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Absolute Night: Difference between revisions

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| condition save = DEX
| condition save = DEX
| condition dc = 11
| condition dc = 11
| notes = Although the combat log shows (if the target succeeds the roll) a breakdown of the roll indicating that this passive uses the Spell DC, the actual DC is fixed at 11.
| notes = Although the combat log shows (if the target succeeds the roll) a breakdown of the roll indicating that this passive uses the [[Dice_rolls#Save_DCs|Spell DC]], the actual DC is fixed at 11.
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Latest revision as of 09:40, 26 July 2024

Absolute Night is a passive feature that lets the weapon blind its targets.

Description

Blind Blind targets that fail a Dexterity saving throw. Deals an additional 2d6Damage TypesPiercing to certain creatures that sport multiple sets of eyes.

Condition: Blinded

Blinded Blinded

Duration: 2 turns

DC 11  Dexterity saving throw

How to learn

Granted by the weapons:

Notes

Although the combat log shows (if the target succeeds the roll) a breakdown of the roll indicating that this passive uses the Spell DC, the actual DC is fixed at 11.