Make it Rain

steel
Move Power
wis, cha
Move Time
1 action
PP
3
Duration
instantaneous
Range
self (20ft cone)

You throw out a mass of coins. Each creature in range must make a DEX save against your Move DC, taking 2d10 + MOVE steel damage on failure, half on success. You gain 1d10 ₽ for each creature that fails the save, and 2d10 ₽ for each creature that succeeds.

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.

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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