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Quake: Difference between revisions
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HiddenDragon (talk | contribs) (Updated damage/save fields) |
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|image=Generic Damage.webp | |image=Generic Damage.webp | ||
|cost=bonus | |cost=bonus | ||
|damage= | |damage=3d4 | ||
|damage type=Bludgeoning | |||
|save=STR | |||
|save dc=caster | |||
|condition=Prone | |condition=Prone | ||
|condition duration=2 | |condition duration=2 | ||
|condition save=Strength | |condition save=Strength | ||
|condition dc = caster | |||
|range m=12 | |range m=12 | ||
|used by creatures=Grym | |used by creatures=Grym | ||
}} | }} |
Revision as of 11:53, 26 December 2023
Quake is a Bonus Action used by Grym that deals damage in a moderately sized area around the caster and has the possibility of knocking all those affected Prone.
Description
Stomp the ground to cause a massive shockwave and knock nearby creatures .
Properties
- Cost:
- Bonus action
- Damage:
- 3d4 (3~12) Bludgeoning
- Details:
- Range: 12 m / {{{range ft}}} ft
- STR Save (Spell save DC)
Condition: Prone
Duration: 2 turns
Spell save DC Strength saving throw
- Can't move or take Actions, Bonus actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
How to learn
Used by creatures: Grym