Scorching Ray: Difference between revisions

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833 bytes added ,  25 August 2023
Added the note about Death Ward interaction
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(Added the note about Death Ward interaction)
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* Also granted by {{SmallIcon|Gloves of Cinder and Sizzle Icon.png}} {{rare|Gloves of Cinder and Sizzle}}. {{Recharge|Long Rest}}
* Also granted by {{SmallIcon|Gloves of Cinder and Sizzle Icon.png}} {{rare|Gloves of Cinder and Sizzle}}. {{Recharge|Long Rest}}
* A target afflicted by {{SmallIcon|Hex Icon.png}} [[Hex]] will take additional {{DamageText|1d6|Necrotic}} damage from '''each''' ray.
* A target afflicted by {{SmallIcon|Hex Icon.png}} [[Hex]] will take additional {{DamageText|1d6|Necrotic}} damage from '''each''' ray.
* When interacting with effects like [[Death Ward]] and dealing multiple attacks to the same creature, assuming the 1st attack was sufficient to [[Downed_(Condition)|down]] the target the 2nd attack appears to apply before the [[Death Ward]] activates, which means that after 2 attacks the target would lose the [[Death Ward]] but remain with 1HP. If the initial attack would have 3 applications then the target would be [[Downed_(Condition)|downed]] on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a [[Death Ward]] applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like [[Magic Missile]] and [[Eldritch Blast]] (as of 4.1.1.3669438).
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