Courses / MA / Halt
Halt
Prerequisites:
Advised:
Required For:
Level:
2
Study DC:
10
Code:
MA 232
Halt
This course teaches you how to obstruct enemies effectively.
Inescapable Passive
When enemies disengage, they stay engaged by you.
When an enemy moves out of your weapon’s reach, it always provokes an attack of opportunity from you, regardless of any abilities which allow it to move without provoking an attack of opportunity,
unless it teleports, is pushed, pulled, or dragged, or moves while hidden,
or you are unable to take the attack of opportunity.
(As is normal, you may still take a stab in the dark against creatures which move while concealed but not hidden.)
Being distracted or taunted does not prevent you from taking attacks of opportunity.
When an enemy moves out of your weapon’s reach, it always provokes an attack of opportunity from you, regardless of any abilities which allow it to move without provoking an attack of opportunity,
unless it teleports, is pushed, pulled, or dragged, or moves while hidden,
or you are unable to take the attack of opportunity.
(As is normal, you may still take a stab in the dark against creatures which move while concealed but not hidden.)
Being distracted or taunted does not prevent you from taking attacks of opportunity.
Halt Passive
Trigger:
When you hit a creature with a melee weapon
Defense:
Health save negates
When you hit a creature with a melee weapon, it must pass a health save, or its movement is stopped and it is immobilized (cannot move) until the start of its next turn.
Particularly heavy creatures may have advantage on their saves to avoid being halted.
If you immobilize a flying creature, it begins falling, unless it has the ability to float.
Particularly heavy creatures may have advantage on their saves to avoid being halted.
If you immobilize a flying creature, it begins falling, unless it has the ability to float.
“Who goes there?”
Name | Effort | Requires | Description |
---|---|---|---|
Inescapable | 15 | You are Inescapable. | |
Halt | 10 | You can use Halt. DC 12 (for Halt) |
|
DC +2 | 5 | Halt | DC 14 |
DC +4 | 5 | DC +2 | DC 16 |
Extra Credit
Obstruct A
Effort: 4
Requires: Mastery
Obstruct C
Effort: 5
Requires: Mastery
Every 5 ft. an enemy that is engaged by you moves costs an additional 5 ft. of movement.
Rift Strike
Effort: 5
Requires: Inescapable
When an enemy teleports away from you, you can make an opportunity attack against them.
However, immobilization itself does not stop teleportation.
(But teleporting using Nothing Personal is impossible while immobilized.)
Forced teleportation, like forced movement (push, pull) does not provoke an attack of opportunity.
However, immobilization itself does not stop teleportation.
(But teleporting using Nothing Personal is impossible while immobilized.)
Forced teleportation, like forced movement (push, pull) does not provoke an attack of opportunity.
Lockdown
Effort: 0
Requires: Inescapable
While wielding a melee weapon with a reach of 10 ft. or more, you may make an attack of opportunity against any creature that moves further away from you while remaining within your weapon’s reach.
Normally, you would have to wait until it leaves your weapon’s reach.
(You only get one opportunity attack against the creature, which may be taken either when it moves away or when it exits your weapon’s reach.)
(A creature may circle you at the same distance without provoking this attack.)
Normally, you would have to wait until it leaves your weapon’s reach.
(You only get one opportunity attack against the creature, which may be taken either when it moves away or when it exits your weapon’s reach.)
(A creature may circle you at the same distance without provoking this attack.)