![]() Alternatively, all 5 charges can be expelled to make a giant singularity at some point within range for 1d6 turns. The weapon stores 5 charges of this enhancement and takes 1 hour to recover 1 charge. Even though the pulling effect exerts on the goal, ranged attacks against the monster gain a +1 to attack rolls per singularity placed on it. The targeted monster has a singularity placed on it, creating a drawing effect that travels with them, damaging it for two Force damage for 1d6 turns.All creatures within 5 feet of the goal, for example, the target must succeed on a DC 8 Proficiency bonus Dexterity Saving throw or be dragged towards the floor with a force impact, making them prone.All creatures within 5 feet of the target must succeed on a DC 10+Proficiency bonus Power Saving Throw or be pushed 5 ft away from the target.If you expel a charge, another hit with this weapon will leave your target with 1 of 3 impacts of your choice: ImpulsingĪmmunition expelled from this weapon may get charmed with arcane energy when channeled. Activating any sum of charge would be a free action. ![]() Alternatively, 3 charges could be expelled as a normal action to establish 1 drive bolt as if using the Magic Missile spell in 1d10 induce damage. This weapon retains 7 charges and all charges are restored on a very long break. ![]() At 3 successive hits, the target is knocked more likely if it can be by the 3rd hit. Every consecutive blow performed with this weapon adds +1 pressure damage while triggered. Using a single charge, the weapon deals 14d Force damage. Forcefulīacked by the fury of your blows, the forces of the arcane combines the swing using this weapon when you choose. On a save, the creature takes half damage and is not pushed away. They need to succeed on a DC 12+Proficiency bonus Power Saving throw or take 2d6 force damage and be pushed 1d4 squares off from the caster. ![]() Once every day, as a standard action, you can burst a creature within 5 feet using a flood of water. This can’t be changed again until after a chosen damage type has been in effect for the hour. For a bonus activity, you can boil or chill the water to alter the damage caused by the water whip to become a fire or cold damage for one hour. ![]()
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