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Concussive Smash (Spiritual Weapon): Difference between revisions

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Created page with "{{Hatnote|For the normal weapon action, see {{SAI|Concussive Smash}}.}} {{Action page | name = Concussive Smash | summary = '''Concussive Smash''' is a weapon action available to mauls summoned by {{SAI|Spiritual Weapon}}. | image = Concussive Smash.webp | controller icon = Concussive Smash Icon.webp | icon = Concussive Smash Unfaded Icon.webp | description = Possibly {{Cond|Dazed|Daze}} your target. They can't take reactions and lose the De..."
 
Undo revision 268920 by Hawkeye (talk)
Tag: Undo
 
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* The attack roll and damage for this attack uses the summoner's spellcasting modifier, but the DC to inflict the condition is based on the {{em|summoned weapon's}} [[Dice rolls#Save DCs|weapon action DC]] (with an inherent +2 bonus). Since the weapon has ability scores of 10, this results in a DC of just 12 (at proficiency bonus of 2) to 14 (at proficiency bonus of 4).
* The attack roll and damage for this attack uses the summoner's spellcasting modifier, but the DC to inflict the condition is based on the {{em|summoned weapon's}} [[Dice rolls#Save DCs|weapon action DC]] (with an inherent +2 bonus). Since the weapon has ability scores of 10, this results in a DC of just 12 (at proficiency bonus of 2) to 14 (at proficiency bonus of 4).
* The once per short rest cooldown of this attack is reset when resummoning a spiritual weapon, so it is effectively once per summon instead.
* The once per short rest cooldown of this attack is reset when resummoning a spiritual weapon, so it is effectively once per summon instead.
| bugs =
* The in-game tooltip is incorrect - all the damage dealt is {{DamageType|Force}} damage.
}}
}}

Latest revision as of 20:40, 29 January 2025

For the normal weapon action, see Concussive Smash Concussive Smash.

Concussive Smash is a weapon action available to mauls summoned by Spiritual Weapon Spiritual Weapon.

Description

Possibly Daze Daze your target. They can't take reactions and lose the Dexterity bonus to their Armour Class.

Properties

Cost:
Bonus action
Damage:
1d8 + 1 (2~9) + Spellcasting modifier Damage TypesForce
Details:
Attack roll
 Melee: 1.5 m / 5  ft
Recharge: Short rest
CON Save

At Higher Levels

Upcast: The damage of this attack increases by 1d8Damage TypesForce damage for every 2 spell slot levels above 2 used to cast Spiritual Weapon Spiritual Weapon.

Condition: Dazed

Dazed Dazed

Duration: 2 turns

Weapon action DC  Constitution saving throw

How to learn

Used by creatures: Spiritual Weapon (maul)

Notes

  • The attack roll and damage for this attack uses the summoner's spellcasting modifier, but the DC to inflict the condition is based on the summoned weapon's weapon action DC (with an inherent +2 bonus). Since the weapon has ability scores of 10, this results in a DC of just 12 (at proficiency bonus of 2) to 14 (at proficiency bonus of 4).
  • The once per short rest cooldown of this attack is reset when resummoning a spiritual weapon, so it is effectively once per summon instead.

Bugs

  • The in-game tooltip is incorrect - all the damage dealt is Damage TypesForce damage.