Crush Attack (2 SP)

Perform (Action): You use one of the following techniques:

  • Clobber: You wield a club, flail, greatclub, mace, maul, morningstar, or warhammer to make a melee attack against a creature. If you succeed, the target suffers the attack's usual effects, and your result is opposed by the target's Strength test. The target succeeds automatically if it lost no hit points from the attack. If the target fails, it is dazed until the end of its next turn.

  • Pulverize: You wield a club, flail, greatclub, mace, maul, morningstar, or warhammer to make a melee attack against a creature. If you succeed, the target suffers the attack's usual effects, and your result is opposed by the target's Strength test. The target succeeds automatically if it lost no hit points from the attack. If the target fails, all Fighting tests against it have advantage until the end of your next turn.

  • Wallop: You wield a club, flail, greatclub, mace, maul, morningstar, or warhammer to make a melee attack against a creature no more than one size larger than you. If you succeed, the target suffers the attack's usual effects, and you can move the target up to 3 squares horizontally away from you in a straight line.

You can perform Crush Attack twice. You regain expended performances when you finish a short or long rest. Alternatively, you can spend 1 spirit point to perform the feat again.

The weapons specified in a feat like Crush Attack weren't chosen as a matter of game balance. With the GM's permission, you can alter the list of weapons to fit your fantasy better. Such an alteration indicates that you have an unusual (and perhaps conspicuous) fighting style.