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Break of Dawn
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Break of Dawn is an action that is used by the Dawnbreaker traps in the Rosymorn Monastery to push invaders to their deaths.
Description
Emit a pulse of energy and possibly push all nearby creatures and objects away and knock them .
Properties
- Cost:
- Action
- Damage:
- Details:
- Melee: 1.5 m / 5 ft
- AoE: 5 m / 17 ft (Cone)
- CON Save (On Save: Targets still take half damage.)
Condition: Prone
Duration: 1 turn
DC 18 Constitution saving throw
- 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
(Information not yet added.)