4th-level attack

Activation Time: 1 bonus action
Range: Touch
Duration: Concentration, up to 1 minute

When you activate this power, the next time you hit another creature before the end of your turn with a melee weapon attack, that creature takes an additional 8d6 bludgeoning damage and must succeed at a Strength save or be knocked 60 feet into the air. If the target fails its save and can fly, it can use its reaction to trigger a movement power which normally takes 1 action stopping the fall, remaining at the apex until its turn. If it doesn't, it falls back into the same spot where it started and takes another 6d6 bludgeoning (1d6 for every 10 feet it fell). The creature lands prone, unless it avoids taking damage from the fall.

At Higher Levels. At every power level beyond 4th, the damage from the initial attack increases by 1d6 and the target is knocked an additional 10 feet into the air, increasing the falling damage by 1d6 as well, to a maximum of 20d6.

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