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Fly Trap
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Fly Trap is a passive feature that can prevent a target from moving.
Description
Chance to Ensnare target if it is not a plant or a beast.
Condition: Ensnared
Ensnared
Duration: 2 turns
- Cannot move and takes 1d6 damage per turn.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws have Disadvantage.
How to learn
Granted by the weapons:
Notes
- In addition to the combat round, Ensnare also loses a turn of duration at the beginning of the target's turn. Therefore, Fly Trap can prevent an opponent from moving for one turn at most.
- Piercing damage from Ensnare is applied each turn regardless of whether the save fails or succeeds.
- There are three different kinds saves:
- The first is when the condition is applied. The DC for this is 12.
- The second is at the beginning of the victim's first turn after receiving the condition. The DC for this is Spell save DC. The condition ends if save succeeds.
- The third is at the beginning of the possible second turn, but this one is redundant, because the condition always ends at the start of the second round (see bugs below) regardless of whether the save fails or succeeds. The DC for this is Spell save DC.
- The Sharpened Snare passive feature from Sharpened Snare Cuirass affects the second and third save but not the first one.