[/COLOR] Interception: When a creature you can see hits a target that is within 5 ft of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. Two-Weapon Fighting: +1 critical range with dual 1-handed weapons.[/TD] [/TR] [/TABLE] For reference, here's my rules for Companions, using the the new beast master/battle smith/ wildfire druid pet template. Companion: Companions are loyal friends of the adventurer; they are not paid to join your adventure. They use the following rules: [LIST] [*]The companion is generally a creature of CR 1 or lower. [*]Add your proficiency bonus to the companions unarmored AC, spell attack rolls and DC and all proficient rolls if it is higher than the the creature’s. [*]Its HP maximum equals the companion’s CON modifier + one of your modifiers (generally, CHA) + five times your class level and 1 Healing die per companion level. [*]The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. [*]The companion use the normal rules for healing and dying. [*]The companion gains all its racial specific features if its ancestry is different than the one in its stat block . As an example, NPC guard, written as Humanoid (any) , can be a dwarven guard or a gnome guard, gaining the special traits of the race. [/LIST] [/QUOTE]
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