Add fighter fighting styles from UA

This commit is contained in:
Tomáš Heger
2020-05-01 02:19:16 +02:00
parent bb23154df8
commit 3e1a15e394
+121 -20
View File
@@ -12,28 +12,107 @@ class GreatWeaponFighting(Feature):
weapon that you are wielding with two hands, you can reroll the die and
must use the new roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain this benefit.
"""
name = "Fighting Style (Great Weapon Fighting)"
source = "Fighter"
name = 'Fighting Style (Great Weapon Fighting)'
source = 'Fighter'
class Protection(Feature):
"""When a creature you can see attacks a target other than you that is within
5 feet of you, you can use your reaction to impose disadvantage on the
attack roll. You must be wielding a shield.
"""
name = "Fighting Style (Protection)"
source = "Fighter"
name = 'Fighting Style (Protection)'
source = 'Fighter'
# UA
class BlindingFighting(Feature):
"""Being unable to see a creature doesnt impose disadvantage on your attack
rolls against it, provided the creature isnt hidden from you.
"""
name = 'Fighting Style (Blinding Fighting)'
source = 'Fighter'
class CloseQuartersShooter(Feature):
"""When making a ranged attack while you are within 5 feet of a hostile
creature, you do not have disadvantage on the attack roll. Your ranged
attacks ignore half cover and three-quarters cover against targets within
30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
"""
name = 'Fighting Style (Close Quarters Shooter)'
source = 'Fighter'
class Interception(Feature):
"""When a creature you can see hits a target that is within 5 feet of you
with an attack, you can use your reaction to reduce the damage the target
takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must
be wielding a shield or a simple or martial weapon to use this reaction.
"""
name = 'Fighting Style (Interception)'
source = 'Fighter'
class Mariner(Feature):
"""As long as you 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.
"""
name = 'Fighting Style (Mariner)'
source = 'Fighter'
class ThrownWeaponFighting(Feature):
"""You can draw a weapon that has the thrown property as part of the attack
you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you
gain a +1 bonus to the damage roll.
"""
name = 'Fighting Style (Thrown Weapon Fighting)'
source = 'Fighter'
class TunnelFighter(Feature):
"""As a bonus action, you can enter a defensive stance that lasts until
the start of your next turn. 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.
"""
name = 'Fighting Style (Tunnel Fighter)'
source = 'Fighter'
class UnarmedFighting(Feature):
"""Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your
Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage
to the grappled creature. Until the grapple ends, you can also deal this
damage to the creature whenever you hit it with a melee attack.
"""
name = 'Fighting Style (Unarmed Fighting)'
source = 'Fighter'
class FighterFightingStyle(FeatureSelector):
"""
Select a Fighting Style by choosing in feature_choices:
archery
defense
dueling
@@ -43,7 +122,22 @@ class FighterFightingStyle(FeatureSelector):
protection
two-weapon fighting
blinding fighting
close quarters shooter
interception
mariner
thrown weapon fighting
tunnel fighter
unarmed fighting
"""
options = {'archery': Archery,
'defense': Defense,
'dueling': Dueling,
@@ -52,10 +146,17 @@ class FighterFightingStyle(FeatureSelector):
'projection': Protection,
'two-weapon fighting': TwoWeaponFighting,
'two-weapon': TwoWeaponFighting,
'dual wield': TwoWeaponFighting}
'dual wield': TwoWeaponFighting,
'blinding fighting': BlindingFighting,
'close quarters shooter': CloseQuartersShooter,
'interception': Interception,
'mariner': Mariner,
'thrown weapon fighting': ThrownWeaponFighting,
'tunnel fighter': TunnelFighter,
'unarmed fighting': UnarmedFighting}
name = "Fighting Style (Select One)"
source = "Fighter"
class SecondWind(Feature):
"""You have a limited well of stamina that you can draw on to protect yourself
@@ -154,7 +255,7 @@ class AdditionalFightingStyle(FeatureSelector):
Select a Fighting Style by choosing in feature_choices:
archery 2
defense 2
dueling 2
@@ -185,7 +286,7 @@ class SuperiorCritical(Feature):
name = "Superior Critical"
source = "Fighter (Champion)"
class Survivor(Feature):
"""At 18th level, you attain the pinnacle of resilience in battle. At the
start of each of your turns, you regain hit points equal to 5 + your
@@ -266,8 +367,8 @@ class KnowYourEnemy(Feature):
"""
name = "Know Your Enemy"
source = "Fighter (Battle Master)"
class Relentless(Feature):
"""Starting at 15th level, when you roll initiative and have no superiority
dice remaining, you regain 1 superiority die.
@@ -794,7 +895,7 @@ class ShadowArrow(Feature):
"""
name = "Shadow Arrow"
source = "Fighter (Arcane Archer)"
# Cavalier
class BonusProficiencyCavalier(Feature):
@@ -869,7 +970,7 @@ class WardingManeuver(Feature):
def name(self):
num = max(1, self.owner.constitution.modifier)
return self._name + ' ({:d}x/LR)'.format(num)
class HoldTheLine(Feature):
"""At 10th level, you become a master of locking down your enemies. Creatures
@@ -982,8 +1083,8 @@ class StrengthBeforeDeath(Feature):
"""
name = "Strength Before Death"
source = "Fighter (Samurai)"
# Gunslinger
class Gunsmith(Feature):
"""Upon choosing this archetype at 3rd level, you gain proficiency with
@@ -1012,7 +1113,7 @@ class AdeptMarksman(Feature):
You learn an additional trick shot of your choice at 7th, 10th, 15th, and
18th level. Each time you learn a new trick shot, you can also replace one
trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier
(minimum of 1). You regain 1 expended grit point each time you roll a 20 on
the d20 roll for an attack with a firearm, or deal a killing blow with a
@@ -1183,7 +1284,7 @@ class WingingShot(Feature):
name = "Winging Shot"
source = "Gunslinger (Trick Shot)"
class ViolentShot(Feature):
"""When you make a firearm attack against a creature, you can expend one or
more grit points to enhance the volatility of the attack. For each grit