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 _**Inspiration.**_ If you succeed a DC15 Performance, you can inspire you friend, the player combatant can roll a d8 and add the number rolled to one ability check, attack roll, or saving throw it makes.
 
 _**Battle Insight.**_ If you succeed a DC15 Insight, you gain outsider insight on the combat, you can either give:
 - The player combatant advantage on its next attack roll.
  _**or**_
 - The opponent have disadvantage on its next attack toll
_**Counter Cheer.**_ If you succeed a DC15 Performance, you can cancel 1 opponents _"Duel interaction"_
_**Focus the crowd.**_ If you succeed a DC15 Charisma, you can focus the crowd to have a better impact on the battle. You lower the ALL the _"Duel interaction"_ DC by 1 (Min. DC12 )
_**Dissipate the crowd.**_ If you succeed a DC15 Charisma, you can focus the crowd to have a better impact on the battle. You up the ALL the opponent _"Duel interaction"_ DC by 1 (Max. DC18 )
_**Focus the crowd.**_ If you succeed a DC15 Charisma, you can focus the crowd to have a better impact on the battle. You lower the ALL the _"Duel interaction"_ DC by 1 (Min. DC12 )
_**Give Item.**_ If you succeed a DC12 Acrobatic, you give you friend an item, the player combatant can use the item uses reaction _(does not include attack)_
_**Wit.**_ You gain 1d6 bonus to your next initiative roll.
_**Extra Movement.**_ The player rolls 1d6 × 5 the result is equal to the number of feet the combatant gains to their movement until the end of their turn.
_**Outside Saves.**_ If the player combatant is under the effect of a ability or spell, you can roll the saving throw at there place.
### **Special**
_(not included in Focus the crowd)_
The special can be used on alternate turn
Odd turn | _**Insult.**_ You throw your best insult to the opponent, you can make an attack with your Charisma against the opponent AC. If you succeed you can inflict 1d8 psychic damage
Even Turn | _**Adrenaline.**_ You empower you friand with words and it help him go on, the combatant player gain 1d8 Temporary Hp