Spellstrike/List

From Kronopolis and the Flat Plane

Standard Spellstrikes

Maneuver Tier 1 Tier 2 Tier 3
Banishing Strike
Using abjuration magic, you create a ward that hinders the creature's attacks. You may make an attack action. If the target is hit, any attacks made by the target do not add their ability modifier to their damage until the end of its next turn. + 1d6 force damage.

The target must succeed with a Will save or be banished. At the end of its next turn, the target reappears in the space it occupited or in the nearest possible.

+ 1d6 force damage.

The banishment lasts for 1 minute. If the target is native to a different plane of existence and below 50 hit points, it must return to its home plane.

Ethereal Strike
Using transmutation magic, your attacks ignore physical boundaries. You may make an attack action. The attack ignores cover and gain an additional 15 ft. of reach. Each creature between you and the target must succeed with a Dexterity (Acrobatics) check against your attack roll. On a failure, a creature takes damage as if it were hit by an attack. + 1d6 force damage.

The attack gains an additional 10 ft. of reach (total of +25 ft.).

Sidestep Strike
Using conjuration magic, you create streams of air to ease your movement and actions. You may make an attack action. You may move half your movement speed without provoking an opportunity attack from the target. + 1d6 force damage.

You do not provoke an opportunity attack from any creature during the movement.

+ 1d6 force damage.

You may instead of moving, Teleport up to 30 feet to an unoccupied space that you can see.

Seeking Strike
Using divination magic, you grant your attack the ability to seek out its target. Choose one creature you have seen in the past minute. If there is a path large enough for your weapon to reach the target, the target must succed with a Dexterity (Acrobatics) save, or the target suffer damage as if it were hit by an attack. + 1d6 force damage.

You learn the target's current location. Until the start of your next turn, you have advantage on attacks against the target.

+ 1d6 force damage.
Charming Strike
Using enchantment magic, you create vines that grasp your target. You may make an attack action. On a hit, the target has disadvantage on attack rolls and contested ability checks. + 1d6 psychic damage.

The target must make a contested Wisdom (Insight) check. On a failure, the target is charmed by one ally you choose within 30 ft. of the target. This effect ends early if the chosen ally deals any damage to the target.

+ 1d6 psychic damage.

You may choose all allies within 30 ft. of the target.

Shadow Strike
Using illusion magic, you occlude your foe's vision with shadows. You may make an attack action. On a hit, the creature suffers from disadvantage on ability checks that rely on sight until the end of its next turn. + 1d6 psychic damage. + 1d6 psychic damage.
Enfeebling Blow
Using necromantic magic, ghostly energy surrounds the target. You may make an attack action. On a hit, the target is prevented from regaining hit points until the start of its turn. + 1d6 necrotic damage.

The target must make a contested Constitution (Brawn) check. On a failure, the damage of the creature's attacks is halved until the start of your next turn.

+ 1d6 necrotic damage.

On a failure, the creature has disadvantage on Strength, Dexterity, Constitution and Perception ability checks, as well as attack rolls until the start of your next turn.

Order Spellstrikes

See your chosen Magus Order.