Matcha Gotcha
grass- Move Power
- dex, cha
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- self (20ft cone)
You spray a blast of tea that you mixed. Creatures in range must make a DEX save against your Move DC, taking 2d6 + MOVE grass damage on failure, half on success. For each creature that failed the save, you regain 1d6 HP.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.