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=== Strike Disciplines === | === Strike Disciplines === | ||
Most of these Disciplines augment your Attacks in some way, usually with some kind of condition that you need to meet to augment the Attack | Most of these Disciplines augment your Attacks in some way, usually with some kind of condition that you need to meet to augment the Attack. | ||
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==== | ==== Dazing Strike ==== | ||
''Strike Discipline''<br> | ''Strike Discipline''<br> | ||
You know where and how to hit creatures to remove them from the fight temporarily. | You know where and how to hit creatures to remove them from the fight temporarily. When you hit a creature with a Weapon Attack, you can force that creature to make a Constitution Saving Throw. On a failed Save, the creature is Dazed until the end of your next turn. | ||
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==== Forceful Strike ==== | |||
''Strike Discipline''<br> | |||
When you hit a creature with a Weapon Attack, you can knock that creature Prone and push it 5ft away from you. | |||
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==== Grappling Strike ==== | |||
''Strike Discipline''<br> | |||
When you hit a creature with a Melee Weapon Attack and you have a free hand, you can force the target to make an Strength (Athletics) or Dexterity (Acrobatics) Check (the target's choice) against your Discipline Save DC. On a failed Save, you Grapple the target. | |||
==== Precise Strike ==== | ==== Precise Strike ==== | ||
'' | ''Strike Discipline''<br> | ||
When you make a | When you make a Weapon Attack and have moved no more than half your Speed this round, your Ranged Weapon Attacks have doubled Normal and Long Range, and your Weapon Attacks ignore 1/2 and 3/4 Cover. | ||
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==== Terrifying Strike ==== | |||
''Strike Discipline''<br> | |||
When hit on a Weapon Attack that had Advantage, you can force the target to make a Wisdom Saving Throw. On a failed Save the Attack deals an additional 1d8 Damage and the target is Frightened of you until the end of your next turn. | |||
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