Divine hammer
Your strike is so mighty that a divine radiant light comes down and hits your target for an additional 2d8 damage. If this was from your god, you’ve done well. If not, you might want to get religion.
Your strike is so mighty that a divine radiant light comes down and hits your target for an additional 2d8 damage. If this was from your god, you’ve done well. If not, you might want to get religion.
A mirror image of you appears twenty feet in front of you and mimics all your actions. Opponents must succeed on a Perception roll against your spell save DC to determine if their target is the illusion. Only on a success, can anyone attack you. Duration: 1 minute.
Your attack chops off the right hand, paw, or claw of your opponent.
Your attack causes your opponent to lose the use of one arm (or equivalent limb) until healed.
Something in your magic allows you to step out of time, take a second attack, and then return to your body in your time.
You knock your target off balance. They fall to their knees and must spend half their movement getting up.
You hit your target right in the elbow (or whatever part of their body they use to control their attacks). They lose proficiency in their weapon and any spell that requires somatic components for 1d6 rounds.
Your critical hit was so well-executed and swift that you can take the Disengage, Dodge, or Dash action as a bonus action.
You hit your target right in the knee (or whatever part of their form performs the same function). Their movement is halved and they cannot take the Dash action for 1d6 rounds.
You hit your target right in the face between the mouth and nose if they’ve got ’em. For the next 1d4 rounds, that target has disadvantage on attack rolls and can’t take attacks of opportunity.
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