Additional 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, suffering 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 type of saving throw and the condition depend 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 the target fails its initial save against the effect, you regain 1 Focus Point.  
Momentum Dice Saving Throw Condition
1 Strength Prone
2 Constitution Blinded
3 Strength Restrained
4 Constitution Stunned
5+ Constitution Paralyzed

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 a hit, add the expended Momentum dice to the attack’s 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. A bleeding creature can make a Constitution saving throw at the end of each of its turns, after taking the damage, ending the effect on a success. The DC of the save is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus + half the number of dice remaining, rounded down. Applying a new bleed while the target is still bleeding does not stack, but instead 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 of you 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 a hit, add the expended Momentum dice to the weapon damage roll.

Vicious Finisher

Finisher, bonus action
As a bonus action, you expend all of your Momentum dice to form a spectral beast claw around one hand and make a melee weapon attack with it against a creature within 5 feet. On a 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
While 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 (DC = 8 + your Dexterity modifier + your proficiency bonus). On failure, a creature takes piercing damage equal to the number rolled on each of the Momentum dice.


Cover image: Yharnam by Anato Finnstark