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Volatile Cluster: Difference between revisions
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|cost=action | |cost=action | ||
|recharge = Per turn | |recharge = Per turn | ||
|damage= | |damage=2d4+2 | ||
|damage type=Bludgeoning | |||
|additional= Creates 3 [[Orthonic Handbomb]]s that explode 2 turns later for {{DamageText|4d8|Fire}} and {{DamageText|4d8|Force}} damage. | |additional= Creates 3 [[Orthonic Handbomb]]s that explode 2 turns later for {{DamageText|4d8|Fire}} and {{DamageText|4d8|Force}} damage. | ||
|condition = Prone | |condition = Prone | ||
|condition duration = 2 | |condition duration = 2 | ||
|condition save = STR | |||
|condition dc = caster | |||
|used by creatures=Yurgir | |used by creatures=Yurgir | ||
}} | }} |
Revision as of 23:28, 26 December 2023
Volatile Cluster is a class action available to Yurgir that allows him to toss Orthonic Handbombs at enemies and knock them Prone.
Description
Toss a cluster of damaging explosives that can possibly knock nearby creatures .
Properties
- Cost:
- Action
- Damage:
- 2d4 + 2 (4~10) Bludgeoning
- Details:
- Attack roll
- Range: 14 m / 45 ft
- Recharge: Per turn
Creates 3 Orthonic Handbombs that explode 2 turns later for 4d8Fire and 4d8Force damage.
Condition: Prone
Duration: 2 turns
Spell save DC Strength saving throw
- Can't 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 they're 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
Used by creatures: Yurgir