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Water Whip: Knock Prone
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Description
Use the water whip to knock the target .Properties
- Cost
- Action + 2 Ki Points
- Damage: 3~30
- Details
- DEX Save (Weapon action DC)
- Range: 9 m / 30 ft

3d10
At higher levels
At level 9 with , the damage increases to 4d10 .Grants:
Condition: Prone
Long rest Duration: Until
Weapon action DC Dexterity saving throw
- The affected creature cannot 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 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 spell is a variation of:
Notes
- This spell and are the only two sources of an indefinite prone effect. While an enemy can spend movement speed to end the condition and get up, if it is prevented from moving (e.g. with , , or ), it will remain prone indefinitely.
- Along with (which uses an unarmed attack roll), this is the only other Way of Four Elements abilities that scales with Strength or Dexterity rather than Wisdom.
- Since this uses weapon action DC, Heightened Manoeuvre from the Gauntlets of the Warmaster will apply. Conversely, bonuses to spell save DC such as Lay Bare Their Weakness from the Hat of Uninhibited Kushigo will not apply.
Bugs
- 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.