Hyper Drill

normal

Info

Puissance
str, dex
Temps d'exécution
1 action
PP
3
Durée
instantaneous
Portée
melee

You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d8 + MOVE ground damage on a hit. This attack pierces through defensive moves such as Protect or Detect and ignores AC bonuses from spells such as Shield.

At Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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