15 - Hyper Beam

normal
Move Power
str, dex
Move Time
1 action, recharge
PP
3
Duration
instantaneous
Range
self (80ft line)

You unleash a concentrated beam of pure energy in a 80 foot line, 5ft wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.

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.

Can teach this to:

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