Submission

Fighting More

Info

Move Power
str
Move Time
Action
PP
10
Duration
Instantaneous
Range
Melee

You attempt a forceful grapple on a target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit, but taking a quarter of the damage dealt in recoil. On a hit, you grapple the target. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On your subsequent turns, while you are grappling a creature with this move, you can activate it again as a bonus action, with an automatic hit, dealing 2d6 fighting damage, taking a quarter of the damage dealt in recoil.

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.

Contest

Cool

Appeal
6
Jam
0

Pokemon has disadvantage on all CHA Saving Throws for the remainder of the Appeal Rounds.

Submission

Fighting More

Info

Move Power
str
Move Time
Action
PP
10
Duration
Instantaneous
Range
Melee

You attempt a forceful grapple on a target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit, but taking a quarter of the damage dealt in recoil. On a hit, you grapple the target. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On your subsequent turns, while you are grappling a creature with this move, you can activate it again as a bonus action, with an automatic hit, dealing 2d6 fighting damage, taking a quarter of the damage dealt in recoil.

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.

Contest

Cool

Appeal
6
Jam
0

Pokemon has disadvantage on all CHA Saving Throws for the remainder of the Appeal Rounds.

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