Psycho Boost
PsychicInfo
- Move Power
- int, wis
- Move Time
- Action
- PP
- 5
- Duration
- Instantaneous
- Range
- Self (60-foot cone)
You send an extremely powerful wave of psychic energy at creatures in a 60-foot cone. Creatures in the wave must make a WIS save against your Move DC, taking 5d6 + MOVE psychic damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.
At Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Contest
Clever
- Appeal
- 6
- Jam
- 0
Pokemon has disadvantage on all CHA Saving Throws for the remainder of the Appeal Rounds.