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Reposition Malefactor: Difference between revisions

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(Removed not on autoresolve behaviour. The change was made to the Steel Watcher's version of Reposition Malefactor and did not carry over to the weapon action version.)
 
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{{WeaponActionPage
{{Weapon action page
|name=Reposition Malefactor
|name=Reposition Malefactor
|image = Reposition Malefactor.webp
|image = Reposition Malefactor.webp
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* The {{Saving throw|dex}} to avoid the attack has a fixed DC of 15, but in the combat log, it shows a potentially incorrect calculation involving your [[Difficulty Class|spell DC]]. (For example: 8 (Base DC) + 5 (Charisma) + 4 (Proficiency) = 15).
* The {{Saving throw|dex}} to avoid the attack has a fixed DC of 15, but in the combat log, it shows a potentially incorrect calculation involving your [[Difficulty Class|spell DC]]. (For example: 8 (Base DC) + 5 (Charisma) + 4 (Proficiency) = 15).
* Unlike most weapon actions, '''Reposition Malefactor''' does not need to recharge.
* Unlike most weapon actions, '''Reposition Malefactor''' does not need to recharge.
* As of Patch 6, this action autosucceeds on allies and does no damage to them.
}}
}}

Latest revision as of 19:08, 10 June 2024

Reposition Malefactor.webp

Reposition Malefactor is a weapon action granted by Hellfire Engine Crossbow.

Description

Pulls the creature 9 m / 30 ft closer to you if it fails a DC 15  Dex saving throw.

Properties

Cost
Action
Damage
1/2 Normal weapon damage
Details
DEX Save
 Range: Normal weapon range

How to learn

Granted by the weapons:

Notes

  • Reposition Malefactor does not use an Attack roll to determine if it hits.
  • The Dexterity saving throw to avoid the attack has a fixed DC of 15, but in the combat log, it shows a potentially incorrect calculation involving your spell DC. (For example: 8 (Base DC) + 5 (Charisma) + 4 (Proficiency) = 15).
  • Unlike most weapon actions, Reposition Malefactor does not need to recharge.