Wallop (fighting style)

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Revision as of 04:08, 4 April 2024 by Guy (talk | contribs) (update)
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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.