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Great Weapon Fighting in Sword Coast Legends is an Ability tree used by Paladins and Fighters. Great Weapon Fighting employs the use of extremely large and powerful weapons, most of which must be wielded with two hands. While the attacks of Great Weapons can be slower, nothing can match their sheer power, range, and striking force.



Great Weapon Fighting Abilities



charge-icon.png Charge


  • Effect: Dash forward and strike a foe before they can react, dealing 3-17 Slashing damage.
  • Type: Attack
  • Range: 12 Yards
  • Cooldown: 40 Seconds
  • Requirements: Two Handed Weapon
  • Cost: 1 Point
  • Ranks: III


unyielding_avalanche-icon.png Unyielding Avalanche


  • Effect: You assume the unyielding avalanche stance, holding your ground and attacking any enemy that dares approach you. For the next 12 seconds, each enemy near you periodically takes 3-17 Slashing damage. You will regain 12-18 hit points over the duration, as well as +2 armor class and +3 to all saves.
  • Type: Aura
  • Cooldown: 140 Seconds
  • Requirements: Two Handed Weapon, Charge & Level 6
  • Cost: 3 Points
  • Ranks: IV

cleave-icon.png Cleave


  • Effect: Landing a killing blow grants you a followup attack that hits anything within a 180 degree cone, 3.5 yards long for 3-17 Slashing damage.
  • Type: Passive
  • Requirements: Level 2
  • Cost: 2 Points
  • Ranks: IV


power_attack-icon.png Power Attack


  • Effect: Perform a massive, strong attack that focuses more on hitting hard than accuracy. The target must make a DC 7 Dexterity saving throw. On a failed save, the target takes 14-59 Slashing damage. The swing is so powerful, that even if the opponent's save is successful they still take partial damage.
  • Type: Attack
  • Range: Melee
  • Cooldown: 80 Seconds
  • Requirements: Two Handed Weapon, Cleave & Level 3
  • Cost: 2 Point
  • Ranks: I


shockwave-icon.png Shockwave


  • Effect: You slam the ground with a mighty blow, sending out a shockwave of force. Enemies caught in the blast must make a DC 9 Dexterity saving throw. On a failed save, each target takes 15-63 Force damage, is knocked back, and must make a secondary DC 11 Strength save or be knocked prone. On a successful save, a target only takes half damage.
  • Type: Cone Area of Effect
  • Range: 6 Yards
  • Cooldown: 160 Seconds
  • Requirements: Two Handed Weapon, Power Attack & Level 7
  • Cost: 2 Point
  • Ranks: IV



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