Solar Beam
grassInfo
- Move Power
- str, dex
- Move Time
- 1 action, charge
- PP
- 5
- Duration
- 1 round, concentration
- Range
- self (80ft line)
When you use this move, soak in solar energy and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create a 80 foot line of solar energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE grass damage on a fail and half as much on a save. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.
At Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Contest
Cool
- Appeal
- 3
- Jam
- 0
4 if previous Pokémon’s move was a Nat 20 and raised the crowd meter, 3 appeal if previous Pokémon’s move raised crowd meter, 2 if previous Pokémon’s move kept crowd meter the same, 1 if previous Pokémon’s move lowered the crowd meter.