Overheat
fire- Move Power
- str, con
- Move Time
- 1 action
- PP
- 3
- Duration
- instantaneous
- Range
- self (15ft radius)
With a roar, flames burst from your body in a 30 foot circle, centered on you. Any creature in range must roll a DEX saving throw against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.
At Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
- Contest
- beauty
- Appeal
- 6
- Jam
- 0
- Effect
- A very appealing move, but after using this move, the user is more easily startled.