Pounding Knockback

5th-level attack/manipulation

Activation Time: 1 bonus action
Range: Self
Duration: 1 round

When you activate this power, the next time you hit another creature before the end of your turn with a melee weapon attack you deal an additional 5d6 bludgeoning damage and it must succeed on a Strength saving throw or be knocked 30 feet directly away from you and land prone. If the target succeeds at its saving throw, it takes only half the extra damage, there is no knockback, and the target is not prone.

If knockback is used against inanimate objects, the target receives no save.

Each creature in the target's path must make a Dexterity saving throw or be struck by the target causing both the target and the creature to take damage equal to half the damage taken from the attack. The creature who was crashed into is knocked prone. If the creature succeeds its save, it takes only a quarter of the damage and is not knocked prone.

If there is an object in the path of the target, the same rules apply, but an object does not make a Dexterity save to avoid the crash.

If the object or creature hit by the target is reduced to 0 Hit Points, then the target continues to move. Otherwise, it stops in that space and is prone.

The target may continue to crash through additional creatures or objects in the same way until it reaches the full distance of the knockback.

At Higher Levels. When you activate this power using a higher level power slot, the distance of the knockback is increased by 10 feet per level above 5th.

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