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Concussive Smash (Spiritual Weapon): Difference between revisions
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(Created page with "{{Hatnote|For the normal weapon action, see {{SAI|Concussive Smash}}.}} {{Action page | name = Concussive Smash | summary = '''Concussive Smash''' is a weapon action available to mauls summoned by {{SAI|Spiritual Weapon}}. | image = Concussive Smash.webp | controller icon = Concussive Smash Icon.webp | icon = Concussive Smash Unfaded Icon.webp | description = Possibly {{Cond|Dazed|Daze}} your target. They can't take reactions and lose the De...") |
(Incorrect in-game tooltip) |
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* The attack roll and damage for this attack uses the summoner's spellcasting modifier, but the DC to inflict the condition is based on the {{em|summoned weapon's}} [[Dice rolls#Save DCs|weapon action DC]] (with an inherent +2 bonus). Since the weapon has ability scores of 10, this results in a DC of just 12 (at proficiency bonus of 2) to 14 (at proficiency bonus of 4). | * The attack roll and damage for this attack uses the summoner's spellcasting modifier, but the DC to inflict the condition is based on the {{em|summoned weapon's}} [[Dice rolls#Save DCs|weapon action DC]] (with an inherent +2 bonus). Since the weapon has ability scores of 10, this results in a DC of just 12 (at proficiency bonus of 2) to 14 (at proficiency bonus of 4). | ||
* The once per short rest cooldown of this attack is reset when resummoning a spiritual weapon, so it is effectively once per summon instead. | * The once per short rest cooldown of this attack is reset when resummoning a spiritual weapon, so it is effectively once per summon instead. | ||
| bugs = | |||
* The in-game tooltip is incorrect - all the damage dealt is {{DamageType|Force}} damage. | |||
}} | }} |
Latest revision as of 09:20, 14 December 2024
For the normal weapon action, see
.Concussive Smash is a weapon action available to mauls summoned by .
Description
Possibly your target. They can't take reactions and lose the Dexterity bonus to their Armour Class.
Properties
- Cost:
- Bonus action
- Damage:
- 1d8 + 1 (2~9) + Spellcasting modifier Force
- Details:
- Attack roll
- Melee: 1.5 m / 5 ft
- Recharge: Short rest
- CON Save
At Higher Levels
Upcast: The damage of this attack increases by 1d8Force damage for every 2 spell slot levels above 2 used to cast .
Condition: Dazed
Duration: 2 turns
Weapon action DC Constitution saving throw
- Has Disadvantage on Wisdom Saving throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.
- Removed if an ally Helps this creature.
How to learn
Used by creatures: Spiritual Weapon (maul)
Notes
- The attack roll and damage for this attack uses the summoner's spellcasting modifier, but the DC to inflict the condition is based on the summoned weapon's weapon action DC (with an inherent +2 bonus). Since the weapon has ability scores of 10, this results in a DC of just 12 (at proficiency bonus of 2) to 14 (at proficiency bonus of 4).
- The once per short rest cooldown of this attack is reset when resummoning a spiritual weapon, so it is effectively once per summon instead.
Bugs
- The in-game tooltip is incorrect - all the damage dealt is Force damage.