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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
| higher levels = At level 9, the damage dice increases by one to| 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.