Difference between revisions of "Wallop (fighting style)"
From Legends of Hyrule
Jump to navigationJump to search (update) |
|||
Line 1: | Line 1: | ||
− | {{FSB| | + | {{FSB|image=https://i.imgur.com/46EGtSS.png|imagelink=https://zeldauniverse.net/guides/the-wind-waker/walkthrough/chapter-11-return-to-the-forsaken-fortress/|<ul><li>When you hit a Medium or smaller creature with a [[Two-handed (property)|two-handed]] melee weapon that doesn't have [[Reach (property)|reach]], in addition to dealing damage you can either knock the creature [[Prone]] or [[Shoved|Shove]] the creature 5 feet directly away from you. On a [[critical hit]], you can instead send the creature flying up to 30 feet directly away from you to land Prone. If the creature's flight trajectory is interrupted such as by a wall, the creature takes 1d6 bludgeoning damage for every 10 it didn't fly—and if it's trajectory was interrupted by another creature, that creature also takes this damage.</li><li>When you hit a Large or larger creature with a [[Two-handed (property)|two-handed]] melee weapon that doesn't have [[Reach (property)|reach]], add a d6 [[bonus die]] to the damage roll. On a critical hit, the creature's defenses are smashed so hard that all attack rolls against it have [[advantage]] until the end of your next turn.</li><li>Your attacks with a non-[[Reach (property)|reach]] [[Two-handed (property)|two-handed]] melee weapon score a [[critical hit]] when the d20 lands on 18 or higher.}} |
Revision as of 03:08, 4 April 2024
Wallop is a fighting style. While you have this style, you gain these benefits:
- When you hit a Medium or smaller creature with a two-handed melee weapon that doesn't have reach, in addition to dealing damage you can either knock the creature Prone or Shove the creature 5 feet directly away from you. On a critical hit, you can instead send the creature flying up to 30 feet directly away from you to land Prone. If the creature's flight trajectory is interrupted such as by a wall, the creature takes 1d6 bludgeoning damage for every 10 it didn't fly—and if it's trajectory was interrupted by another creature, that creature also takes this damage.
- When you hit a Large or larger creature with a two-handed melee weapon that doesn't have reach, add a d6 bonus die to the damage roll. On a critical hit, the creature's defenses are smashed so hard that all attack rolls against it have advantage until the end of your next turn.
- Your attacks with a non-reach two-handed melee weapon score a critical hit when the d20 lands on 18 or higher.