Shoots an explosive fireball that deals 8d6 Fire damage to everything in a large area. Transform into a mist cloud, similar to Gaseous Form. Gain the ability to Fly until you take a Long Rest. Holds a humanoid enemy like the Hold Person spell. Targets made of inorganic material have Disadvantage on their Saving Throw.įire off 3 rays of fire damage at long range, choosing each target individually. Comes in two varieties, one that knocks enemies Prone and one that hurls them towards you.ĭamages all creatures in earshot, dealing 3d8 Thunder damage. Has Advantage on targets wearing metal and prevents them from using reactions.Ī long-range attack that deals 3d10 Bludgeoning damage. Shoots a burst of flames in front of you, dealing 3d6 Fire damage and setting things on fire.Ī melee-range spell that shocks the target, dealing 1d10 Lightning damage. Mid-range attack that deals 3d10 Bludgeoning damage and may shove an enemy 6m away, knocking it Prone in the process.Ĭlears all clouds and pushes creatures back 5m within a 12m radius.Ī long-range spell that deals 3d8 Thunder damage on impact. Release a wave of force that knocks enemies away, dealing 2d8 Thunder damage. This will also cause your next melee attack to deal an extra 1d4 Fire damage. Throw a shard of ice that deals 1d10 Piercing damage and 2d6 Cold damage, leaving behind a patch of ice for two turns.Ī long-range attack that deals 1d10 Cold damage and reduces the target movement speed by 3m.Ī short-range attack that deals 1d6 + your attack modifier Bludgeoning damage and 1d10 Fire damage. You gain immunity to Poison damage and disease. When Charmed or Frightened, automatically remove the condition.Īs long as you're not wearing armour, Difficult Terrain doesn't slow you down and you can Jump an additional 6m. Upon an unsuccessful Saving Throw, still take only half damage. Upon a successful Dexterity Saving Throw against a damaging spell that usually would halve your damage, take no damage at all. Unarmed attacks count as magical for the purposes of overcoming Resistance and Immunity to non-magical damage. You can make an extra free attack once per turn. You can use a reaction to gain resistance to falling damage. If you reduce the damage to 0, you may spend a Ki point to fire a projectile back at the attacker. You may use your reaction to reduce the damage dealt by a ranged attack made against you. This increases to 4.5m at Level 6, and 6m at Level 10. Your movement speed increased by 3m while unarmored. This number increases by 1 with every new Monk level attained. You begin with 2 Ki Points that you can use with your special attacks. If they'd normally deal more damage, ignore this.Īfter making an unarmed attack or one with a Monk Weapon, you can make a separate unarmed attack as a bonus action. Unarmed attacks and those made with Monk Weapons will deal 1-4 Bludgeoning damage as a minimum. When not wearing armour, your AC is increased by your WIS modifier in addition to your DEX modifier.Īttacks with Monk Weapons scale with Dexterity instead of Strength, but only if your Strength is higher. Gameplay Lists Baldur's Gate 3: 9 Things To Do After You Beat The Game Baldur's Gate 3: 8 Best Cantrips Baldur's Gate 3: Best Familiars, Ranked Baldur's Gate 3: 10 Best Feats, Ranked Every Adamantine Forge Item, Ranked Every Adamantine Forge Item, Ranked Baldur's Gate 3: 7 Best Skills To Master Baldur's Gate 3: 9 Best Items To Sell For Profit Baldur's Gate 3: 9 Best Items To Sell For Profit Baldur's Gate 3: 8 Best Healing Spells 9 Things Only Pro Players Know You Can Do In Baldur's Gate 3 8 Best Weapons In Baldur's Gate 3, Ranked Baldur's Gate 3: 8 Best Gloves, Ranked Baldur's Gate 3: 8 Best Ranged Weapons Baldur's Gate 3: Every Musical Instrument, Ranked Baldur’s Gate 3: 6 Items You Should Never Sell Baldur's Gate 3: 8 Best Two-Handed Weapons, Ranked Baldur's Gate 3: Who Is Your Guardian? Baldur's Gate 3: Should You Help The Talking Brain? Baldur's Gate 3: Complete Guide To Paladins Baldur's Gate 3: How To Save Arabella Baldur's Gate 3: Every NPC That Can Join Your Camp Baldur's Gate 3: How To Solve The Moon Door Puzzle Baldur's Gate 3: How To Enter The Druid Grove Secret Vault Baldur's Gate 3: What To Do With The Necromancy Of Thay Baldur's Gate 3: Should You Use The Astral-Touched Tadpole? Baldur's Gate 3: Should You Let Volo Try To Extract The Parasite Baldur's Gate 3: How To Beat The Phase Spider Matriarch Baldur's Gate 3: Guide To Hirelings Baldur's Gate 3: Complete Guide To Sorcerers Baldur's Gate 3: How To Unlock The Vault Door In The Toll House Baldur's Gate 3: How To Get The Owlbear Cub Baldur's Gate 3: How To Multiclass Baldur's Gate 3: Rescue The Trapped Man Quest Walkthrough
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