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Effects The Complete Fighter Package
The next of the 'mini tutorials' this time showing how to create the effects for the Fighter class. The file attached to this post contains a level 20 Fighter with all of the effects in the actions tab. In order to get the best out of the character you should have access to the Player's Handbook or Core Class Pack to view the links. The notes below are meant to compliment the character. In order to keep things reasonably short I have not commented on many of the abilities where either no effect is needed or cannot be created.
A word on Spells: At the time of writing virtually every spell can be dragged and dropped into the actions tab and will create a suitable effect (where one is needed). The only things you will want to check are that the correct ability score is entered into the spell Power Group so that Saving throw DCs and attack rolls are correctly computed, and that the duration of spells has been correctly updated in the effect.
Action Surge – no effect needed but it’s here to track the number of uses between rests
Fighting Style – no effects needed, everything is handled elsewhere
Indomitable - again no effect but here to track the number of uses
Second wind – drag drop will set up the effect but make sure you edit the number of uses per rest so that use of the ability can be tracked (see also Rallying Cry below).
Purple Dragon Knight (Sword Coast Adventure Guide)
Rallying Cry - Drag/drop to set up. If set up as shown in the character only one tracking button is needed for this and second wind. Both could also be in separate groups and tracked individually.
Champion
Remarkable Athlete – we can’t test to see if a proficiency bonus is already being given to a particular skill so apply this effect only when a roll is just about to be made that doesn’t use the abilities mentioned. The initiative part can be applied permanently.
Survivor – there isn’t a way to test if the character is at 0 hit points so the effect should be removed immediately when that happens.
Battlemaster
Combat Superiority – Put all the maneuvers in the same Power Group. Remember to choose which ability you want to use for saving throw DCs in the Power Group and also to edit the number of uses per rest.
NOTE: most of the maneuvres allow the fighter to roll an extra dice of damage which changes at certain levels. Instead of, as I have done, have an effect under each one just have one to cover them all. That way you only need to change one effect when you gain higher dice values.
Commander’s Strike – drag the effect onto your ally before they roll for damage
Disarming Strike – drop the damage onto yourself before damage is rolled. There isn’t a ‘dropped’ condition so the effect is there just as a reminder.
Distracting Strike – make sure that the advantage effect is placed on the NPC after the fighter has made all of his attacks otherwise they might get advantage when they shouldn’t.
Evasive Footwork – the AC condition can’t take a dice as a parameter; only numbers. An effect can't therefore be set up for this.
Feinting Attack – SHIFT-drag the advantage effect onto the NPC to ensure only the fighter gets advantage and not some other ally.
Goading Attack – in order to fully automate the disadvantage, place the initial effect on the NPC and then SHIFT-drag (using the targeting reticule on the combat tracker) from the NPC onto every other target except the fighter.
Parry – there isn’t a way to create an effect for this so add in your Dex modifier into the modifiers box, roll a d8 then CTRL-drag the result from chat and drop in your wounds to ‘heal’ that part of the damage. (Unless of course that would exceed the amount of damage done – in which case do it manually)
Precision Attack – place effect on the fighter just before making the roll. If it’s decided to add the d8 after the roll is made then add in a d8 manually and ignore the effect.
Sweeping Attack – you’ll need lines for each damage type your fighter can do to cover all possibilities; remember to include the magic type if you wield a magical weapon.
Relentless – no effect can be created to recover superiority dice.
Eldritch Knight Archetype
Eldritch Strike – You can’t use DISSAV with effect targeting so there isn’t a way to ensure that any disadvantage is only against the fighter. Therefore place the effect just before a save is necessary or handle it manually.