Power Punch

Vitality Cost


Casting Time









Melee Spell Attack
You pull back your arm and deliver a strike that sends your victim flying.
Target a creature in melee range. It must make a Dexterity saving throw. On a failure, it takes 1d12 force damage and, if it is medium or smaller, flies 5 meters in a direction of your choice (including up). If you slam the creature into a wall, it takes an additional 10 force damage. The creature is restrained until, and lands prone at, the end of your turn. On a successful save it takes half as much damage and is not flung into the air.
For every 3 meters the creature falls, it takes 1d6 force damage (normal fall damage).
Upcast: You may spend an additional 3 Vitality to increase the force damage by 1d12 and the distance it flies by 1 meter.
Prone. A prone creature moves by crawling at half speed, has disadvantage on attack rolls and an attack roll against the creature has advantage if the attacker is within 1 meter of the creature. Otherwise, the attack roll has disadvantage.
Restrained. A creature can end the condition by using half its movement, or its bonus action, to stand up.
A restrained creature’s speed is 0, it can’t benefit from any bonus to its speed and has disadvantage on Dexterity saving throws. Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.

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