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Created page with "* Your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ====Distant Strike==== {{:Distant Strike}} ====Stunning Strike==== {{:Stunning Strike}} ====Quick to Act==== {{:Quick to Act}} ====Rising Wind==== {{:Rising Wind}}" |
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* Your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | * Your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | ||
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====[[Distant Strike]]==== | ====[[Distant Strike]]==== | ||
{{:Distant Strike}} | {{:Distant Strike}} |
Revision as of 14:18, 12 October 2023
- Your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You can spend 1 innate point to double your attack range on your next attack.
You can interfere with the flow of ki in an opponent's body.
- You can spend 1 innate point to attempt a stunning strike during an attack. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- You can spend 1 innate point to increase your initiative roll by half your proficiency bonus. You can use this feature after initiative is rolled.
- Whenever you use Step of the Wind, you can spend 1 ki point to briefly manifest clouds under your feet, gaining a flying speed equal to your walking speed until the end of your turn. If you end this flight in the air, you fall unless something else holds you aloft.