Jsk Abilities:Dizzying Strike

Dizzying Strike

2nd-level martial ability

Type: Action

Range: Weapon Range

Requirements: A Weapon

Duration: 1 round

You make one weapon attack against a creature within range. On a hit, the creature must make an Intelligence saving throw in addition to the weapon's normal effects. The saving throw must be made after the creature has been hit, but before the damage is applied. On a failed save, the target takes an additional 1d12 psychic damage, and it can't take a reaction until the end of its next turn. Furthermore, on its next turn, it must choose whether it gets a move, an action, or a bonus action: it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the ability's other effects.

Multiple Attack Bonus: If you can make more than one attack when you take the Attack action, you can attack that number of times, instead of once, when you use this ability. Only one attack gains the additional effects of this ability (your choice).

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