Difference between revisions of "Wallop (fighting style)"

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{{FSB|While attacking with a [[Two-handed (property)|two-handed]] melee weapon, you score a [[critical hit]] if the d20 lands on an 18 or higher, and for every such critical hit you roll the damage dice thrice instead of twice.<!-- Every attack with this weapon that hits a Tiny creature is automatically a critical hit.-->{{a}}If while using this weapon you score a critical hit against a Large or smaller creature, as part of that attack you can either knock the creature [[prone]] or send it flying 10 feet directly away from you.}}
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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>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&mdash;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 04:08, 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.