Axe Kick
FightingInfo
- Move Power
- str, dex
- Move Time
- Action
- PP
- 5
- Duration
- Instantaneous
- Range
- Melee
You leap into the air to slam your heel upon the target. Make a melee attack, doing 2d10 + 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 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.