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Absolute Power |
A surge of Divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 17ft |
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Backbreaker |
Put extra force behind your strike to possible knock your enemy Prone.
Proficiency Required
Used by
Requirements
Cost/Type
Dice
Damage Type
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Brace (Melee) |
Spend 7.5m of your movement speed.
Proficiency Required
Used by
Weapon Type
Cost/Type
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Brace (Ranged) |
Spend 7.5m of your movement speed.
Proficiency Required
Used by
Requirements
A Ranged Weapon needs to be equipped.
Cost/Type
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Cleave |
Swing your Weapon in a large arc to attack multiple Enemies at once.
Proficiency Required
Used by
Weapon Type
Requirements
This action can be performed with:
Cost/Type
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Concussive Smash |
Hit an enemy with all your might to deal damage and possibly Daze them.
Proficiency Required
Used by
Requirements
Cost/Type
Action Type
Weapon Action |
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Crippling Strike |
Swing at an enemy’s legs to deal damage and possibly Cripple them.
Used by
Requirements
This action can be performed with the following weapons:
Cost/Type
Action Type
Weapon Action |
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Flourish |
Feint an attack to possible throw your enemy off balance. 2 Turns.
Proficiency Required
Used by
Requirements
Cost/Type
Action Type
Weapon Action |
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Hamstring Shot |
Shoot an enemy in the thigh to deal damage and possibly reduce their Movement Speed by 50%.
Proficiency Required
Used by
Cost/Type
Action Type
Weapon Action |
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Heartstopper |
Smash an enemy’s chest to deal damage and possibly reduce inflict Chest Trauma.
Used by
Requirements
This action is performed with Morningstars Weapons.
Cost/Type
Action Type
Weapon Action |
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Lacerate |
Slash at an enemy to deal damage and possible inflict Bleeding.
Proficiency Required
Used by
Requirements
This action can be performed with:
Cost/Type
Action Type
Weapon Action |
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Maiming Strike |
Introduction: Description: When wielding a Thermodynamo Axe or Selûne’s Spear of Night, a skilled combatant can execute the Maiming Strike weapon action. Upon a successful hit, the target might become Maimed, rendering them unable to move and drastically reducing their effectiveness in combat. It’s worth noting that this condition doesn’t affect flying creatures, as they are not subject to movement impairments like those that operate on the ground.
Effects/Special Abilities
Maimed: If the target is Maimed, their movement speed is reduced to 0, and they suffer Disadvantage on Dexterity Saving
Proficiency Required
Used by
Range
Properties
Cost/Type
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Mobile Shot |
Make a
Proficiency Required
Used by
Requirements
Must have Dashed or Disengaged this turn.
Cost/Type
Action Type
Weapon Action |
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Piercing Shot |
Shoot an enemy to damage them that possibly left a Gaping Wounds.
Proficiency Required
Used by
Requirements
Ranged Weapon
Cost/Type
Action Type
Weapon Action |
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Piercing Strike |
Stab an enemy to damage them that possibly left a Gaping Wounds.
Proficiency Required
Used by
Requirements
Melee weapon
Cost/Type
Action Type
Weapon Action |
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Pommel Strike |
The Conditions: Dazed: This condition lasts for 2 turns and requires a Constitution saving throw. The affected creature has disadvantage on Wisdom saving throws, can’t take reactions, and loses the Dexterity bonus to their Armor Class. The condition is removed if an ally provides help to this creature.
Effects/Special Abilities
Make a non-lethal attack against an enemy to possibly Daze them.
Proficiency Required
Used by
Requirements
Melee weapons
Cost/Type
Action Type
Weapon Action |
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Prepare |
Spend 7.5m of your Movement Speed to deal an additional amount damage with your melee weapon for the rest of the turn.
Proficiency Required
Used by
Requirements
Cost/Type
Action Type
Weapon Action |
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Rush Attack |
Charge forwardand attack the first enemy in yourway, dealing damage and possibly pushing them Off Balance.
Proficiency Required
Used by
Requirements
This action can be performed with:
Cost/Type
Action Type
Weapon Action |
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Searing Blood |
Cut into an enemy, dealing 1d8 + 1 Piercing damage + an additional 1d6
Proficiency Required
Used by
Properties
Cost/Type
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Soulbreaker |
By harnessing the might of the Soulbreaker
Used by
Properties
Cost/Type
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Topple |
Inflicts Prone. Swipe at a creature to knock it Prone.
Used by
Requirements
N/A
Cost/Type
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Topple the Big Folk |
Topple the Big Folk is an weapon action available exclusively to individuals proficient in wielding By employing this technique, the wielder deals supplementary damage equal to their Proficiency Bonus. Upon a successful strike, the effects on Large, Huge, or Gargantuan creatures are twofold: first, they sustain an additional 2-12 points of Slashing damage; second, they must undergo a Strength Saving
Effects/Special Abilities
Deal additional damage equal to your Proficiency Bonus. On a hit, Large, Huge or Gargantuan creatures take an additional 2-12 Slashing damage and must suceed a Strenght Saving
Used by
Requirements
A reward for overcoming the Wyrmway trials within Act Three.
Cost/Type
Action Type
Weapon Action |
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Weakening Strike |
Target an enemy’s hands with a non-lethal attack to deal damage and possibly inflict Weak Grip.
Proficiency Required
Used by
Requirements
This action can be performed with the following weapons:
Cost/Type
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Whirlwind Attack |
Whirl your body around in a punishing swirl, striking all nearby foes.
Requirements
Class needed:
Cost/Type
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Revitalising Strike |
Smash into a foe, wounding them and healing your own injuries. On a hit, heal 1d6 HP. You deal additional Necrotic Damage equal to your Proficiency Bonus (Strength)
Used by
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Razor Gale |
Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within a 4 meter range, dealing 1d8 Recharges on a Short Rest.
Used by
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