Water Whip: Difference between revisions

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Deals 3d10 Bludgeoning damage.
{{ActionPage
 
| description = Possibly pulls a target {{range|m=9|ft=30}} toward you or knocks it {{Cond|Prone}}.
Possibly pulls a target within 9m toward you or knocks it Prone (DEX save).
| image = Water Whip.webp
 
| 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.
Costs 2 Ki points.
| cost = action, ki:2
| damage = 3d10
| damage type = Bludgeoning
| range m = 9
| range ft = 30
| 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
| higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}}
| class learns at level 3 = Way of the Four Elements
| notes = The combat log will incorrectly show the DC calculation as the base DC + Wisdom modifier + proficiency bonus, but the resulting DC will still be based on the higher of the character's Dexterity or Strength modifier.
}}

Latest revision as of 17:44, 29 April 2024

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 / 30 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:

Notes

The combat log will incorrectly show the DC calculation as the base DC + Wisdom modifier + proficiency bonus, but the resulting DC will still be based on the higher of the character's Dexterity or Strength modifier.