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Water Whip: Knock Prone: Difference between revisions
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| higher levels = At level 9, its damage dice increases by one. {{DamageInfo|4d10|Bludgeoning}} | | higher levels = At level 9, its damage dice increases by one. {{DamageInfo|4d10|Bludgeoning}} | ||
| variant of = Water Whip | | variant of = Water Whip | ||
| condition = Prone | |||
| condition duration = Long rest | |||
| condition dc = weapon action | |||
| notes = | | notes = | ||
}} | }} |
Revision as of 20:36, 8 July 2024
Water Whip: Knock Prone is an Action that allows a to deal damage and knock a target prone.
Description
Use the water whip to knock the target .
Properties
- Cost:
- Action + 3Ki Points
- Damage:
- 3d10 (3~30) Bludgeoning
- Details:
- Range: 9 m / 30 ft
- DEX Save (Weapon action DC)
At Higher Levels
At level 9, its damage dice increases by one. 4d10 (4~40) Bludgeoning
Condition: Prone
Duration: Until Long rest
- Can't move or take Actions, Bonus actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
How to learn
This action is a variation of: