lichmaster
Hero
On a5e.tools, the entry for wounding strike says
Is this an oversight, or is this a design choice?
In the second case, it seems to me that this maneouver is in general a relatively bad deal: you immediately spend exertion to activate it, if you miss, the exertion is wasted. Even if you hit, the target makes a save at the beginning of the round, and if it saves the exertion is wasted again because the damage is applied at the end of its round. The save itself does not cost any resource to the target either, differently from the general instance of ongoing damage (as in the fire elemental example). On top of that, this maneouvre is a bonus action that modifies the following attack (and only one attack, not even all attacks in case of Extra attack feature). So it is also very expensive from an action economy pov.
The only situation where it makes sense activating this maneouvre is if you expect to make an attack of opportunity: in that case, you activate this maneouvre, and spend exertion and the bonus action on your turn. Then, when you take a reaction to perform the attack of opportunity, if your attack hits, you inflict the wound. Since the save is performed at the beginning of the target's round, they may take one instance of the 1d4 ongoing damage. Even in this case, for a measly instance of 1d4 damage, it seems a bad deal (better use a bonus action for a simple extra attack).
The description for ongoing damage saysChoose a weapon when you learn this combat maneuver. If you hit with your next attack roll using the chosen weapon against a living creature, you deliver a wound that deals 1d4 ongoing damage.
At the start of each of the wounded creature's turns, it makes a Constitution saving throw , ending the effect on itself on a success.
Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Medicine check against your maneuver DC, ending the ongoing damage on a success.
So, from the two descriptions, it appears that a Wounding Strike may do absolutely nothing at all:Some attacks, spells, and effects deal ongoing damage. This hit point loss happens at the end of each of your turns. Unless the effect states a damage type, the hit point loss is unaffected by damage resistance or vulnerability (see below).
The ongoing damage continues until the duration ends, or a creature uses an action to end the effect, as described by the effect that caused it.
For example, a fire elemental’s touch will cause its target to catch on fire. The burning creature takes 1d10 ongoing fire damage at the end of each of its turns until a creature uses an action to smother the flames.
- a hit from wounding strikes caues the wound to bleed, causing 1d4 ongoing damage
- the ongoing damage is applied at the end of the target's turn
- the wounded target makes a save to end the effect at the beginning of the turn, without spending any action (as opposed to the general description for ongoing damage)
Is this an oversight, or is this a design choice?
In the second case, it seems to me that this maneouver is in general a relatively bad deal: you immediately spend exertion to activate it, if you miss, the exertion is wasted. Even if you hit, the target makes a save at the beginning of the round, and if it saves the exertion is wasted again because the damage is applied at the end of its round. The save itself does not cost any resource to the target either, differently from the general instance of ongoing damage (as in the fire elemental example). On top of that, this maneouvre is a bonus action that modifies the following attack (and only one attack, not even all attacks in case of Extra attack feature). So it is also very expensive from an action economy pov.
The only situation where it makes sense activating this maneouvre is if you expect to make an attack of opportunity: in that case, you activate this maneouvre, and spend exertion and the bonus action on your turn. Then, when you take a reaction to perform the attack of opportunity, if your attack hits, you inflict the wound. Since the save is performed at the beginning of the target's round, they may take one instance of the 1d4 ongoing damage. Even in this case, for a measly instance of 1d4 damage, it seems a bad deal (better use a bonus action for a simple extra attack).
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