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Water Whip: Difference between revisions

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| save = DEX, Target still takes half damage but no other effects
| save = DEX, Target still takes half damage but no other effects
| variants = Water Whip: Knock Prone, Water Whip: Pull
| variants = Water Whip: Knock Prone, Water Whip: Pull
| higherlevels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}}
| higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}}
| class learns at level 3 = Way of the Four Elements
| class learns at level 3 = Way of the Four Elements
| notes =
| notes =
}}
}}

Revision as of 09:16, 16 December 2023

Water Whip.webp

Water Whip is an action that allows a Way of the Four Elements Way of the Four Elements to either knock a target prone, or pull it towards them.

Description

Possibly pulls a target  Range: 9 m / 30 ft toward you or knocks it Prone Prone.

Properties

Cost:
Action + 2Ki Points
Damage:
D10 Bludgeoning.png 3d10 (3~30) Damage TypesBludgeoning
Details:
 Range: 9 m / {{{range ft}}} ft
DEX, Target still takes half damage but no other effects Save

At Higher Levels

At level 9, the damage dice increases by one to
D10 Bludgeoning.png 4d10 (4~40) Damage TypesBludgeoning

Variants

How to learn

Classes: