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Trip Attack (Melee): Difference between revisions
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HiddenDragon (talk | contribs) mNo edit summary |
HiddenDragon (talk | contribs) Added higher levels |
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| condition save = STR | | condition save = STR | ||
| condition dc = weapon action | | condition dc = weapon action | ||
| higher levels = At level 10 with {{SAI|Improved Combat Superiority}} the damage bonus increases to {{C|{{DieIcon|d10|Physical}}1d10}} | |||
| class learns at level 3 = Battle Master | | class learns at level 3 = Battle Master | ||
| granted by feats = Martial Adept | | granted by feats = Martial Adept |
Revision as of 22:23, 26 December 2023
Template:Up to date
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Trip Attack (Melee) is a Action. This combat manoeuvre allows the Fighter to deal damage to enemies with Melee Weapons and possibly knock them Prone.
Description
A powerful attack that possibly knocks the target .
The target can't be Huge in size.
Properties
- Cost
- Action
- Cost on hit
- Superiority Die
- Damage
- Normal weapon damage
- + Superiority Die Weapon damage
- Details
- Attack roll (On Miss: Does not spend Superiority Dice.)
- STR Save
- Range: Normal weapon range
- Recharge: Per turn
Condition: prone
Duration: 1 turn
Weapon action DC Strength saving throw
- Can't move or take Actions, Bonus actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.