Ad placeholder
Clench of the North Wind: Difference between revisions
Jump to navigation
Jump to search
m (Category casing) |
(Removed Note that lvl 9 upcast wasnt able to hold 2x. Fixed in Patch 7) |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{ActionPage | ||
| description = Hold a humanoid enemy still. They can't move, act or react. Attacks from within | | description = Hold a humanoid enemy still. They can't move, act or react. Attacks from within {{radius|m=3|ft=10}} are always [[critical hit]]s. | ||
| image = Hold Person.webp | | image = Hold Person.webp | ||
| summary = '''{{PAGENAME}}''' is an | | controller icon = Hold Person Icon.webp | ||
| cost = action | | icon = Hold Person Unfaded Icon.webp | ||
| summary = '''{{PAGENAME}}''' is an action that allows a [[Way of the Four Elements]] Monk to cast their equivalent of {{SAI|Hold Person}} by expending {{R|ki|forceplural=yes}} instead of Spell Slots. | |||
| cost = action, ki:3 | |||
| concentration = | | concentration = yes | ||
| range = ranged | |||
| range | |||
| save = WIS | | save = WIS | ||
| additional = | | additional = | ||
| | | higher levels = At level 9, hold up to 2 humanoids. | ||
| condition = Hold Person | |||
| condition duration = 10 | |||
| condition dc = caster | |||
| condition save = WIS | |||
| class learns at level 6 = Way of the Four Elements | | class learns at level 6 = Way of the Four Elements | ||
}} | }} | ||
Latest revision as of 15:50, 5 September 2024
Clench of the North Wind is an action that allows a Way of the Four Elements Monk to cast their equivalent of by expending Ki Points instead of Spell Slots.
Description
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m / 10 ft are always critical hits.
Properties
- Cost:
- Action + 3Ki Points
- Details:
- Range: 18 m / 60 ft
- Concentration
- WIS Save
At Higher Levels
At level 9, hold up to 2 humanoids.
Condition: Hold Person
Duration: 10 turns
Spell save DC Wisdom saving throw
- Affected entity can't Move or take Actions, Bonus Actions, or Reactions.
- Attacks against the entity are always Critical Hits if the attacker is within Range: 3 m / 10 ft.
- Attacks against the entity automatically succeed Attack Roll.
- Affected entity automatically fails all Strength and Dexterity Saving throws.
- At the end of each turn, the affected entity makes a Wisdom Saving throw. On a successful save, the condition is removed.
How to learn
Classes:
- Class level 6: Way of the Four Elements