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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 | ||
| | | 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 is an action that allows a 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 .
Properties
- Cost:
- Action + 2Ki Points
- Damage:
- 3d10 (3~30) Bludgeoning
- 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 4d10 (4~40) Bludgeoning
Variants
How to learn
Classes:
- Class level 3: Way of the Four Elements