As you get on your hands and feet, you channel all of your power into sprinting forward and throwing yourself at the target. Depending on the distance, you can do certain damage...
5 ft - 1d6 Piercing + 1d4 bludgeoning (0, +0 for devastating ram)
10 ft - 1d8 Piercing + 1d6 bludgeoning (0, +1 for devastating ram)
15 ft d=2d6 Piercing + 2d4 bludgeoning (1, +1 for devastating ram)
20 - 25 ft - 2d8 Piercing + 2d6 bludgeoning (2, +1 for devastating ram)
30 ft - 3d6 Piercing 2d8 bludgeoning (3, +1 for devastating ram)
Rageful Mount
If an ally climbs up onto your back, they can steer you during this dash, they may jump off at any time during or after the hit, but an enemy tries to steer you, you give a contested (dexterity bonus applied). if succeeded, they are able to steer you, if failed, they fall away and take 1d8 bludgeoning damage.
Devastating Ram
When using Devastating Ram is a last resort attempt to defeat your foe, causing massive physical and mental trauma, only can be used once every long rest, and the bash can only be used every short rest if used before the resting period is over, you have a temporary level of exhaustion. Ex. Use it twice, 1 exhaustion until a long rest is taken, then still have to wait another long rest until able to be used again, if used again while in the resting period you suffer 1 level of exhaustion per extra use.
Interference
If something steps in your way, you can either go through them, (if roll succeeded to kill the enemy, you continue with your path, if not, you stop) or push them out of your way ( pushing causes 1d6 damage and takes 1d4 away from your attack.
After using the Devastating Ram, you experience that level of exhaustion.
Clear Wake
When charging, you can run through cover and minor walls.
- 1/4 cover (for a medium creature)
You rush through it with little to no problem, with a DC of 10, and with the ram, a DC of 5, creatures near the point of impact suffer 1d8 piercing from shrapnel.
- 1/2 cover
Without using Devastating Ram, the wall has little problem for you, with a DC of 15, with the ram, a DC of 10, creatures near the point of impact suffer 2d6 piercing from shrapnel.
- 3/4 cover
Without using Devastating Ram, the wall has somewhat problem for you, with a DC of 20, with the ram, it has somewhat of a problem for you, with a DC of 15, creatures near the point of impact suffer 2d8 piercing from shrapnel.
- Full cover
Without using Devastating Ram, the wall has quite a problem for you, with a DC of 25, with the ram, it has somewhat of a problem for you, with a DC of 20, creatures near the point of impact suffer 3d6 piercing from shrapnel.
Material
Light material is quite easy to break through compared to other materials (glass, foliage, etc.), but cannot destroy 10 ft. of this material. Dc of this material is -3 of the original amount
Medium material is not a noticeable difference in difficulty (wood, portcullis, roofing, bars, etc.), but cannot break through 5ft. of this material. Dc of this object is -2 to the original amount.
Strong material is quite difficult to destroy (stone, iron, crystal, etc.) but cannot break through 5ft. of this material. DC of this object is +0 to the original amount.
If DC is failed, roll a d100 for damage you make to the material (a 100 is automatically a 0).
00-39 make a small crack in the material.
40-69 make a sizable dent/removal of the material.
70-99 with a DC of 15 (strength check) someone can break the rest of the way through.
Level up
With each level above 4th, the die amount (respective die to the roll) is increased by 1 (ex +4d6 piercing + 4d4 bludgeoning at 8th level).
Failing the DC
If you fail the DCs, you suffer 1d4 per character level.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/12/2022 4:43:01 PM
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9
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0
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Coming Soon
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1/7/2023 1:42:45 AM
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14
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0
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Coming Soon
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1/7/2023 2:38:55 AM
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5
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0
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2.1.2
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Coming Soon
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2/11/2023 11:43:50 PM
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14
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1
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2.3.2
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Coming Soon
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2/12/2023 2:40:17 AM
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26
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1
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Coming Soon
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