- Sunder. A piece of your opponent's equipment suffers Sundering -2. Magical equipment suffers a -1.
- Disarm. A piece of equipment held by your opponent is Disarmed and flung 10 feet away them in the direction you are facing them.
- Knockback. Your opponent is knocked back 20 feet. If they hit an object, creature, or structure, they take 2d6 bludgeoning damage.
- One-Two Punch. You strike an adjacent target. Make a spell attack roll against them as well. If you hit them, they take 6d12 force damage.
This is very satisfactory, encompasses all the potential uses of it.
[October 12, 2015 at 9:30 pm]
I think there may need to be a second save against the extra effects. Probably Constitution.
[October 12, 2015 at 11:15 pm]
I would need both advantage on my roll and a high spell save DC in order to have the secondary effects?
[October 13, 2015 at 3:46 pm]
Right, I forgot I threw in the part about advantage. I think advantage is sufficient since it is melee ranged.
[October 14, 2015 at 4:56 pm]