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Break of Dawn
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Break of Dawn is an action used by 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 Prone.
Properties
Condition: Prone
Prone
Duration: 1 turn
DC 18 Constitution 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
Other ways to learn:
- Triggered by traps in the Rosymorn Monastery.
Bugs
- The tooltip incorrectly states "Targets still take half damage" when instead they are neither pushed back nor made prone.