Clamp
water- Move Power
- str
- Move Time
- 1 action
- PP
- 10
- Duration
- 1 minute
- Range
- melee
You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE water damage and is grappled. At the beginning of each of its turns, it may attempt to pry itself away with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d6 water damage.
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.
- Contest
- tough
- Appeal
- 3
- Jam
- 0
- Effect
- Temporarily stops the crowd from growing excited.