22 - Solar Beam

grass
Move Power
str, dex
Move Time
1 action, charge
PP
5
Duration
1 round, concentration
Range
self (80ft line)

When you use this move, soak in solar energy and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create a 80 foot line of solar energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE grass damage on a fail and half as much on a save. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.

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:

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.

Something went wrong...

You can help by reporting this error!