Difference between revisions of "Plummet (technique)"

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{{TechBox
 
{{TechBox
|tier=martial
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|imagelink=https://zeldawiki.wiki/wiki/Down_Thrust
|p=1
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|image=https://i.imgur.com/ziYJ3L0.png
 
|time=[[reaction]]
 
|time=[[reaction]]
|summary=While airborne, use your action to plummet to the ground, landing safely and unleashing a gravity-empowered attack.
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|summary='''''Reaction.''''' While airborne, plummet to the ground, landing safely. Deal damage, with greater damage the higher you fell.
|While you are at least 10 feet above the ground, you instantly plummet straight down towards the ground at supernatural speed, and take no damage from the [[falling|fall]], but you are [[incapacitated]] until the end of your next turn. If you land adjacent to or on top of a creature, you can make one melee weapon attack or [[unarmed strike]] against that creature using the momentum of your fall.  For every 10 feet you descended, add a cumulative 1d6 [[bonus die]] to the damage roll of this attack, to a maximum of 10d6 at 100 feet.}}
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|While you are above 10 feet of altitude, as a reaction you can immediately plummet straight down a distance of up to 1000 feet. If you land, you take no damage from [[Falling|falling]].{{a}}Each creature whose space you fell through, or landed within 5 feet of, must succeed on a {{dex}} [[Saving throw|save]]. On a failed save, a creature takes 1d6 bludgeoning damage for every 10 feet you fell, up to a maximum of 10d6 at 100 feet.{{a}}If you're wielding a melee weapon, you can change the damage type to match that weapon.{{a}}Due to whiplash, you cannot use this reaction if you ascended more than 50 feet using your own fly speed since the start of your last turn.}}
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{{clear}}
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{{Source|The Minish Cap|Super Smash Bros.}}

Latest revision as of 02:35, 2 April 2024

standard techniquereaction
While you are above 10 feet of altitude, as a reaction you can immediately plummet straight down a distance of up to 1000 feet. If you land, you take no damage from falling.
     Each creature whose space you fell through, or landed within 5 feet of, must succeed on a Dexterity save. On a failed save, a creature takes 1d6 bludgeoning damage for every 10 feet you fell, up to a maximum of 10d6 at 100 feet.
     If you're wielding a melee weapon, you can change the damage type to match that weapon.
     Due to whiplash, you cannot use this reaction if you ascended more than 50 feet using your own fly speed since the start of your last turn.


The material on this page is based primarily on content found in The Minish Cap and Super Smash Bros., both of which are copyright Nintendo Co., Ltd.