Your continuous usage of heavy 2 handed weapons and sole focus on the force behind your attacks while doing the same move over and over again has helped you achieve enlightenment. You learn how to affect an area with your attacks, utilizing the force behind your attacks to your benefit other than simply to kill.
Whenever you take the Attack action, you can replace one of your attacks to perform a named strike. If the weapon used is magical then the damage is also magical.
Dice(Greatsword): You run forward swinging your greatsword like an unstoppable force in a 15ft wide straight line. All creatures standing in the range must succeed on a Strength saving throw (DC 8 plus the strength modifier and your Proficiency Bonus) or take slashing damage (weapon damage die including any bonus damage (like flametongue)) + strength modifier + proficiency bonus) and do not get to make opportunity attacks against you. On a successful save the creature takes half the damage and can still make an opportunity attack.
The range you move increases in increments of 10 up to a maximum of 30ft, which uses your movement speed.
Slice(Greataxe): You spin rapidly at the point you stand (this uses up your available movement). The rapid movement carves up the air around you with such force that it slices everything standing around you. All creatures standing in 15ft radius must succeed on a Strength saving throw (DC 8 plus the strength modifier and your Proficiency Bonus) or take slashing damage (weapon damage die including any bonus damage (example flametongue)) + strength modifier + proficiency bonus) and sustain bleeding for 2 turns. The creatures have disadvantage on their next attack regardless of if they succeed the save. The creature takes half much damage on a successful save and sustain no bleeding.
The bleeding(slashing) damage cannot be increased beyond the mentiond table.
10ft - 2
20ft - 4
30ft - 6
Smash(Maul): You run forward in a straight line and swing down your maul smashing into the ground creating a shockwave around you. All creatures in the radius must succeed on a Strength saving throw (DC 8 plus the strength modifier and your Proficiency Bonus) or take thunder damage (weapon damage die including any bonus damage (like flametongue)) + strength modifier + proficiency bonus) and have the prone condition. The creature takes half as much damage on a successful save and is not prone.
The radius depends on how far you move, and cannot be increased further.
10ft - 10ft radius
20ft - 20ft radius
30ft - 30ft radius
Divide(Glaive or Halberd): You run forward in a straight line building up momentum and swing down your weapon slicing into the ground releasing the force forward. All creatures in a 10ft wide straight line must succeed on a Strength saving throw (DC 8 plus the strength modifier and your Proficiency Bonus) or take thunder damage (weapon damage die including any bonus damage (like flametongue)) + strength modifier + proficiency bonus) and have the prone condition. The creature takes half as much damage on a successful save and is not prone. The creature's speed is halved irregardless of the save. The range you affect depends on how far you moved.
10ft - 20ft line
20ft - 40ft line
30ft - 60ft line
Crack(longbow): Spending so much time shooting has given you an epiphany. Instead of one sharp accurate strike you devised a trickshot with multiple arrows. You give up the target and aim for your arrows themselves. You notch 4 arrows onto your long bow and pull hard, increasing the range of your attack the longer and harder you pulled. The time aiming uses up your movement speed. The shot can be aimed anywhere within 150ft. The arrows fly forward at the targetted point and smash into eachother. The arrows split into sharp splinters spreading in a 20ft radius sphere causing bleeding. The damage of bleeding depends on how long you pulled. All creatures in the radius must succeed on a Dexterity saving throw (DC 8 plus the dexterity modifier and your Proficiency Bonus) or take piercing damage (weapon damage die including any bonus damage (like dragon wing bow)) + dexterity modifier + proficiency bonus) and sustain bleeding. The creature takes half as much damage on a successful save and does not sustain bleeding. The creatures have disadvantage on the next attack roll irregardless of the save.
The bleeding(slashing) damage cannot be increased beyond the mentioned table.
10ft - 2
20ft - 4
30ft - 6
Grate(Crossbow, Heavy): Spending so much time shooting has given you an epiphany. Instead of one sharp accurate strike you devised a trickshot with multiple arrows. You give up the target and aim for your arrows themselves. You rapidly load bolts into your heavy crossbow and shoot, increasing the range of your attack the longer you shoot. The time shooting uses up your movement speed. The bolts smash into eachother and split into sharp splinters spreading in a cone infront of you causing bleeding. The radius of the cone depends on how much movement speed you use up. All creatures in the range must succeed on a Dexterity saving throw (DC 8 plus the dexterity modifier and your Proficiency Bonus) or take piercing damage (weapon damage die including any bonus damage (like dragon wing bow)) + dexterity modifier + proficiency bonus) and get pushed back 10ft. The creatures take half as much damage on successful save and isn't pushed back. The creatures in the range take extra bleeding damage on the next turn equal to half your proficiency bonus(rounded up).
The range cannot be increased beyond the mentioned table.
10ft - 10ft radius
20ft - 20ft radius
30ft - 30ft radius
Skewer(Pike, Lance): You run forward in a straight line building up momentum and thrust your weapon releasing the force forward. All creatures in a 10ft wide straight line must succeed on a Strength saving throw (DC 8 plus the strength modifier and your Proficiency Bonus) or take (piercing+bludgeoning since concentrated air pressure) damage(weapon damage die including any bonus damage (like flametongue)) + strength modifier + proficiency bonus) and get pushed back 10ft and is prone. The creature takes half as much damage on a successful save and is not prone. The creature is pushed back irregardless of the save. The range you affect depends on how far you moved.
10ft - 20ft line
20ft - 40ft line
30ft - 60ft line
You can use only one named strike per turn. The creatures make the save at a disadvantage if they are two sizes smaller than the user.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/27/2024 3:36:38 PM
|
19
|
1
|
--
|
Coming Soon
|
Comments