![]() Twelfth level fighters get yet another Ability Score Improvement, we want more Dexterity for more swordplay.ġ3. This is why you’re the tactical genius here.ġ1. Now you get another Extra Attack, bringing you up to three attacks per turn, or six (plus another person’s) when you use your action surge.ġ2. Fighting someone one after the other is dumb, just gang up on him. At this level Bannerets get an Inspiring Surge, letting a nearby ally use their reaction to attack with you when you use your Action Surge. Unfortunately senators don’t have a saving throw, but at least you have less to worry about.ġ0. Ninth level fighters become Indomitable, letting you reroll a failed save once per long rest. Eighth level fighters get another Ability Score Improvement, put this one into Dexterity and Strength to help even them out.ĩ. Now you have the skills required to woo Cleopatra.Ĩ. As a seventh level Banneret, you are a Royal Envoy, giving you proficiency in Persuasion, and granting you expertise on persuasion checks. Did you know the Caesar cipher is named after you? it’s easy to make one up on the fly to add extra spice to the table, too.ħ. Sixth level fighters get another Ability Score Improvement, grab the Linguist feat with this one to get an extra Int point, learn three more languages, and more importantly create Ciphers, codes that either need you to teach the recipient how to crack them or an intelligence check equal to your int score + your proficiency. Fifth level fighters get an Extra Attack to help you conquer even faster.Ħ. Friends, Romans, and countrymen will gladly lend you their ears if you can give them health for their trouble, just watch out for senators while you do it.ĥ. Now you can spend 10 minutes to give six creatures (which can include yourself) temporary HP equal to your level + charisma modifier. Regardless of what you call it, you gain the ability Rallying Cry, turning your Second Wind into a full on coffee break where three nearby allies gain health equal to your level.Ĥ. At fourth level, take your Ability Score Improvement and spend that sucker on the Inspiring Leader feat. At third level you get your subclass, the Purple Dragon Knight/Banneret, depending on your setting and how much of a stickler your DM is. You may be chunky but you’re still a soldier.ģ. At second level you gain an Action Surge, letting you take an extra action on a turn once per long rest. You also gain proficiency in all weapons and armor, History, Insight, and Strength and Constitution Saves.Ģ. Those buffets have not been kind to your physique.ġ. You are a Fighter, meaning at first level you get a fighting style, take Dueling for stronger attacks, and a Second Wind, letting you take a breather during combat to regain health. Your Wisdom is a bit low, but your dump stat is Strength. Next is Intelligence, you’re a tactical genius, followed by Constitution. ![]() Then Dexterity you do get a giant stone arm in later ascensions, but most of your attacks come from skill, not power. Put the highest score into Charisma to make leading Rome a bit easier. He’s more used to leading from his tent, but that doesn’t mean he can’t scrap when he needs to.įor stats, standard boilerplate applies, standard array here, roll if you wanna, blah blah blah. This gives him proficiency in Athletics and Intimidation. He’s also a Soldier, and a high-ranking one at that. Funny how inheritance works.) As always a quick spreadsheet of the build can be found here, but if you want a more in-depth explanation of everything, check below the cut.Ĭaesar is a Human, giving +1 to every stat. ![]() Our goals for this build is to create a charisma-heavy fighter, the kind of party face that could give Nero a run for her money. Today’s servant is Julius Caesar, the conqueror of Gaul and almost inventor of the calendar (he was. ![]() Welcome back to Fate and Phantasms, where we’re working to build every Grand Order servant in DnD.
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