Ad placeholder
Absolute Night
Jump to navigation
Jump to search
Absolute Night is a passive feature that lets the weapon blind its targets.
Description
Blind targets that fail a Dexterity Saving Throw. Deals an additional 2d6Piercing to certain creatures that sport multiple sets of eyes.
Condition: Blinded
Blinded
Duration: 2 turns
- The affected creature has Disadvantage on Attack rolls.
- The affected creature's range of attacks and spells reduced to 3 m / 10 ft.
- Attack rolls against affected creatures have Advantage.
How to learn
Granted by the weapons:
Notes
- As implied in the description of Absolute Night, the passive feature deals extra damage to spiders, spider-like enemies, spectators and other creatures with many eyes. This only works with melee attacks. Thrown weapon hits do not trigger this bonus.
- Likewise, the ability to blind opponents does not function a weapon with this passive is thrown.
- Although the combat log shows (if the target succeeds the roll) a breakdown of the roll indicating that Absolute Night uses the Spell DC, the actual DC is fixed at 11.
Bugs
- The saving throw against being Blinded is incorrectly attributed in the combat log against the attacker or the attack which was used, rather than against Absolute Night.









