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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
targets that fail a Dexterity saving throw. Deals an additional 2d6Piercing to certain creatures that sport multiple sets of eyes.
Condition: Blinded
Duration: 2 turns
- Ranged attacks and spells have a range of 3 m / 10 ft and Attack Rolls suffer Disadvantage.
- Attack Rolls against Blinded creatures have Advantage.
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.