Thunder Cage

electric
Move Power
dex
Move Time
1 action
PP
10
Duration
instantaneous
Range
60ft

You create a cage of electricity that envelopes a creature in range. Make a ranged attack roll. On a hit, the target takes 1d6 + MOVE electric damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a DEX save against your Move DC. On each successive turn, if the creature is still restrained, you may use this move again (as an action) and automatically hit.

At Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 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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