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Water Whip: Difference between revisions
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{{ActionPage | |||
| description = Possibly pulls a target {{range|m=9|ft=30}} toward you or knocks it {{Cond|Prone}}. | |||
Possibly pulls a target | | image = Water Whip.webp | ||
| summary = '''{{PAGENAME}}''' is an action that allows a [[Way of the Four Elements]] Monk to either knock a target prone, or pull it towards them. | |||
| 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 08:25, 29 July 2024
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 .
Properties
- Cost:
- Action + 2Ki Points
- Damage:
- 3d10 (3~30) Bludgeoning
- 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 4d10 (4~40) Bludgeoning
Variants
How to learn
Classes:
- Class 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.