Bleakwind Storm
flyingNew! This move is being playtested. If you have feedback, let us know!
Info
- Move Power
- dex
- Move Time
- 1 action
- PP
- 3
- Duration
- 1 minute, concentration
- Range
- 100ft
You create a storm with savagely cold winds that cause both body and spirit to tremble with the size of a 40-foot-cube centered on a point in range. Each enemy creature in the area makes a CON saving throw against your Move DC. On a failed save, it takes 4d4 + MOVE flying damage. On a successful save, it takes half the damage. The area is considered Difficult Terrain for enemy creatures.
A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
When used during the rain, creatures have disadvantage on the save.
At Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.