Grass Knot
grass- Move Power
- dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- 30ft
You attempt to ensnare a creature with vines that sprout from the ground, causing it to trip. Make a ranged attack, dealing 1d10 + MOVE grass damage on a hit. If the targets size is Large or bigger, double the dice roll for the damage. On a natural attack roll of 19 or 20, the target falls prone.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
- Contest
- cute
- Appeal
- 1
- Jam
- 0
- Effect
- Works better the later it is used in a turn.