Whirlwind
normal- Move Power
- dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- self (5ft radius)
You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
- Contest
- clever
- Appeal
- 3
- Jam
- 0
- Effect
- Causes the user to move later on the next turn.