Clamp
WaterInfo
- Move Power
- str
- Move Time
- Action
- PP
- 10
- Duration
- 1 Minute
- Range
- Melee
You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE water damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On your subsequent turns, while you are grappling a creature with this move, you can activate it again as a bonus action, with an automatic hit, dealing 1d6 water damage.
At Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Contest
Tough
- Appeal
- 3
- Jam
- 0
The crowd meter can’t be raised for the next 1d4 turns.