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Primal Stampede
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Primal Stampede is a action only available while using , allowing you charge in a line dealing damage to all enemies and knocking them prone.
Description
Charge forward, attacking all hostile creatures in your way. Deals 1d4 + Strength modifierBludgeoning damage and knocks targets .
Doesn't provoke Opportunity Attacks.
Properties
- Cost:
-
Action +
Movement
- Damage:
-
1d4 (1~4) + Strength modifier
Bludgeoning
- Details:
-
Attack roll
-
Range: 9 m / 30 ft
-
STR Save (DC 10 + Strength modifier)
Condition: Prone
Duration: 2 turns
DC 10 + Strength modifier 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.
- A character with the Athlete feat spends only
How to learn
Classes:
- Class level 3: Wildheart
Notes
- There is no
Saving throw to avoid being knocked .
- As of Patch 5, there is now a 10+Strength modifier DC that victims must fail to be knocked Prone.
- Hits all enemies within a
2 m / 7 ft radius along the charge path.
- Strangely, while this attack benefits from unarmed accuracy bonuses (e.g., from the Tavern Brawler feat) and conditions inflicted on unarmed hits (Lightning Charges from The Sparkle Hands or Bleeding from Helldusk Gloves), any extra sources of unarmed damage are not applied, including Tavern Brawler's boosted damage.