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Concussive Smash: Difference between revisions
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{{ | {{Weapon action page | ||
| name = Concussive Smash | | name = Concussive Smash | ||
| image = Concussive Smash.webp | |||
| controller icon = Concussive Smash Icon.webp | |||
| icon = Concussive Smash Unfaded Icon.webp | |||
| cost = action | | cost = action | ||
| weapon types = Clubs, Flails, Greatclubs, Light Hammers, Maces, Mauls, Morningstars, Warhammers | | weapon types = Clubs, Flails, Greatclubs, Light Hammers, Maces, Mauls, Morningstars, Warhammers | ||
Line 13: | Line 16: | ||
| condition save = CON | | condition save = CON | ||
| condition duration = 2 | | condition duration = 2 | ||
| condition dc = weapon action | |||
}} | }} |
Latest revision as of 06:49, 15 August 2024
Concussive Smash is a weapon action available to characters proficient in and wielding a club, flail, greatclub, light hammer, mace, maul, morningstar, or warhammer in their main hand.
Description
Hit an enemy with all your might to deal damage and possibly them.
Properties
- Cost
- Action
- Damage
- Normal weapon damage
- Details
- Attack roll
- CON Save (Hybrid DC)
- Range: Normal weapon range
- Recharge: Short rest
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
Granted by wielding the following weapon types with proficiency: