Seed Flare
grass- Move Power
- con
- Move Time
- 1 action
- PP
- 3
- Duration
- instantaneous
- Range
- self (20ft radius)
You release a bright shockwave from your body, damaging all creatures within 20 feet of you. Any creature in range must make a CON save against your Move DC, taking 3d8 + MOVE grass damage on a failure, or half as much on a success. Until the end of your next turn, any attack roll made against a target that failed is rolled at advantage.
At Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 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.