You offer protection from an incoming wide attack, pulling up a guard to block it completely. You and all allies within range take no damage from moves that can target more than one creature for the duration.
You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.
On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.
You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.
On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.
You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.
On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You offer protection from an incoming wide attack. When you or an ally within 5 feet of you is targeted by an attack that would hit 2 of you, you pull up a guard to block it completely. You and all allies within range take no damage from moves that can target more than one creature for the duration.