Overdrive
ElectricInfo
- Move Power
- str, cha
- Move Time
- Action
- PP
- 3
- Duration
- Instantaneous
- Range
- Self (20-foot emanation)
You create a deafening, explosive sound that damages all creatures in a 20-foot emanation. Force any creature in range to make a CON save against your Move DC, taking 2d6 + MOVE electric damage on a failure, or half as much on a success.
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.