Finishers
Breaking Blow
Finisher, special
When you hit a creature with an attack, you can expend
all of your Momentum dice to force the target to make
a saving throw, or suffer a condition for 1 minute on a
failure. The DC of the save is 8 + your Strength or
Dexterity modifier (your choice) + your proficiency
bonus. The condition depends on the number of
Momentum dice you have when you use this Finisher.
You can choose to inflict a condition that requires
fewer Momentum dice than you expend, but all
Momentum dice are expended regardless of the
condition selected.
The target can repeat its saving throw against the
condition at the end of each of its turns, ending the
effect on a success. If the condition inflicted is Prone,
they do not need to pass a subsequent save and can
end the condition by standing as normal instead (if
able to).
If the target fails their initial save against the effect, you
regain 1 Focus Point.
Chasing Finisher
Finisher, bonus action
As a bonus action, you expend all of your Momentum
dice to move 10 feet per die expended before making a
melee weapon attack. On hit, add the expended
Momentum dice to the weapon damage roll.
Hemorrhaging Wound
Finisher, special
When you hit a creature with an attack, you can expend
all of your Momentum dice to rend a vicious bleeding
wound. At the end of each of the creature's turns, it
loses hit points equal to the number of Momentum
dice expended. Each time it takes damage from this
effect, the number of dice of damage it takes at the
end of its next turn is reduced by 1, and the bleeding
stops when the number of dice would be reduced to 0.
Applying a new bleed while the target is still bleeding
does not stack, but refreshes the number of dice of
damage taken from the bleed to the higher of the
two values.
Opportunistic Shot
Finisher, reaction
As a reaction to a creature within 20 feet becoming
paralyzed, restrained, or stunned, you can expend all of
your Momentum dice and make a single weapon attack
with a firearm you are holding. On hit, add the
expended Momentum dice to the weapon damage roll.
Vicious Finisher
Finisher, bonus action
As a bonus action, you form one hand into a spectral
beast claw and make a melee weapon attack with it,
and expend all of your Momentum dice. On hit, the
target takes slashing damage equal to 1d12 + your
Strength modifier + 2 Momentum dice for each die
expended. This attack has a higher critical hit range
based on the number of Momentum dice expended,
reducing the roll needed by 1 for each die, up to a
maximum of scoring a critical hit on a 15-20 with 5
Momentum dice.
If the Finisher is a critical hit, you regain 1 Focus Point.
Volley Finisher
Finisher, bonus action
When you are carrying a firearm, as a bonus action, you
can expend all of your Momentum dice to reload and fire
a spray of shots at blinding speed. Each creature in a 30-
foot cone must make a Dexterity saving throw against a
DC of 8 + your Dexterity modifier + your proficiency
bonus. On failure, a creature takes piercing damage
equal to the total rolled on the Momentum dice.