Axe Kick
fighting- 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.