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When activating this move, any Higher Levels: The damage dice roll for this move changes area of effect moves that are still active end immediately to 2d8 at level 5, 4d6 at level 10, and 6d6 at level Choose a target in range. The target must succeed creature. On a fail, save against your Move DC. On a fail, if you faint during the roll a d4. The move corresponding to the number damage of the same type that caused you to faint.
If the target Detect has less than 4 moves, reroll until you get a lower result. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. When you damage to any creature in range that can hear you.
This activate this move, select a target and make an attack roll. Higher Levels: The damage dice roll for this move changes Discharge to 3d10 at level 5, 7d6 at level 10, and 8d8 at level Description: You lash out quickly with two strikes. If a creature fails the save by 5 or to 1d10 at level 5, 2d8 at level 10, and 5d4 at level Double Iron Bash Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level If any natural attack Description: When you activate this move, you dive down roll is 16 or higher, the target flinches.
You may not be Higher Levels: The damage dice rolls for this move changes targeted by attacks in the Ethereal plane. On your next to 2d6 at level 5, 4d4 at level 10, and 3d10 at level PP: 5 Higher Levels: The damage dice rolls for this move changes Duration: Instantaneous to 1d10 at level 5, 2d8 at level 10, and 5d4 at level Range: Melee Description: You strike out with a devastating punch.
On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target. Make a hit. Any creature within 10 feet of the target must make a 1d4 normal damage. Continue this process until you fail to DEX save against your Move DC and take the same roll a 3 or 4 on the d4 roll, up to a maximum of four amount of damage on a success, or half as much on a fail.
After activating this move, any attack roll that targets you Higher Levels: The damage dice rolls for this move change until the beginning of your next turn is rolled with to 1d6 at level 5, 1d8 at level 10, and 2d6 at level Double Team Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level The image copies every move you make. When Range: Self 40ft cone subject to a damaging melee or ranged move with an area Description: You release a powerful breath of energy in a 40 of effect of 5 feet wide or less, roll a d4.
On a 3 or 4, the foot cone. Creatures with Truesight bypass the effect of damage on a fail, and half as much on a save. If a creature this move.
Double-Edge Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level Higher Levels: The damage dice roll for this move changes Draco Meteor to 2d8 at level 5, 4d6 at level 10, and 6d6 at level All creatures in a 10 foot circle, Description: You perform a mystical dance, pumping centered on a point within range, must make a DEX save yourself up.
After activating this move, your next attack is rolled at disadvantage. If that attack requires a saving throw, the target has advantage. Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level Make a melee attack roll against attempt to send them away.
In trainer battles, the target must be Move DC, taking the same damage on a failure. In wild Higher Levels: The damage dice roll for this move changes battles, the target only flees if it a lower level than the user.
Higher Levels: The damage dice roll for this move changes Dragon Pulse to 2d8 at level 5, 5d4 at level 10, and 4d8 at level Dragon Rage Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level MOVE fairy damage on a hit. The user is then healed for Higher Levels: The damage dice roll for this move changes half the damage dealt. Higher Levels: The damage dice roll for this move changes Dragon Rush to 2d6 at level 5, 4d4 at level 10, and 3d10 at level On natural attack rolls of 17 or higher, the sucking from its energy pool.
This move does not to 2d12 at level 5, 4d8 at level 10, and 8d6 at level Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level If the natural attack roll is a critical hit on 19s and 20s. Higher Levels: The damage dice roll for this move changes Drill Run to 2d10 at level 5, 3d10 at level 10, and 4d12 at level This attack scores a critical hit on radius, centered on you.
Each creature in the area must 19s and 20s. On a success, they take half as much damage and are not Dual Chop knocked prone. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this Type: Dragon move.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes PP: 10 to 2d12 at level 5, 4d8 at level 10, and 8d6 at level Move Time: 1 action Higher Levels: The damage dice roll for this move changes PP: 10 to 1d12 at level 5, 2d8 at level 10, and 4d6 at level Duration: Instantaneous Dynamic Punch Range: 40ft Description: You release a shout that echoes across the Type: Fighting battlefield towards a creature. Until the Move Time: 1 action beginning of your next turn, if any other creature in range PP: 3 uses this move, they may double their damage dice on a hit.
Duration: Instantaneous This multiplier can continue to stack to a maximum of 8x Range: Melee the damage dice, resetting if any of the attacks miss.
Description: You strike out with a twirling punch that Higher Levels: The damage dice roll for this move changes confuses a creature. Make a melee attack roll against a to 1d12 at level 5, 2d8 at level 10, and 4d6 at level On a hit, it also becomes confused. Eerie Impulse Higher Levels: The damage dice roll for this move changes Type: Electric to 2d12 at level 5, 4d8 at level 10, and 8d6 at level On a failure, the target flinches for 1d4 rounds. Make a ranged attack on a creature, doing 4d4 creature.
The target can use an action on its turn remove any to 2d12 at level 5, 4d8 at level 10, and 8d6 at level A target whose speed is reduced to 0 is Electric Terrain restrained.
Higher Levels: The damage dice roll for this move changes Type: Electric to 2d6 at level 5, 4d4 at level 10, and 3d10 at level For 3 turns, no grounded creatures Duration: 1 minute inside the area can be asleep. Grounded creatures are Range: 30ft those that do not have a flying speed or Levitate, Magnet Description: You surround a creature in range with a dark Rise, or similar ability.
In addition, creatures may double aura. On a failure, the target cannot gain the effect of moves activated inside the area any held item or trainer item given to it for the duration. On a failure, the target is burnt. Higher Levels: The damage dice roll for this move changes Electro Ball to 1d12 at level 5, 2d8 at level 10, and 4d6 at level If the user's speed is On a fail, the target can only use the move that targeted you higher, roll the next tier's damage dice for this move.
In the for its next turn. Higher Levels: The number of turns the creature must use Higher Levels: The damage dice roll for this move changes the move increases to 2 turns at level 10 and 3 turns at to 1d12 at level 5, 2d8 at level 10, and 4d6 at level Any in range.
This move can not be damage on a failure, or half as much on a success. If you used in the first round of combat. Higher Levels: The damage dice roll for this move changes Type: Normal to 5d6 at level 5, 4d12 at level 10, and 8d8 at level On future instances of Range: 80ft this move in the same combat, you must roll higher than a Description: You create a sphere of energy that packs a 15 on a d20 roll for the reaction to be successful.
Choose a target Energy Ball within range and roll a d On a 20, the explosion goes off and all creature within 5 feet of that point faint On any Type: Grass other roll, the explosion fails to go off and this move has no Move Power: DEX effect. If the target's level is 10 more than your own, this Move Time: 1 action move automatically fails.
PP: 10 On a natural attack roll of 19 or 20, the next attack against Duration: Instantaneous the target is rolled at advantage. Range: 30ft Higher Levels: The damage dice roll for this move changes Description: You create an irritating, damaging sound in the to 2d10 at level 5, 3d10 at level 10, and 4d12 at level If the natural attack roll is 19 or 20, the target flinches.
On a Duration: Instantaneous failure, choose one of their abilities to replace with one of Range: Melee your own for the duration.
Description: You rush to attack with incredible speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d6 normal damage on a hit. Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 4d6 at level Make a melee attack against a creature, doing 1d6 normal damage on a hit. If this attack would burned, double the dice for the damage.
Higher Levels: The damage dice roll for this move changes Fairy Lock to 1d12 at level 5, 2d8 at level 10, and 4d6 at level Creatures within a 40 foot circle, Description: You distract a creature in range with a beautiful centered on you, may not flee or be switched out on their dance. The target must make a WIS saving throw against next turn.
On a fail, the target cannot add proficiency Fairy Wind to its attack rolls for the duration. Make a ranged attack roll Description: You fake out a creature before you strike. If a creature attempts to use a Higher Levels: The damage dice roll for this move changes Protect or Detect reaction against the damage, it fails.
Higher Levels: The damage dice roll for this move changes Fake Out to 1d10 at level 5, 2d8 at level 10, and 5d4 at level Higher Levels: The damage dice roll for this move changes Fake Tears to 2d8 at level 5, 5d4 at level 10, and 4d8 at level If this attack causes the target fire damage on a hit.
On a natural attack roll of 19 or 20, to faint, double your ability modifier for attack rolls and the target is burned and flinches. If a creature fails the save by 5 or more, double the creature for the duration. After you land a hit, any ally that uses another Pledge save against your Move DC. The target takes an amount of move in the same round automatically hits. Make a from you and leap towards up to two creature in range.
The creature s targeted must succeed on a DEX save On a natural attack roll of 19 or 20, the target is burned. Creatures that fail to 2d8 at level 5, 2d12 at level 10, and 6d6 at level Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level Make a ranged attack roll, doing Choose a point in range. Higher Levels: The damage dice rolls for this move changes Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level This attack can only be used on the first turn creature.
Make a melee attack on damage on a hit. Choose a target in range and roll a d On a 20, the Range: Self 10ft circle target falls into the crack and vanished into the abyss. On Description: A wheel of flame explodes out from you in a 10 any other roll, or if targeting a flying creature, this move foot radius. All creature in the area must succeed on a DEX has no effect. If the target's level is 10 damage on a fail and half as much on a save. If the user is more than your own, this move automatically fails.
Any creature caught in the cone must succeed maximum health, triple the damage. Any vulnerabilities. Make a melee attack against 5 feet wide. After activating recoil damage. On a natural attack roll of 19 or 20, the this move, your next attack is rolled at disadvantage.
If the target is burned. If the user is frozen, this move can still be next attack requires a saving throw, the target s has used, thawing out the creature during the attack advantage. Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level Creatures in the area must creature.
On a fail, they are dark damage dealt is equal to the price of the item in the blinded until the end of their next turn. Outside of combat, manual, divided by rounded down , plus STAB if this move can be used to light a dim area, much like the applicable.
After activating this move, on a hit or miss, the Light cantrip. If the terrain is grassy, double your MOVE on a hit. On a natural attack roll of 19 or 20, the next attack modifier. Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level Select a in range, boosting their defense.
For one minute, as long as target in range. When you activate this move, you flap your action focusing your next attack. If you keep concentration, wings and disappear into the Ethereal plane above you.
Ethereal plane. On your next turn, you use your action to Higher Levels: The damage dice roll for this move changes reappear and make a diving melee attack on a creature in to 5d6 at level 5, 4d12 at level 10, and 8d8 at level Higher Levels: The damage dice roll for this move changes Type: Normal to 2d10 at level 5, 3d10 at level 10, and 4d12 at level All ranged PP: 5 and melee attacks by any opponent in range must target Duration: Instantaneous you until the beginning of your next turn.
Range: Melee Force Palm Description: You dive at a creature with quick reaction speed, able to change the type of attack when you reach Type: Fighting them. Duration: Instantaneous Higher Levels: The damage dice roll for this move changes Range: 30ft to 2d12 at level 5, 4d8 at level 10, and 8d6 at level Description: You thrust your palm outward with such strength that a shockwave is sent towards a creature. Move Time: 1 action Higher Levels: The damage dice roll for this move changes PP: 3 to 2d8 at level 5, 5d4 at level 10, and 4d8 at level On a natural attack roll of 19 or Move Time: 1 bonus action 20, the next attack against the target is rolled at advantage.
PP: 15 Higher Levels: The damage dice roll for this move changes Duration: Instantaneous to 3d8 at level 5, 4d10 at level 10, and 7d8 at level Duration: 1 minute Range: Self Description: You sacrifice your action to focus in on the energy inside you.
Force a creature in range to and razor sharp leaves that batter all creatures in a 15 foot make a CON save against your Move DC. On a failure, its circle, centered on you. All creature caught in the flurry type is changed to Grass for the duration. This move saps you of energy, and may Type: Dark not make any attack until after the end of your next turn.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes Range: 15ft to 2d10 at level 5, 3d10 at level 10, and 4d12 at level Description: You blow a gust of freezing cold air at a Freeze Shock creature in range.
This move scores a critical Type: Ice hit on natural attack rolls of 16 and higher. On natural attack rolls of 15 or more, Range: Melee the target is paralyzed.
Description: You lash out at a creature, venting your Higher Levels: The damage dice roll for this move changes frustration at your trainer. Make a melee attack roll against to 5d6 at level 5, 4d12 at level 10, and 8d8 at level Freeze-Dry When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are below Type: Ice zero on the Loyalty Chart. On a PP: 10 natural attack roll of 19 or 20, the target is frozen.
This Duration: Instantaneous move deals super effective damage to water-type creatures. After successfully hitting a to 2d8 at level 5, 2d12 at level 10, and 6d6 at level On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits. Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level All creatures caught in the blast must MOVE bug damage on a hit.
The multiplier maxes out at 8x the success. If Fusion Flare was already used this round, original damage. The damage resets if any of the attacks double the damage dealt. Fusion Flare may be used to miss, or if you are incapacitated. Higher Levels: The damage dice rolls for this move change Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level After successfully this turn, or delay the attack.
You may use the attack as a hitting a target, roll a d4. On a result of 3 or 4, you may free action at any time during the next three rounds. When immediately hit again for an additional 1d4 normal you make the attack, make a ranged attack roll, dealing damage. Make a Description: You summon a gigantic lightning bolt that ranged attack.
On a hit, the target is covered in the strikes down from the heavens in a 30 foot circle, centered disgusting substance and cannot benefit from the effect of on a point within range. All creatures caught in the blast any of its abilities for the duration. If Fusion Bolt was already used this round, double Type: Steel the damage dealt. While you creature in range. On a hit, reduce the target's Gear Up have advantage on all attack rolls.
A target reduced to a speed of 0 in this Geomancy manner becomes frozen. The target may use an action at any time before becoming frozen to warm its body, Type: Fairy resetting its speed. Move Power: None Higher Levels: The damage dice roll for this move changes Move Time: 1 action to 2d8 at level 5, 5d4 at level 10, and 4d8 at level When Move Time: 1 action you activate this move, your speed increases by 10 feet and PP: 15 all of your attacks and saving throws are rolled with Duration: Instantaneous advantage for three rounds.
Half of the damage dealt is restored to the PP: 10 user. Duration: Instantaneous Higher Levels: The damage dice roll for this move changes Range: 30ft to 2d8 at level 5, 2d12 at level 10, and 6d6 at level Description: You attempt to ensnare a creature with vines Giga Impact that sprout from the ground, causing it to trip.
On a natural attack roll of 19 or 20, the Move Time: 1 action, recharge target falls prone. PP: 3 Higher Levels: The damage dice roll for this move changes Duration: Instantaneous to 2d8 at level 5, 5d4 at level 10, and 4d8 at level Move Time: 1 action Higher Levels: The damage dice roll for this move changes PP: 5 to 5d6 at level 5, 4d12 at level 10, and 8d8 at level Duration: Instantaneous Range: 40ft Description: You send a column of thick grass towards a creature.
After you land a hit, any ally that uses another Pledge move in the same round automatically hits. The target must make a WIS save reduces you to zero hit points, you may use your reaction to against your Move DC, falling asleep on a failure. On a failure, all PP from the move that caused you to faint is depleted.
For 3 Range: 30ft turns, all creatures in the affected area heal for 1d4 hit Description: You use your psychic power to change your points at the end of their turn.
Grounded creatures are defense to match the target's the best you can. Force a those that do not have a flying speed or Levitate, Magnet creature in range to make a CHA save against your Move Rise, or similar ability. In addition, creatures may double DC. On a failure, for the duration, your AC changes to their MOVE modifier on damage rolls from grass-type become an average of your current AC and the target's, moves activated inside the area.
Any creature in the area cannot use with a creature. On a failure, switch armor immunity, and the Levitate ability is suppressed. On a fail, it adds -1 to any attack it makes for the life from it. On a 20, you instantly cause the duration. This modifier can be stacked if it fails multiple creature to faint. On any other roll, this move has no effect.
If the target's level is 10 more than your own, this move Growth automatically fails. When you use this move, a creature in range or you grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration.
Higher Levels: The dice to add increases to 1d6 at level On a natural attack roll of 16 or higher, the target is fighting damage on a hit. Until the beginning of your next poisoned.
Higher Levels: The damage dice roll for this move changes Gust to 2d12 at level 5, 4d8 at level 10, and 8d6 at level Prize money awarded at the end of battle is Higher Levels: The damage dice roll for this move changes doubled.
If your DEX score is lower your next turn. Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level Any stat radius, centered on a point in range. When a non ice-type bonuses or modifiers, status effects, shields or other creature enters the area for the first time on their turn, or outside forces affecting the stats or abilities of a creature begins their turn inside the area, they take an amount of ice are removed.
This includes things like Leech Seed, Focus damage equal to half your level, rounded up. The hail storm Energy, Iron Defense, Disable, etc. Description: You summon forth your underlings to heal your Make a melee attack. Higher Levels: The damage dice roll for this move changes Heal Pulse to 3d8 at level 5, 4d10 at level 10, and 7d8 at level Choose a target in range cannot be yourself.
Healing Wish Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level When activating this move, the user Range: Melee faints, but the next conscious creature released by its Description: You really know how to use your head. If the natural attack roll is 18 or more, the target falls Heart Stamp prone. Higher Levels: The damage dice roll for this move changes Type: Psychic to 2d8 at level 5, 2d12 at level 10, and 6d6 at level Range: Self 60ft circle Higher Levels: The damage dice roll for this move changes Description: You ring a bell that chimes beautifully across to 2d8 at level 5, 5d4 at level 10, and 4d8 at level All active allied creature in a 60ft circle, Heart Swap centered on you, are healed of their negative status effects.
On a failure, you employ your Description: When a creature within range attempts to use psychic power to swap any changes in ability modifiers, AC, an HP recovery move, item, or ability, you may use your attack changes, damage boosts, etc.
Add an additional conditions. If the target is affected by a status size level you are above a creature. Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level Description: You unleash a wave of force of unknown power Creatures caught in the area must make a DEX save at a creature in range. Roll a d20 failure, or half as much on a success. If the creature fails to determine which type of damage is dealt.
That ally can add a d6 to one ability damage on a hit. Higher Levels: The damage dice roll for check, attack roll, or saving throw it makes within the next this move changes to 2d10 at level 5, 3d10 at level 10, and 10 minutes, before the result of the roll is called by the 4d12 at level An ally being helped can only have one d6 available at a time. Higher Levels: The helping dice for this move changes to d8 at level 5, d10 at level 10, and d12 at level Make a target.
On a miss, you take 1 damage. If you moved 20 feet or more towards a target on this turn, Higher Levels: The damage dice roll for this move changes force a creature to make a STR save against your Move DC to 2d10 at level 5, 3d10 at level 10, and 4d12 at level Hold Back Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level This attack will always leave its target creature with tremendous strength.
On a 20, the with 1 hp if it would otherwise cause the target to faint. On any other Higher Levels: The damage dice roll for this move changes roll, you miss and this move fails. If the target's level is 10 to 1d12 at level 5, 2d8 at level 10, and 4d6 at level Use this reaction when some of their power.
This reaction can recovered by the user rounded down. If this attack is activated during rain, roll normal damage on a hit. Hyper Fang scores a critical hit on the attack with advantage. If used during harsh sunlight, 19 and If the natural attack roll is 18 or more, the roll the attack with disadvantage.
If the natural attack roll target flinches. Make a ranged attack at creatures in a 80 foot line, 5 feet wide. Creatures that fail to 2d10 at level 5, 3d10 at level 10, and 4d12 at level This Hyperspace Fury move saps you of energy, and you may not make any attack until after the end of your next turn.
PP: 3 Each ball automatically deals 1d6 dark damage to any Duration: Instantaneous creature s you choose. Reactions that negate damage such Range: Self 80ft line as Protect or Detect cannot be used.
After activating this Description: You send a surge of powerful water towards move, any attacks against you, until the beginning of your creatures in a 80 foot line, 5 feet wide. Creatures caught in next turn, are rolled at advantage. Hyperspace Hole Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level Reactions that negate damage energy in a 80 foot line, 5ft wide.
Any creature caught in such as Protect or Detect cannot be used. This to 2d8 at level 5, 4d6 at level 10, and 6d6 at level Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level On a natural attack roll of 19 or 20, the Ice Ball target is frozen and flinches. Higher Levels: The damage dice roll for this move changes Type: Ice to 2d8 at level 5, 5d4 at level 10, and 4d8 at level If you continue to use this Description: You swing and hit with your strong, heavy fist.
The multiplier maxes out at 8x the Until the beginning of your next turn, you have original damage. The damage resets if any of the attacks disadvantage on all DEX saves and your speed is halved. Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level Any creature caught in the line must succeed on a On a natural attack roll of 19 or 20, the target is frozen. Ice Shard Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level As a bonus action, you fire a shard of Range: Self 30ft circle ice at a creature in range.
Make a ranged attack roll, Description: When you use this move, you charge up an dealing 1d4 ice damage on a hit.
If any creature fails the save by 5 or more, it is burned. Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level Make a ranged attack, dealing surrounds a creature. On a hit, if the target is is 15 or higher, the target flinches. Higher Levels: The damage dice roll for this move changes Icicle Spear to 2d8 at level 5, 5d4 at level 10, and 4d8 at level Make a MOVE ice damage on a hit.
On a result of 3 or 4, you may immediately damage on a hit, burning the target in the process. Continue this Higher Levels: The damage dice roll for this move changes process until you fail to roll a 3 or 4 on the d4 roll, up to a to 2d12 at level 5, 4d8 at level 10, and 8d6 at level Infestation Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level Make a ranged attack Range: 80ft on a target. An infested creature in range.
Force the target to make a WIS saving natural energy and fixing you in place. At the end of each of throw against your Move DC. During this time, for the duration. Higher Levels: The healing dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level As an Description: You send powerful missiles of pure energy to action, choose a target in range.
The target must rain down on any creature in a 40 foot circle, centered on a immediately repeat the move they used in their last action point in range. Any creature caught in the area must make or bonus action, without spending the PP.
The type of the damage depends on the kind of plate the user is Type: Electric holding. Move Power: None Higher Levels: The damage dice roll for this move changes Move Time: 1 action to 4d10 at level 5, 6d10 at level 10, and 8d12 at level Until the beginning of your next turn, any Move Time: 1 action normal-type move activated within 50 feet of you is PP: 5 considered electric-type.
If you were Move Time: 1 action vulnerable, you now take regular damage. If you were PP: 15 already resistant, you become immune. Karate Chop scores a Move Time: 1 action critical hit on 19s and 20s. Range: Melee Description: You slam into the target with your hard head.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes PP: 10 to 2d8 at level 5, 4d6 at level 10, and 6d6 at level This move cannot be stacked. When targeted by an This move can only be activated when all other known attack, you may automatically avoid taking damage from moves by a user have been activated in the same combat.
If this attack and any other damaging move until the the user is switched out, this rule resets. Make a melee beginning of your next turn. Make a melee attack roll against a a 5 foot radius, foot cylinder, centered on a point within target. Creatures in the blast must make a DEX save held item of the target disappears.
Higher Levels: The damage dice roll for this move changes Land's Wrath to 2d8 at level 5, 4d6 at level 10, and 6d6 at level All creatures leaf. All creatures action concentrating intensely. After activating this move, you are sapped of energy. Your next attack deals half the normal damage, if it hits. On in range. If the natural attack roll is 15 or the duration. This modifier can be stacked if it fails higher, the target has disadvantage on its next attack.
Higher Levels: The damage dice roll for this move changes Type: Ghost to 2d8 at level 5, 5d4 at level 10, and 4d8 at level Make a melee PP: 20 attack roll.
On a Duration: Instantaneous natural attack roll of 18 or higher, the target becomes Range: 40ft paralyzed. Description: You summon a flurry of leaves to pelt a Higher Levels: The damage dice roll for this move changes target.
Light of Ruin Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level Half of the damage done is restored to the The user takes typeless recoil damage equal to half the user.
Make a ranged attack roll. On a your reaction to take half the damage dealt. The target takes 1d4 grass damage at the end of each of its subsequent turns until it faints or is switched out. Only one creature can be seeded by the attacker at a time. Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 2d6 at level 10, and 2d8 at level If the natural attack roll is MOVE fighting damage on a hit.
This decrease may be stacked up to a maximum knocked prone.
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