Jsk Abilities:Seismic Swing

Seismic Swing

2nd-level martial ability

Type: Action

Range: Self (15-foot cube)

Requirements: A Melee Weapon

Duration: Instantaneous

You swing a weapon with such intense power that a wave of invisible energy sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw against your Martial Ability Save DC. On a failed save, a creature takes thunder damage equal to 3d8 + your Strength, Dexterity, or Constitution modifier (your choice), and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A non-magical object that isn't being worn or carried also takes the damage if it's in the ability's area.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the ability's effect, and the ability emits a thunderous boom audible out to 100 feet.

At Higher Levels: When you use this ability using an ability slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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