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Jul 16th, 2019
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  1. TIER 2 FINISHING MOVES
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  3. Bone Breaker: You exert pressure on a limb and hear a crack. Double both your damage dice and ability modifier to your last hit
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  5. Circular Attack: You spin your leg around to catch another opponent. After resolving damage for your last hit, make a single additional melee attack (at the same tier) against one other creature in reach (different than the one that escalated the combo chain) as part of the same action as the last hit. If you score a hit, you gain an additional identical attack this turn against a new creature different than the first and second.
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  7. Ground & Pound: After resolving damage for your last hit, you use your agility and strength to knock the target prone (the creature must be your size or smaller). You can then either use a Disengage action or have advantage on your next attack against the target.
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  9. Surging Punch: You channel your willpower, focus your energy, and let out a roar. After resolving damage for your last hit, the target is pushed 5 feet and has disadvantage on skill checks and attack rolls against you until the end of its next turn (the creature must be your size or smaller).
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  11. TIER 3 FINISHING MOVES
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  13. Counter: You assume a defensive stance. After resolving damage for your last hit, you gain a +2 bonus to AC for one minute (ten rounds) or until you move. If a creature hits you, you can use a reaction to make a melee attack against the triggering enemy.
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  15. Soul Fist: Your enemy doesn’t know it yet, but it’s about to have a real bad day. After resolving your last hit, you can disengage from the target. Additionally, the target you hit last hit suffers additional damage equal to your attack ability score at the beginning of its next turn.
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  17. Spinning Attack: Like a hurricane, either you spin in the air or your enemy does—either way, someone’s getting hurt. After resolving damage for your last hit, make a melee attack at this tier to each enemy within ten feet of you. If you miss, the creature still suffers your ability modifier damage; if hit, the target is knocked prone.
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  19. Ranbu: Double your last hit’s regular damage dice, and make additional melee attacks at this tier against the same creature until you miss twice or hit four times.
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  21. TIER 4 FINISHING MOVES
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  23. The Zone: After resolving damage for your last hit, your damage die remains at this tier regardless of your combo chain tier for one minute (ten rounds).
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  25. Touch of Death: After resolving damage for your last hit, until the target is killed or five minutes have passed, the target’s speed is halved and it takes damage equal to half your level at the beginning of its turn.
  26. This damage value does not increase if you inflict this finisher on the same target more than once.
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  28. Drop Hammer: If you are grabbing the last creature you hit (it must be your size or smaller), after resolving damage, you maneuver yourself to force your enemy into the ground. Make a Strength (Athletics) check with advantage and leap into the air. You inflict additional damage equal to your roll as you crash back down, possibly creating an impact crater, with cracks in the ground.
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  30. Xian: You achieve perfect clarity for a short while. After resolving damage for your last hit, all enemies in reach are pushed ten feet. You cannot be shoved and are resistant to all damage types for one minute (ten rounds).
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  32. TIER 5 FINISHING MOVES
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  34. Spirit Bomb: One incredible strike—triple your attribute damage to your last hit, and the creature is incapacitated for five minutes or until the target suffers damage.
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  36. Falcon Punch: Your last attack is a critical hit, you inflict max damage, and a creature your size or smaller is shoved 30 feet. If the target hits an obstruction, it suffers additional damage equal to the remaining distance. The target may still pass through the obstruction.
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  38. Shun-Goku-Satsu: You perform an incredibly powerful sequence of attacks. After resolving damage for your last hit, make eight additional melee attacks against any number of enemies within ten feet of you (each target can only be attacked a maximum of three times). Additionally, all attacks on you miss until the beginning of your next turn.
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  40. Limit Break: You’re about to drop, but you know you cannot afford to lose. After resolving damage for your last hit, you inflict additional damage equal to the hit points you are currently down from your total (maximum 50 hit points).
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