SHOVED
Some shoving effects are ongoing rather than instantaneous and pull or push you towards an epicenter (which is the creator of this condition unless noted otherwise). This condition always comes with a value. Every round at the start of their turn, a pulled/pushed creature is shifted a number of spaces towards/away from the epicenter equal to this condition's value. In addition, a creature takes a penalty equal to the condition value to...
- ...all their base speeds while moving away from/towards the epicenter.
- ...all attack rolls against anything further from/closer to the epicenter than them.
- ...range increments for attacks made against anything further from/closer to the epicenter than them. (to a minimum range of 1).
SHOVING & COLLISIONS
Any time a creature is forcibly moved against their will, it's called "shoving" or "being shoved". Unless noted otherwise, shoving is treated as shifting for the purposes of triggering other actions.
If movement takes a target into or through an occupied space, the creator of the movement makes a Strength attack (if feat or basic action) or special attack (if power) against the Strength DC of the creature or object in the way.
Critical Hit: Secondary target is shoved along with primary for the full remaining distance ending movement adjacent to the initial target when it reaches its destination.
Hit: Secondary target is shoved along with primary for half the remaining distance ending movement adjacent to the initial target when it reaches its destination.
Miss: Initial target stops and takes damage as if they'd fallen half the remaining distance. The secondary target also takes this damage.
Critical Miss: Initial target stops, falls prone, and takes damage as if they'd fallen the remaining distance.
A creature can use a reaction to let the initial target pass by harmlessly. If it's an unavoidable effect, they must make a Dexterity save against the effect DC to dodge it or the attack functions normally.