You hypnotize yourself into copying any stat bonuses a Pokémon that you can see within range has.
You unleash a 100-foot-long, 5-foot-wide beam of destruction. Each creature in range must make a Speed/Dexterity saving throw. The creature takes 12d12 Normal damage on a failed save, or half as much damage on a successful one.
You project your pain onto another. Choose a creature you can see within range to make a HP/Constitution saving throw. On a failed save, its current HP becomes equal to yours. This move fails automatically and your move is wasted if your current HP is greater than or equal to the target's.
You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.
You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.
You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.
You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 7d10 Normal damage, and you expend and take 2 hit dice of damage as recoil.
Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5, and you take one additional hit dice of recoil damage.
You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 7d10 Normal damage, and you expend and take 2 hit dice of damage as recoil.
Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5, and you take one additional hit dice of recoil damage.
You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 7d10 Normal damage, and you expend and take 2 hit dice of damage as recoil.
Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5, and you take one additional hit dice of recoil damage.
You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.
For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.
You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.
For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.
You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.
For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.
You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.
For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.
You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.
For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.
You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.
You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.
You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.
You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.
You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.
You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.
You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.
You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.
You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.
You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.
You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.
You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.
The effect ends on a creature if it takes any damage from you, or it can repeat the saving throw at the end of each of its turns ending the effect on a success.
You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.
The effect ends on a creature if it takes any damage from you, or it can repeat the saving throw at the end of each of its turns ending the effect on a success.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.
You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.
This move fails and your turn is wasted if you aren't asleep when you use this move.
You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.
This move fails and your turn is wasted if you aren't asleep when you use this move.
You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.
This move fails and your turn is wasted if you aren't asleep when you use this move.
You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.
This move fails and your turn is wasted if you aren't asleep when you use this move.
You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.
This move fails and your turn is wasted if you aren't asleep when you use this move.
You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save, or half as much damage on a successful one. You end your turn at the end of the 60-foot line.
You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save, or half as much damage on a successful one. You end your turn at the end of the 60-foot line.
You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save, or half as much damage on a successful one. You end your turn at the end of the 60-foot line.
You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 5d8 Normal damage.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. When you use a move slot level of 6+, the target must make a Defense/Constitution saving throw taking full damage on a failed save, or half as much damage on a successful one.
You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 5d8 Normal damage.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. When you use a move slot level of 6+, the target must make a Defense/Constitution saving throw taking full damage on a failed save, or half as much damage on a successful one.
You attempt to startle your target. Make a Finesse attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage, and is stunned. This move only works on the first round of combat.
You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage, and is also knocked prone on a natural roll of 15+.
This move does double damage to minimized creatures
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.
You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage, and is also knocked prone on a natural roll of 15+.
This move does double damage to minimized creatures
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.
You endearingly approach a target, and attempt to steal an item. Make a Finesse Attack roll. On a hit, the target takes 1d8 Normal damage. If this move hits, you can make a Sleight of Hand check with advantage against the target's AC. If the check is successful, you steal a random item off the target (if any).
You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.
If the creature successfully saves, this move slot is not used up.
You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.
If the creature successfully saves, this move slot is not used up.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
You copy the last move used of the same move slot level by a Pokémon you can see within range. The copied move replaces this move for the duration.
This move will fail and your turn is wasted if you attempt to copy Sketch, Metronome, or Z-Moves.
Using a Higher-Level Move Slot. You can copy moves of the corresponding move slot of level 2+
You attack your opponent with hard, sharp, pointed claws. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.
Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You growl endearingly at a creature you can see within range, forcing it to succeed on a Special Attack/Charisma saving throw or reduces it's Attack by 1 stage.
You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.
You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.
You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.
You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.
You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.
You stick out your head and charge your opponent. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. This also stuns the target on a natural roll of 15+.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level 3+.
You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.
Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.
Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.
Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.
Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.
Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You attempt to wrap yourself around a Pokémon you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Normal damage. The target is grappled if you aren't already grappling a creature. Until this grapple ends, the target is restrained. As an action on each of your turns while the target is restrained by you, you can deal 1d6 Normal damage to the target automatically.
On each of it's turns, an affected creature can use an action to attempt to escape the grapple.
You brace yourself for pain. Until the start of your next turn, your movement speed is reduced by half, and you can't take any actions or reactions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.
You brace yourself for pain. Until the start of your next turn, your movement speed is reduced by half, and you can't take any actions or reactions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.
You brace yourself for pain. Until the start of your next turn, your movement speed is reduced by half, and you can't take any actions or reactions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.
You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.
You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.
You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.
You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.
You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.
You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.
For the duration, you have advantage on concentration saving throws.
Using a Higher-Level Move Slot. Your concentration can't be broken as a result of taking damage when using a move slot level of 5+.
Using this move again will end the previous effects of this move, replacing it with the new chosen effect.
You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.
For the duration, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Using a Higher-Level Move Slot. The number is reduced by an additional 1 for every two move slot levels of 4+.
Using this move again will end the previous effects of this move, replacing it with the new chosen effect.
You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.
You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.
You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.
You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.
For the duration, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Using a Higher-Level Move Slot. The number is reduced by an additional 1 for every two move slot levels of 4+.
Using this move again will end the previous effects of this move, replacing it with the new chosen effect.
You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.
For the duration, you have advantage on concentration saving throws.
Using a Higher-Level Move Slot. Your concentration can't be broken as a result of taking damage when using a move slot level of 5+.
Using this move again will end the previous effects of this move, replacing it with the new chosen effect.