You hurl mud into the face of a creature you can see within range. Make a Special attack roll. On a hit, the target takes 1d4 Ground damage, and the target has disadvantage on its next attack roll made before the end of its next turn.
Innate Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
You stomp on the ground and strike out. Each creature in range must make a Speed/Dexterity saving throw taking 2d6 Ground damage on a failed save, or half as much damage on a successful one. This also reduces each target's Speed by 1 stage.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2. If you use a move slot of level 5+, the range increases by 10 feet per level.
You stomp on the ground and strike out. Each creature in range must make a Speed/Dexterity saving throw taking 2d6 Ground damage on a failed save, or half as much damage on a successful one. This also reduces each target's Speed by 1 stage.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2. If you use a move slot of level 5+, the range increases by 10 feet per level.
You launch a hard-packed mud ball at a creature you can see within range. Make a Special attack roll. On a hit, the target takes 1d6 Ground damage and reduces it's Speed by 1 stage for 1 minute.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2.
Driven by frustration, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 3d8 Ground damage. If your previous move had no effect or missed, it instead takes 6d8 Ground damage.
On the turn you decide to use this move, you dig underground, entering a semi-invulnerable status. While in this state, the moves Earthquake and Magnitude do double damage to you and you will be hit by Fissure.
As a bonus action on the same or next turn, you come up from underground at the space you choose within range of your movement speed. If a creature is there, it must make a Defense/Constitution saving throw (it makes the save with disadvantage if it did not see you dig underground prior). The target takes 6d10 Ground damage on a failed save, or half as much on a successful one.
On the turn you decide to use this move, you dig underground, entering a semi-invulnerable status. While in this state, the moves Earthquake and Magnitude do double damage to you and you will be hit by Fissure.
As a bonus action on the same or next turn, you come up from underground at the space you choose within range of your movement speed. If a creature is there, it must make a Defense/Constitution saving throw (it makes the save with disadvantage if it did not see you dig underground prior). The target takes 6d10 Ground damage on a failed save, or half as much on a successful one.
On the turn you decide to use this move, you dig underground, entering a semi-invulnerable status. While in this state, the moves Earthquake and Magnitude do double damage to you and you will be hit by Fissure.
As a bonus action on the same or next turn, you come up from underground at the space you choose within range of your movement speed. If a creature is there, it must make a Defense/Constitution saving throw (it makes the save with disadvantage if it did not see you dig underground prior). The target takes 6d10 Ground damage on a failed save, or half as much on a successful one.