Electro Shot
electric- Move Power
- dex, wis
- Move Time
- 1 action, charge
- PP
- 5
- Duration
- 1 round, concentration
- Range
- self (80ft line)
When you use this move, soak in electricity and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create a 80 foot line of electric energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE electric damage on a fail and half as much on a save. If this move is used in the rain, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.
At Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.