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Water Whip: Difference between revisions
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| higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}} | | higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}} | ||
| class learns at level 3 = Way of the Four Elements | | class learns at level 3 = Way of the Four Elements | ||
| notes = | | notes = * The combat log will incorrectly show the DC calculation as the base DC + Wisdom modifier + proficiency bonus, but the resulting DC will still be based on the higher of the character's Dexterity or Strength modifier. | ||
Revision as of 16:39, 29 April 2024
{{ActionPage
| description = Possibly pulls a target Range: 9 m / 30 ft toward you or knocks it .
| image = Water Whip.webp
| summary = Water Whip is an action that allows a to either knock a target prone, or pull it towards them.
| cost = action, ki:2
| damage = 3d10
| damage type = Bludgeoning
| range m = 9
| range ft = 30
| save = DEX
| save dc = weapon action
| on save = Target still takes half damage but no other effects
| variants = Water Whip: Knock Prone, Water Whip: Pull
![D10 Physical.png](/w/images/thumb/0/0d/D10_Physical.png/29px-D10_Physical.png)
![Damage Types](/w/images/thumb/7/7d/Bludgeoning_Damage_Icon.png/25px-Bludgeoning_Damage_Icon.png)
| class learns at level 3 = Way of the Four Elements | notes = * The combat log will incorrectly show the DC calculation as the base DC + Wisdom modifier + proficiency bonus, but the resulting DC will still be based on the higher of the character's Dexterity or Strength modifier.