Psycho Boost
psychic- Move Power
- wis, int
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- self (60ft cone)
You send an extremely powerful wave of psychic energy at creatures in a 60 foot cone. Creatures in the wave must make a WIS save against your Move DC, taking 5d6 + MOVE psychic 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 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
- Contest
- clever
- Appeal
- 6
- Jam
- 0
- Effect
- A very appealing move, but after using this move, the user is more easily startled.