Axe Kick

fighting

Info

Move Power
str, dex
Move Time
1 action
PP
5
Duration
instantaneous
Range
melee

You leap into the air to slam your heel upon the target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit. On a miss, you take 1 damage.

On a successful hit, the target must succeed a CON save against your Move DC or become confused.

At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 5d8 at level 17.

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