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.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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