Thunder Moves
Thunder Moves
Name Category AP Power Accuracy
Thunderclap WIS/CHA 35 1d6 +0
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
Thunderwave WIS/CHA 20 2d8 +0
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
Destructive Wave Charisma 15 5d6 +0
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone
Thunder Clouds Special 25 Special +0
The creature thunderous clouds around. For the next 5 rounds, all thunder attacks deal an additional 1d10 thunder damage. Only one of these effects can be active at a time.
Thunderous Blast Constitution 10 10d8 +0
The creature unleashes deafening balst in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 10d8 thunder damage on a failed save, or half as much damage on a successful one.
Whirlwind Constitution 15 3d8 +0
Target a creature within 60ft, it must make a Strength saving throw. On a failure, a target takes 3d8 thunder damage and is flung back into their dungeball, then a different dungeonmon is forced out at random. If there is no available dungeonmon then the creature isnt returned back to its dungeball.
Booming Tornado INT/CHA/WIS 20 2d6 +0
The creature creates a roaring tornado targeting a creature within 120ft. That creature must make a Strength saving throw or be trapped in the tornado for 1d4+1 rounds. At the end of each of the turns that creature takes 2d6 thunder damage. The tornado moves with the creature wherever it goes.
Resounding Scream Constitution 20 2d8 +0
Each creature within 30ft of you must make a Constitution saving throw, on a failure they take 2d8 thunder damage and are deafened until the start of your next turn.
Booming Strike Finesse 30 2d6 +0
Make a melee attack, on a hit, the target takes 2d6 thunder damage, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage and the effect ends.
Drone Constitution 20 Special +0
This creature produces a horrid droning sound to which Demons are immune. Any other creature within 30 feet must succeed on a Constitution saving throw or fall Unconscious for 2d4+2 rounds. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with Holy Water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
Voice of the Kraken Constituion 5 Special +0
A Kraken speaks through this creature with a thunderous voice audible within 300 feet. Creatures of your choice that can hear the kraken's words must succeed on a Charisma saving throw or be Frightened for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Thunderous Touch: INT/WIS/CHA 15 5d10 +0
Melee a Melee Attack, on a hit, target takes 5d10 thunder damage.