Hammer Arm
fighting- Move Power
- str
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- melee
You put all your power into a strong and heavy fist attack. Make a melee attack, dealing 4d4 + MOVE fighting damage on a hit. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.
At Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
- Contest
- tough
- Appeal
- 6
- Jam
- 0
- Effect
- A very appealing move, but after using this move, the user is more easily startled.