

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. and a number of spells equal to the sorcerer class You learn an additional wizard cantrip of your choice at 10th level.Ĭharisma is your spellcasting ability for your spells. You learn two cantrips of your choice from the wizard spell list.
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When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack.Īt first level, your ancient origins awaken a magical power within you, learning how to augment your powers with magical attacks. 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. The weapon must have the two-handed or versatile property for you to gain this benefit. When you role a 1 or 2 on a damage die for an attack you roll a 1 or 2 on a damage die for an attack you make with a melee 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. When wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon. While you are wearing armor, you gain a +1 bonus to AC. You gain a +2 bonus to attack and damage rolls you make with ranged weapons. When you reach 1st level you can choose which way you fight and thus gain a bonus to that way of fighting. You have advantage on perception and insight checks to see if someone is trying to take something of yours. You understand the intricacies of having a vast wealth as well as how to prevent people from taking it from you. Superior Cantrips, King's Treasure featureĪbility Score Improvement, King's Treasure featureīabylonian Hero Features Origins of Wealth
