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 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 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 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 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 summon a vicious sandstorm for the duration. The area is filled with Strong Wind, and is considered difficult terrain. Additionally, all creatures except Rock-, Ground-, and Steel-types take 1d6 damage at the end of each of their turns, and Rock-type Pokémon get advantage on all Special Defense rolls.