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  1. Notes

Overextending

rules

Rules for Overextending


Overextending allows you to hit your target with a single target attack, including melee, ranged and magical spells, within 5ft. In the case of save-or-suck spells only spells that target a creatures AC are affected by this and only one of the attacks (Im looking at you eldritch blast! Scorching ray too).


As a free action, at the end of your turn and only after missing all your turns attacks, you can choose to "Overextend". By overextending, you are able to guarantee a hit with one of your turns previous attacks.
As a result, you put yourself in a vulnerable position.

As the attack happens both yourself and your target rolls 1D10 each.


1 = You deal minimum dice damage on the attack, and you give an ally inspiration.
2 = You deal 1 below average damage on all dice on the attack, and you give an ally inspiration.
3 = You roll damage as normal, and you give an ally inspiration.
4 = You roll damage as normal, and you give an ally inspiration.
5 = You roll damage as normal, and the target has disadvantage on its next attack, check or saving throw, and you give an ally inspiration.
6 = You roll damage as normal, and you give yourself and an ally inspiration.
7 = You roll damage as normal, and you give two allies inspiration.
8 = You roll damage as normal, and the target has -2 to all checks and saving throws until the beginning of your turn, and you give an ally inspiration.
9 = You deal maximum damage, and give two allies inspiration.
10 = You roll maximum damage. And the target has disadvantage on all skill checks and saving throws. And takes an additional 2 points of damage from all sources of damage until the beginning of your next turn (Damage is of the dealt type), and you give an ally inspiration.

 

As a result your targeted opponent rolls 1D10


1 = The next attack to hit you deals an additonal +1 dice of the type dealt.
2 = The next attack against you deals damage as normal, but is at advantage.
3 = The next attack to hit you deals damage as normal. And you are deafened until the end of your next turn.
4 = The next attack to hit you deals damage as normal. And you are knocked prone.
5 = The next attack to hit you deals damage as normal. And you are Poisoned until the end of your next turn.
6 = The next attack to hit you deals damage as normal. And you are Frightened until the end of your next turn.
7 = The next attack to hit you deals damage as normal, ignoring any and all resistances/immunites.
8 = The next attack to hit you deals damage as normal, ignoring any and all resistances/immunites. And you are Blinded until the end of your next turn.
9 = The next attack to hit you is a critical hit, ignoring any and all resistances/immunites. And you are knocked prone.
10 = The next attack to hit you deals damage as normal, ignoring any and all resistances/immunites. And leaves you Stunned and prone until the end of your next turn.