Heavy Finisher (5e Feat)

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Heavy Finisher

Prerequisites: Strength score of 20 or higher, Colossal Physique
After mastering your strength, you have learned how to utilize your strength to the fullest to destroy your opponent. Once per round as part of hitting a melee attack, you can spend up to your Strength modifier Ki points to make your target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per point spent and are thrown directly back an amount of feet equal to 10 times your Strength modifier + the amount of energy or points spent. On a success, they take half as much damage and are pushed half as far. If a creature fails this save by 5 or more, they are also prone. If the hit was a critical hit, then they are also prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. If you use the Colossal Physique feature to push back a creature on the same attack as using this feature, then the creature takes the higher knockback damage from this feat for the total knockback distance from either this feat or Colossal Physique. Whichever is further.


You can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting a melee attack against a prone creature, you can spend up to your Strength modifier cursed energy or stamina points to force your target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of your next turn. If they fail by 5 or more, they are also Confused until the beginning of your next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early.