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Concussive Smash: Difference between revisions
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{{Weapon action page | |||
| name = Concussive Smash | |||
| image = Concussive Smash.webp | |||
| controller icon = Concussive Smash Icon.webp | |||
= | | icon = Concussive Smash Unfaded Icon.webp | ||
Hit an enemy with all your might to deal {{ | | cost = action | ||
| weapon types = Clubs, Flails, Greatclubs, Light Hammers, Maces, Mauls, Morningstars, Warhammers | |||
| description = Hit an enemy with all your might to deal damage and possibly {{cond|Dazed|Daze}} them. | |||
| damage = weapon | |||
| save = CON | |||
| save dc = hybrid | |||
| range = weapon | |||
| attack roll = yes | |||
| recharge = Short Rest | |||
| condition = Dazed | |||
| condition save = CON | |||
| condition duration = 2 | |||
| condition dc = weapon action | |||
| | }} | ||
| | |||
Latest revision as of 06:49, 15 August 2024
Concussive Smash is a weapon action available to characters proficient in and wielding a club, flail, greatclub, light hammer, mace, maul, morningstar, or warhammer in their main hand.
Description
Hit an enemy with all your might to deal damage and possibly them.
Properties
- Cost
Action
- Damage
- Normal weapon damage
- Details
Attack roll
CON Save (Hybrid DC)
Range: Normal weapon range
Recharge: Short rest
Condition: Dazed
Duration: 2 turns
Weapon action DC Constitution saving throw
- Has
Disadvantage on Wisdom
Saving throws, can't take Reactions, and loses the Dexterity bonus to their
Armour Class.
- Removed if an ally Helps this creature.
How to learn
Granted by wielding the following weapon types with proficiency: