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Boar Charge
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Description
Charge forward, attacking all enemies in the way and possibly knocking them Prone.
Doesn't provoke Opportunity Attacks.Properties
- Cost
- Action
- Damage: 2~5
- Details
- Melee Unarmed Attack Roll
- STR Save (Spell save DC)
- AoE: 9 m (30 ft) Line
- Targets: All enemies in path
- Duration: 2 turns

1d4 + 1Slashing
Technical details
UID
Rush_Rush_Boar_Summon Spell flags
Condition: Prone
Prone
Duration: 2 turns
- 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
Used by creatures: Verres, Verres Calamitosus, and Verres Major
Notes
- At level 5 with Companion's Bond and Rage active, this attack is significantly more powerful than the tooltip suggests. It will deal
- Damage: 8~14
to all enemies in the path of the charge.
-
The spellcasting ability used by boar companions is Strength. This gives a Difficulty Class for the Prone effect of 9 at level 3, 13 at level 5, and 14 at level 11. The extremely low DC at level 3 is because the proficiency bonus of the beast companions is 0 until level 5 when it increases to 3.
- Both Elixir of Hill Giant Strength and Elixir of Battlemage's Power will increase this DC. Animal companions and other summons can consume these items from the party's inventory.






















