Difference between revisions of "Hurricane Spin (technique)"

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|time=action
 
|time=action
 
|summary=You make up to ten melee attacks in one turn.
 
|summary=You make up to ten melee attacks in one turn.
|You charge and spin with reckless, hurricane force while striking wildly with a melee weapon or [[unarmed strike]].  Until the end of your turn, you cannot be targeted with [[reactions]].  You can make up to ten melee attacks this turn.{{a}}You cannot any bonus dice the the damage rolls of these attacks, but each attack deals force damage instead of its normal damage type if you wish.  You cannot make any [[bonus action]] on a turn you use this technique.  You are [[stunned]] from the end of your turn until the start of your next turn.
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|You charge and spin with reckless, hurricane force while striking wildly with a melee weapon or [[unarmed strike]].  Until the end of your turn, you cannot be targeted with [[reactions]].  You can make up to eight melee attacks this turn.{{a}}You cannot add [[bonus dice]] to the damage rolls of these attacks, but each attack deals force damage instead of its normal damage type if you wish.  You cannot make any [[bonus action]] on a turn you use this technique.  You are [[stunned]] from the end of your turn until the start of your next turn.
 
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Revision as of 19:08, 30 November 2020

master technique — action
You charge and spin with reckless, hurricane force while striking wildly with a melee weapon or unarmed strike. Until the end of your turn, you cannot be targeted with reactions. You can make up to eight melee attacks this turn.
     You cannot add bonus dice to the damage rolls of these attacks, but each attack deals force damage instead of its normal damage type if you wish. You cannot make any bonus action on a turn you use this technique. You are stunned from the end of your turn until the start of your next turn.


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