Rest

psychic
Move Power
wis, cha
Move Time
1 action
PP
5
Duration
instantaneous
Range
self

When you activate this move, you fall asleep after the end of your turn, but recover 4d6 + MOVE hit points in the process. You do not regain health if you do not fall asleep.

At Higher Levels: The dice roll for healing increases to 6d6 at level 5, 8d6 at level 10, and 8d10 at level 17.

Contest
cute
Appeal
1
Jam
0
Effect
Prevents the user from being startled until the turn ends.

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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