Difference between revisions of "Wallop (fighting style)"

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{{FSB|If you hit a creature with a melee weapon that you are wielding with two hands, you can wallop the creature if you score a [[critical hit]] or if your attack roll exceeds the target's AC by 5 or more. You decide whether a walloped creature is knocked [[prone]], [[shove]]d, or takes a d8 [[bonus die]] of extra damage. You can't shove or knock prone the walloped creature if it is of Huge size or lager.}}
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{{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>You score a [[critical hit]] if the d20 lands on 18 or 19, instead of only 20.</li>
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<li>If you hit a Medium or smaller creature, 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&mdash;and if it's trajectory was interrupted by another creature, that creature also takes this damage.</li><li>If you hit a Large or larger creature, 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></ul>|replace=When you attack with a [[Two-handed (property)|two-handed]] melee weapon that doesn't have [[Reach (property)|reach]], you gain these benefits:|summary='''''Weapon Mastery.''''' While wielding a  [[Two-handed (property)|two-handed]] melee weapon without [[Reach (property)|reach]], you score [[critical hit|crits]] easier and smash foes much harder.}}

Latest revision as of 03:13, 4 April 2024

Wallop is a fighting style. When you attack with a two-handed melee weapon that doesn't have reach, you gain these benefits:
     
  • You score a critical hit if the d20 lands on 18 or 19, instead of only 20.
  • If you hit a Medium or smaller creature, 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, 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.
  • If you hit a Large or larger creature, 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.