Whirlwind- This Flourish costs 2 Reaper Points to use.At the start of your next turn the following effect is applied: All attacks this turn have advantage, Hit Points lost to your weapon’s damage this turn can only be regained through a Short or Long Rest, rather than by regeneration, magic, or any other means. Rend Health- As a bonus action: Your potent Soul Energy fills your Scythe. (A creature must use their action to make a medicine check vs your Save DC to end the Wounds condition.) A creature suffering from wounds takes 1d10 necrotic damage for each wound at the start of their turn. Target will also gain 1 wound at the end of each of their turns, until the Wounds condition has been ended. On a fail: creature takes a 1D10 necrotic damage, and gains 1 wound. The creature must succeed a Constitution Saving Throw. You may use your Attack action with your Scythe to attack the grappled target, but cannot attack other targets without ending the Hold as a result.Ĭompounding Wounds- This effect is applied as a secondary effect of a Critical Hit. They may use their action to attempt to escape during their turn. on a fail- Deal 1D10 Weapon Damage and creature is restrained.
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