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.

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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