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Absolute Night
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Absolute Night is a passive feature that lets the weapon blind its targets.
Description
targets that fail a Dexterity saving throw. Deals an additional 2d6Piercing to certain creatures that sport multiple sets of eyes.
Condition: Blinded
Duration: 2 turns
- Ranged attacks and spells have a range of 3 m / 10 ft and Attack Rolls suffer Disadvantage.
- Attack Rolls against Blinded creatures have Advantage.
How to learn
Granted by the weapons:
Notes
Although the combat log shows (if the target succeeds the roll) a breakdown of the roll indicating that this passive uses the Spell DC, the actual DC is fixed at 11.