Bludgeoning Moves

Bludgeoning Moves


Name                           Category                   AP              Power          Accuracy

Earth Tremor               CHA/INT/WIS            25              1d6                +0
Each creature other than you in a 10ft radius centered on you, must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it has disadvantage on the saving throw.

Earthen Grasp            CHA/INT                     20              2d6              +0
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

Erupting Earth            CHA/INT/WUS         15               3d12               +0
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away.
 

Club                            Finesse                     30             1d4                  +0
Make a Melee attack, on a hit, the target takes 1d4 bludgeoning damage 

Flail                             Finesse                    30              1d8                   +0
Make a Melee attack, on a hit, the target takes 1d8 bludgeoning damage 

Greatclub                    Finesse                     30             1d8                    +0
Make a Melee attack, on a hit, the target takes 1d8 bludgeoning damage 

Light Hammer             Finesse                      30            1d4                     +0
Make a Melee attack, on a hit or Ranged attack within 15ft, the target takes 1d4 bludgeoning damage 

Mace                            Finesse                      30            1d6                     +0
Make a Melee attack, on a hit, the target takes 1d6 bludgeoning damage 

Maul                               Finesse                      30            2d6                   +0
Make a Melee attack, on a hit, the target takes 2d6 bludgeoning damage 

Net                                 Dexterity                    30             Special               +0
Make a Ranged attack within 15ft, on a hit, the target is Restrained. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.  

Quarterstaff                   Finesse                      30            1d8                   +0
Make a Melee attack, on a hit, the target takes 1d8 bludgeoning damage 

Sling                                Dexterity                   30            1d4                    +0
Make a Ranged attack within 120ft, on a hit, the target takes 1d4 bludgeoning damage 

Warhammer                    Finesse                     30             1d10                  +0
Make a Melee attack, on a hit, the target takes 1d10 bludgeoning damage 

Death Burst                    Constitution              5                2d6+1/2 HPR    +0
This creature releases its energy and it explodes in all directions. Each creature within 10 ft. of it must make a Dexterity saving throw, taking 2d6 bludgeoning damage + half its remaining hit points. This attack causes it to reduce its own hit points to 0.  

Fists                              Dexterity                   20                3d6                     +0
Make a Melee attack, on hit, the target takes 3d6 bludgeoning damage.

Mud Breath                  Constitution              10                 2d8                     +0
The creature belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage and be Restrained for 2d4+2 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Toughen                     Special                     20                Special                 +0
This creature gains resistance to bludgeoning, slashing and piercing. 

Rock                            Dexterity                 10                   7d6                      +0
Make a Ranged attack at a creature up to 120ft, on hit, the target takes 7d6 bludgeoning damage.

Flurry of Blows            Finesse                   10                   2d8                     +0
This attack hits 1d4+1 times. Make a Melee attack, on hit, the target takes 2d8 bludgeoning damage for each it (modifier applied after all hits).

Stunning Strike             Finesse                   15                 1d8                        +0
Make a Melee attack, on hit, target takes 1d8 bludgeoning damage and must make a Wisdom saving throw. On a failure, target is stunned until the start of your next turn.

Slam                              Finesse                 10                  3d6                         +0
Make a Melee attack, on hit, target takes 3d6 bludgeoning damage and must make a Constitution saving throw. On a failure, the target is paralyzed for 1d4+1 rounds. The target can repeat the saving throw at the start of each of its turns, ending the effect on a success.

Burrow                         Finesse                  10                 8d6                         +0
This creature digs into the ground giving it full cover and causing all attacks and effects to automatically miss. On the next turn, this creature bursts through the ground attacking one creature within 60ft of it. Make a Melee attack, on a hit, the target takes 8d6 bludgeoning damage. This attack has no effect on creatures hat have Fly.

Pincer                         Finesse                  15                  3d12                     +0
Make a Melee attack, on a hit, target creature takse 3d12 bludgeoning damage. The target is Grappled, if it is a Large or smaller creature. 

Wrap                           Finesse                 25                 1d4                       +0
Make a Melee attack, on hit, the target takes 1d4 bludgeoning damage and is wrapped up by this creatures causing it to be grappled and restrained. This wrap lasts for 2d4+2 rounds. At the end of the target creatures turn it takes 1d4 bludgeoning damage. 

Shield Bash                Finesse                 25                3d4                     +0
Make a Melee attack, on hit, the target takes 3d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone. 

X-Slam                        Finesse                  10                   2d8                     +0
This special attack denotes how many slam attacks are made (ex. 3X-Slam is 3 Slam attacks). When you make this attack, make an individual attack roll for each attack. On a hit, target takes 2d8 bludgeoning damage.

Maul Slam                   Finesse                10                    4d6                    +0
Make a Melee attack on hit, the target takes 4d6 bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a Strength check or be knocked prone. 

Mud Breath                   Constitution               10                  2d8                      +0
The creature exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a Dexterity saving throw or be Blinded for 2d4+2 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Rolling Charge             Finesse                       20                 4d8                      +0
If the creature moves at least 20 feet straight toward a target, make a Melee Attack on that creature, the target takes 4d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Small Rock                     Finesse                     30                  1d8                          +0
Make a Ranged attack at a creature up to 120ft, on hit, the target takes 1d8 bludgeoning damage.

Double Fists                  Dexterity                    15                  3d6                      +0
Make two Melee attacks, on hit, the target takes 3d6 bludgeoning damage for each attack.