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.

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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