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Attacks daze on crit.

Attacks daze on crit.
- •Crossbow.
(Range: 8) 4d4+2.
- •Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
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Applicable to: Longswords, Shortswords
Action: Enter a stance with this weapon, holding it horizontally. Before your next attack with this weapon, you can move 1 space. That attack has advantage. If it crits, the target is Dazed until the end of their next turn.
Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a safe rest, the particular Ash of War, and a special whetblade to change the Ashes of War infused into the weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share uses. You cannot apply Ashes of War to magic equipment.
Applicable to: Melee Weapons
3 Actions: Swing your weapon above you and channel a violent storm. Every creature in Reach of your weapon takes the weapon. s damage, and has to succeed on a STR Save (DC 10+KEY) or be pushed 2 spaces away, and be knocked prone. This attack cannot miss or crit.
Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a safe rest, the particular Ash of War, and a special whetblade to change the Ashes of War infused into the weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share uses. You cannot apply Ashes of War to magic equipment.
Applicable to: Melee Weapons except for Blades
Action: Begin swinging your weapon wildly, until you stop, or don't attack for a turn, your speed is halved and your weapon attacks cannot miss.
Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a safe rest, the particular Ash of War, and a special whetblade to change the Ashes of War infused into the weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share uses. You cannot apply Ashes of War to magic equipment.