Water Whip: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 4: Line 4:
| summary = '''{{PAGENAME}}''' is an action that allows a {{Class|Way of the Four Elements}} to either knock a target prone, or pull it towards them.
| summary = '''{{PAGENAME}}''' is an action that allows a {{Class|Way of the Four Elements}} to either knock a target prone, or pull it towards them.
| cost = action, ki:2
| cost = action, ki:2
| damage = amount:3d10, type: Bludgeoning
| damage = 3d10
| damage type = Bludgeoning
| range m = 9
| range m = 9
| save = DEX, Target still takes half damage but no other effects
| save = DEX
| save dc = weapon action
| on save = Target still takes half damage but no other effects
| variants = Water Whip: Knock Prone, Water Whip: Pull
| variants = Water Whip: Knock Prone, Water Whip: Pull
| higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}}
| higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}}

Revision as of 00:33, 27 December 2023

Water Whip.webp

Water Whip is an action that allows a Way of the Four Elements Monk to either knock a target prone, or pull it towards them.

Description

Possibly pulls a target  Range: 9 m / 30 ft toward you or knocks it Prone Prone.

Properties

Cost:
Action + 2Ki Points
Damage:
D10 Bludgeoning.png 3d10 (3~30) Damage TypesBludgeoning damage
Details:
 Range: 9 m / {{{range ft}}} ft
DEX Save (Weapon action DC) (On Save: Target still takes half damage but no other effects)

At Higher Levels

At level 9, the damage dice increases by one to
D10 Bludgeoning.png 4d10 (4~40) Damage TypesBludgeoning damage

Variants

How to learn

Classes: