Blinded!
Your strikes leaves your target blinded for 1d4 rounds.
Your strikes leaves your target blinded for 1d4 rounds.
Your strike hits with such force that it unleashes a powerful resonance centered on your target. Your target and anyone (including you) within 5 feet is knocked prone and takes 1d6 thunder damage.
Your strike vibrates with divine energy and restores 1d8 hit points to you and your allies. If this exceeds their maximum, the excess become temporary HP.
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.
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.
You may take the Dodge action as a bonus action on this round or the next.
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