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Based on: 12/20/2020

  • Normal
    Belly Drum
    5
    Normal
    Self
    1 Action
    While in battle

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    While in battle

    Save

    -


    You sacrifice health for attack. When using this move, decrease your current HP by half your maximum, but increase your Strength score by 10 while you remain in battle. The effect ends if your current HP rises above half your maximum.
  • Normal
    Assist
    10
    Normal
    Varies
    1 Bonus Action
    Varies

    Move Power
    PP

    10

    Type

    Normal

    Range

    Varies

    Move Time

    1 Bonus Action

    Duration

    Varies

    Save

    -


    You call upon the help of another active creature in your party. When activating this Move, another creature may immediately take an action in place of your own, if you have not already taken an action this turn.
  • Normal
    Nature Power
    Varies
    10
    Normal
    Varies
    1 Action
    Varies

    Move Power
    Varies
    PP

    10

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


    You call upon the powers of nature nearby and activate a move based on the terrain. The DM gets final say on what move you activate, but here are example terrain types: | Terrain | Move | |:---:|:-----------:| | Cities/Roads/Buildings | Swift | | Sandy areas | Earthquake | | Volcanoes/Lava areas | Fire Blast | | Caves, Dark areas | Shadow Ball | | Rocky terrain, Mountains | Rock Slide | | Fields, Plains | Stun Spore | | Forests, Tall Grasslands | Razor Leaf | | Ponds/Swamps | Bubble Beam | | At sea | Surf | | Underwater | Hydro Pump | | Snowy | Blizzard |
  • Normal
    Sleep Talk
    Varies
    5
    Normal
    Varies
    1 Action
    Varies

    Move Power
    Varies
    PP

    5

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


    This move can only be used if you are asleep. While asleep, activate a random move from your move list (not Sleep Talk) that has a move time of "1 action".
  • Normal
    Metronome
    Varies
    5
    Normal
    Varies
    1 Action
    Varies

    Move Power
    Varies
    PP

    5

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


    You summon a move at random to inflict against a creature. When you use this move, roll a d100. The resulting number is the TM number for the move you make. If the move is unable to be completed because of positioning, range, etc., Metronome fails.
  • Ground
    Thousand Arrows
    DEX, WIS
    5
    Ground
    100ft
    1 Action
    Instataneouus

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instataneouus

    Save

    DEX Save


    You summon forth a volley of green arrows to pierce creatures in range. All creatures in a 30 ft radius, centered on a point within range, must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a hit, or half as much on a save. Flying-type creatures or ones with Levitate, Magnet Rise, or similar ability CAN be hit by this move. Any creature that fails the saving throw falls to the ground and is now "grounded". Grounded creatures are susceptible to to ground-type moves until they raise up, regardless of their type or ability.
  • Fairy
    Light of Ruin
    DEX, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw forth a powerful natural essence, concentrating it into a beam of light 80ft long and 5 feet wide. Any creature caught in the blast must make DEX saving throw against your Move DC, taking 2d12 + MOVE fairy damage on a failure, or half as much on a success. The user takes typeless recoil damage equal to half the damage roll.
  • Fighting
    Hammer Arm
    STR
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You put all your power into a strong and heavy fist attack. Make a melee attack, dealing 4d4 + MOVE fighting damage on a hit. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.
  • Water
    Crabhammer
    STR
    5
    Water
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam down onto a creature with a heavy claw. Make a melee attack roll on a target, dealing 2d8 + MOVE water damage on a hit. This move scores a critical hit on rolls of 19 or 20.
  • Bug
    Pin Missile
    DEX
    10
    Bug
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature with sharp projectiles in quick succession. Make a ranged attack roll, doing 1d4 + MOVE bug damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another projectile hits again for an additional 1d4 bug 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.
  • Dragon
    Dragon Rush
    STR
    5
    Dragon
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You rush at a creature with overwhelming menace. Make a melee attack, dealing 4d4 + MOVE dragon damage on a hit. On natural attack rolls of 17 or higher, the target flinches.
  • Fighting
    Vital Throw
    STR
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A slow fighting attack that pummels a creature. As an action on your turn, you hold this move until next turn, where it will automatically hit for 1d12 + MOVE fighting damage as long as the target remains in melee range.
  • Fire
    Mind Blown
    DEX, CON
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You fill your head with hot fire that explodes around you. Force all creaatures within 15 feet of you to make a DEX save against your Move DC, taking 4d6 + MOVE fire damage on a failure, or half as much on a success. After activating this move, you take an amount of typless damage equal to the full damage as if you failed the save.
  • Fighting
    Storm Throw
    STR
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target with a fierce blow. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. If a target is immune to the damage from critical hits, halve the damage dealt by this attack.
  • Dark
    Switcheroo
    DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Your hands move with incredible speed as you attempt to switch held items with a creature. Force a creature to make a DEX save against your Move DC. On a failure, you take their held item and replace it with your own. If you do not have a held item, you simply take theirs without replacement.
  • Water
    Aqua Tail
    STR, DEX
    5
    Water
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with your tail to strike a creature. Make a melee attack, dealing 2d8 + MOVE water damage on a hit.
  • Ground
    Magnitude
    STR
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You shake the ground with an earth-shattering quake. All creature in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. Roll a d100 on the table below to determine damage. Raised creatures are immune to the effects and damage of this move. - | d100 | Damage | |:---:|:-----------:| | 01-05 | 1d4+MOVE | | 06-15 | 1d8+MOVE | | 16-35 | 1d10+MOVE | | 36-65 | 1d12+MOVE | | 66-85 | 2d6+MOVE | | 86-95 | 2d8+MOVE | | 96-100 | 2d12+MOVE |
  • Psychic
    Reflect
    3
    Psychic
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are subject to a melee attack, use your reaction to take half the damage dealt now and on any melee attack that targets you until the beginning of your next turn.
  • Ground
    Bulldoze
    STR
    10
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You strike the ground so hard that it ripples out from you in a 30 foot circle. Any creature caught in the area must make a DEX save against your Move DC, taking 1d10 + MOVE ground damage on a failure, or half as much on a success. Raised creatures are immune to the effects and damage of this move.
  • Flying
    Dragon Ascent
    STR, DEX
    5
    Flying
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You soar upward and come crashing down towards a creature in range at tremendous speed. Make a melee attack roll, dealing 5d6 + MOVE flying damage on a hit. Any creature within 10 feet of the target must make a DEX save against your Move DC and take the same amount of damage on a failure, or half as much on a success. After activating this move, any attack roll that targets you until the beginning of your next turn is rolled with advantage.
  • Ground
    High Horsepower
    STR
    5
    Ground
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fiercely attack the target using your entire body.  Make a melee attack, dealing 2d8 + MOVE ground damage on a hit.
  • Normal
    Feint
    DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fake out a creature before you strike. Make a melee attack against a target, dealing 1d10 + MOVE normal damage on a hit. If a creature attempts to use a Protect or Detect reaction against the damage, it fails.
  • Fire
    Fire Pledge
    STR
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a plume of flame towards a creature. Make a ranged attack, dealing 2d6 + MOVE fire damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • Poison
    Poison Fang
    STR, DEX
    10
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You lash forward with poisonous venom. Make a melee attack roll against a creature, dealing 1d8 + MOVE poison damage on a hit, forcing the target to make a CON save against your Move DC. On a failure, the creature is poisoned. A creature poisoned by this move takes double the normal poison damage at the end of each of its turns.
  • Grass
    Horn Leech
    STR, DEX
    5
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sink your horns into a creature, draining some of their power. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. Half the damage dealt is recovered by the user (rounded down).
  • Normal
    Relic Song
    CHA, WIS
    5
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You sing an ancient song that damages creatures in range with the chance to put them asleep. Any creature in a 40 foot circle, centered on you, must make a CON save against your Move DC, taking 1d12 + MOVE normal damage on a failure, or half as much ona success. Any creature that fails the save by 5 or more is put to sleep.
  • Bug
    Heal Order
    CON
    5
    Bug
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth your underlings to heal your wounds. Regain 4d4 + MOVE hit points.
  • Fighting
    Quick Guard
    3
    Fighting
    30ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You have the ability to rush to the aid of an ally at the start of combat. If an ally in range (or you) is attacked on the very first turn of the very first round of combat, you may use your reaction to negate any damage dealt.
  • Poison
    Poison Powder
    CON
    20
    Poison
    40ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    20

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a cluster of poisonous spores that burst into the air above a target. The creature must succeed on a CON save against your Move DC, becoming poisoned on a fail.
  • Dark
    Darkest Lariat
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dangerously swing both arms at a creature in range, ignoring any positive stat changes the target is affected with.  Make a melee attack, dealing 2d6 + MOVE dark damage on a hit.
  • Flying
    Defog
    10
    Flying
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a swift, magical breeze in a 50 foot radius, centered on you, that sweeps away foggy weather and obstacles. When activating this move, any area of effect moves that are still active end immediately (Examples: Misty Terrain, Fog Cloud, Smog, etc.).
  • Electric
    Thunder Fang
    STR, DEX
    10
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with electric fangs. Make a melee attack, dealing 1d10 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed and flinches.
  • Fire
    Flamethrower
    STR, DEX
    10
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You shoot a concentrated gout of flame in an 40 foot cone. Any creature caught in the cone must succeed on a DEX save against your Move DC, taking 2d8 + MOVE fire damage on a failure, or half damage on a success. Any creature that fails the save by 5 or more becomes burned.
  • Fire
    Fire Punch
    STR, DEX
    10
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with fire-infused fists. Make a melee attack roll, doing 1d12 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned.
  • Normal
    Headbutt
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You really know how to use your head. Make a melee attack roll, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target falls prone.
  • Fire
    Heat Wave
    DEX, CON
    10
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You exhale a wave of hot breath in a 30ft. circle, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 2d8 + MOVE fire damage on failure, or half as much on a success. If the creature fails the save by 5 or more, it is burned.
  • Psychic
    Psycho Cut
    DEX, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tear at a target with blades formed by psychic power. Make a ranged attack on a creature, dealing 1d12 + MOVE psychic damage on a hit. This move scores a critical hit on natural rolls of 19 or 20.
  • Steel
    Anchor Shot
    STR, DEX
    15
    Steel
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt to entangle a target with your anchor chain while attacking. Choose a target within range and make a ranged attack on that creature, dealing 2d6 + MOVE steel damage on a hit. On a hit, the target becomes restrained and cannot flee or be switched out.  The target may make a STR saving throw against your Move DC at the beginning of each of its turns to attempt to release themselves from the chain.
  • Water
    Sparkling Aria
    DEX, CHA
    5
    Water
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You burst into song, unleashing a flurry of bubbles in a 20 foot circle, centered on you. All creatures in range must make a DEX save or take 2d8 + MOVE water damage on a fail and half as much on a save. Any creature suffering from the burned condition will be cured upon touching the bubbles.
  • Normal
    Round
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You attack a creature's mind with a harsh song. Select a target in range and force them to make a WIS save against your Move DC. On a failure, the target takes 1d10 + MOVE normal damage. If an ally in range also knows this move, they can join in the song as a reaction to add an additional damage dice.
  • Normal
    Sonic Boom
    STR, DEX
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You unleash a deafening sound that harms creature in a 40 foot circle, centered on you. Creatures in range must make a CON save against your Move DC, taking 20 flat normal damage on a fail, or half as much on a success.
  • Dragon
    Dragon Hammer
    STR
    10
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You slam your head down like a hammer to attack a creature in range. Make a melee attack roll against the target, dealing 2d8 + MOVE dragon damage on a hit. Hit or miss, any creatures within the line created by the attack (5 feet wide) must make a DEX save against your Move DC, taking the same damage on a failure.
  • Electric
    Electrify
    STR, DEX
    5
    Electric
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    You suddenly surge with electric energy that transfers to your attacker. When hit by a melee attack, you may instantly use your reaction to force the attacker to make a CON save against your Move DC. On a failure, the attacking move's type is changed to "electric".
  • Grass
    Petal Blizzard
    DEX
    10
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You stir up a blizzard of sharp petals that swirl around you. Any creature in a 60 foot circle, centered on you, must make a DEX save against your Move DC, taking 2d8 + MOVE grass damage on a failure, or half as much on a success.
  • Ice
    Ice Fang
    STR, DEX
    10
    Ice
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with ice-infused fangs. Make a melee attack, dealing 1d10 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen and flinches.
  • Ghost
    Nightmare
    WIS, CHA
    10
    Ghost
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Ghost

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a horrible nightmare in the mind of any sleeping creature in a 120 foot circle around you, inflicting 3d6 + MOVE ghost damage automatically. This move does not wake a sleeping creature.
  • Water
    Brine
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a harsh blast of salt water at a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE water damage on a hit. If the target has less that 50% of its max HP, double the damage dealt.
  • Dragon
    Roar of Time
    STR, WIS
    3
    Dragon
    Self
    1+1D4 Actions, Recharge
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1+1D4 Actions, Recharge

    Duration

    Instantaneous

    Save

    WIS Save


    You unleash a roar that has the power to distort time. All creatures within 40 feet of you must make a WIS save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. For any creature that failed the save by 5 or more, you may immediately take another action against them. Roar of Time may not be used as one of the additional actions. This move drains you of energy, and you may not make any attack until after the end of your next turn.
  • Fighting
    Detect
    3
    Fighting
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. 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. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
  • Normal
    Slash
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash out at a creature in range. Make a melee attack, doing 1d12 + MOVE normal damage on a hit. Slash results in a critical hit on 19s and 20s.
  • Ghost
    Spite
    WIS
    3
    Ghost
    30ft
    1 Reaction
    Instantaneous

    Move Power
    WIS
    PP

    3

    Type

    Ghost

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    When hit with an attack, you can spend a reaction to attempt to drain the attacker's PP, if they are in range. Force the attacker to make a WIS save against your Move DC. On a fail, roll a d4. The PP of the move that attacked you is decreased by that number.
  • Fighting
    Brick Break
    STR
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a powerful and focused punch. Make a melee attack roll on a creature, doing 1d12 + MOVE fighting damage on a hit. This move ignores the effects of moves that would reduce its damage (Harden, Reflect, etc.)
  • Fighting
    Mach Punch
    STR, DEX
    15
    Fighting
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You rush forward to punch with incredible speed. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 fighting damage on a hit.
  • Bug
    Bug Bite
    STR, DEX
    10
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out and bite a target. Make a melee attack against a creature, dealing 1d10 + MOVE bug damage on a hit. If the target is holding a berry when you hit, you immediately eat it and gain its effect.
  • Normal
    Vice Grip
    STR
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You crush a creature with a forceful, gripping attack. Make a melee attack, doing 1d8 + MOVE normal damage on a hit, grappling the target. On each successive turn, if the creature is still grappled, you may use this move again (as an action) and automatically hit. A creature may attempt to excape the grapple at the beginning of its turns with a STR save against your Move DC.
  • Fighting
    Force Palm
    STR
    5
    Fighting
    Melee, 20ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee, 20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You thrust your palm outward with such strength that a shockwave is sent towards a creature. Make a ranged or melee attack roll, depending on your target. If used as a melee attack, deal 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed. If used as a ranged attack, the damage is halved with no chance to paralyze.
  • Ghost
    Shadow Ball
    DEX, WIS
    10
    Ghost
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Ghost

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a sphere of magical darkness at a creature. Make a ranged attack, doing 2d6 + MOVE ghost damage on a hit. On a hit, the ball expands and covers the creatures face, granting them a -2 to hit on any attack they make before the end of their next turn.
  • Fighting
    Cross Chop
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crush a creature with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.
  • Water
    Water Pulse
    DEX
    10
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a wave of ultrasonic aquatic energy at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE water damage on a hit. On a natural attack roll of 17 or higher, the target is confused.
  • Poison
    Acid
    DEX
    15
    Poison
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a stream of hot acid in a 30 foot cone, centered on you. Creatures caught in the cone must make on a DEX save, taking 1d6 + MOVE poison damage on a fail, and half as much on a success.
  • Psychic
    Mist Ball
    DEX, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire an explosive ball of damaging mist at a creature in range. Make a ranged attack against a target, doing 5d6 + MOVE psychic damage on a hit. If the natural attack roll is higher than 10, the target has disadvantage on any attack it makes before the end of its next turn..
  • Ice
    Icicle Crash
    DEX
    5
    Ice
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You generate a row of icicles that crash down on top of a creature in range. Make a ranged attack, dealing 2d6 + MOVE ice damage on a hit. If the natural attack roll is 15 or higher, the target flinches.
  • Ground
    Drill Run
    STR, DEX
    5
    Ground
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d6 + MOVE ground damage on a hit. This attack scores a critical hit on 19s and 20s.
  • Grass
    Synthesis
    CON
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You regenerate from the inside, healing some of your wounds. Heal yourself for 1d12 + MOVE hit points. If activated in harsh sunlight, double the healing dice.
  • Fire
    Heat Crash
    STR
    5
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into a creature with your flaming body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE fire damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
  • Ice
    Icy Wind
    DEX
    10
    Ice
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Ice

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create an icy wind that gusts towards a creature in range. Make a ranged attack against a creature, doing 1d8 + MOVE ice damage on a hit. On a natural attack roll of 18 or more, the target falls prone.
  • Ice
    Freeze-Dry
    STR, DEX
    10
    Ice
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a freezing cold air that rapidly chills a creature in range. Make a ranged attack on a creature, dealing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen. This move deals super effective damage to water-type creatures. If the target's secondary type is resistant to ice damage, this move deals standard damage instead.
  • Normal
    Head Charge
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lower your head and charge at a creature. Make a melee attack. On a hit, you deal 2d10 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.
  • Poison
    Clear Smog
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a clump of special mud that has the power to remove all stat changes from a target. Make a ranged attack, dealing 1d8 + MOVE poison damage on a hit. On a hit, any stat changes affecting the target since the beginning of battle are reset.
  • Normal
    Swift
    10
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire two projectiles at any creature you choose in range. They do not have to target the same creature. Each hit for 1d4 normal damage. This move also targets creature during the invulnerable stages of Dig, Fly, Bounce, etc.
  • Fighting
    Dynamic Punch
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a twirling punch that confuses a creature. Make a melee attack roll against a creature, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.
  • Normal
    Strength
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a creature with brute strength. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. On a hit, you may also choose to push the creature 5 feet away.
  • Steel
    Magnet Bomb
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a steel ball that seeks out a creature in range, never missing. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Water
    Scald
    STR, DEX
    10
    Water
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instantly boil water within you to a damaging temperature, blasting a creature with its heat. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. On a natural attack roll of 16 or more, the target is burned.
  • Ghost
    Ominous Wind
    WIS, DEX
    3
    Ghost
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, DEX
    PP

    3

    Type

    Ghost

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stir up a gust of repulsive wind that strikes a creature in range. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. On a natural attack roll of 19 or 20, increase all of your ability scores by +1 while you remain in battle.
  • Normal
    Double-Edge
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You commit a massive attack against a creature. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit, but taking a quarter of the total damage (rounded down) in typeless recoil.
  • Normal
    Techno Blast
    STR, DEX
    5
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You fire a powerful beam of pure light. The line is 80 feet long and 5 feet wide, and all creatues caught in the blast must make a DEX save against your Move DC, taking 3d10 + MOVE damage on a failure, or half as much on a success. The damage type is dependant on the Drive the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Drive - Water, Shock Drive - Electric)
  • Water
    Hydro Cannon
    STR, DEX
    3
    Water
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    STR Save


    You fire a powerful stream of high-speed water at creatures in a 80 foot line, 5 feet wide. Any creature caught in the blast must make a STR saving throw against your Move DC, taking 3d8 + MOVE water damage on a failure, and half as much on a success.. Creatures that fail the save also are pushed back 10 feet and fall prone. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • Normal
    Fury Swipes
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and unleash relentless claw attacks against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. 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.
  • Water
    Razor Shell
    STR, DEX
    5
    Water
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature with a razor sharp shell. Make a melee attack on a creature, dealing 1d12 + MOVE water damage on a hit. On natural attack rolls of 18 or higher, lower the creatures AC by 1. This decrease may be stacked, up to a maximum of -5 to AC.
  • Electric
    Electroweb
    STR, DEX
    10
    Electric
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash an electric net of web upon a creature. Make a ranged attack roll, dealing 1d8 + MOVE electric damage on a hit, and reducing the target's speed by 5 feet. The target can use an action on its turn remove any web from its body. A target whose speed is reduced to 0 is restrained.
  • Normal
    Fury Attack
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and unleash relentless strikes against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. 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.
  • Normal
    Heal Bell
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You ring a bell that chimes beautifully across the battlefield. All active allied creature in a 120 foot circle, centered on you, are healed of their negative status effects.
  • Rock
    Stealth Rock
    STR, DEX
    3
    Rock
    50ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly summon a trap of sharp rocks that hurts a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack, dealing 1d8 + MOVE rock damage to the incoming creature on a hit.
  • Normal
    Fake Out
    STR, DEX
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 1d6 + MOVE normal damage on a hit, causing the target to flinch.
  • Struggle
    STR, DEX
    Typeless
    Melee/60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    99

    Type

    Typeless

    Range

    Melee/60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    This move is known by all Pokémon, and can be used at any time. You lash out with an unarmed strike, or use an improvised weapon up close or at range to damage a creature. Make a melee or ranged attack roll, doing damage equal to 2 + MOVE typeless damage on a hit. The damage from this move cannot be increased by another move, item, or ability.
  • Dark
    Foul Play
    STR, WIS
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You turn a creature's own power against it. Make a melee attack roll using your MOVE power. On a hit, the target takes an amount of dark damage equal to 2d8 + the target's level.
  • Flying
    Chatter
    WIS, CHA
    5
    Flying
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shout a series of disorienting words at a creature, scrambling their senses. Make a ranged attack. On a hit, deal 1d10 + MOVE flying damage and cause the target to become confused.
  • Normal
    Soft-Boiled
    CON, CHA
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Heal a creature in range for 2d6 + MOVE hitpoints.
  • Normal
    Super Fang
    STR
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with an incredible fang attack. Make a melee attack, doing 2d6 +MOVE normal damage on a hit. On critical hits, instead of doubling the dice, you can choose to do damage equal to half the target's current HP (up to a maximum of 5x your level)..
  • Dark
    Dark Void
    WIS
    5
    Dark
    Self
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send the minds of your creatures into a world of darkness, damaging them before putting them to sleep. All creatures within 30 feet of you must make a WIS save against your Move DC, taking 2d10 + MOVE dark damage and falling asleep on a failure, or half as much without falling asleep on a success.
  • Normal
    Sketch
    1
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    1

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When any move is activated within sight of you, use a reaction to copy it to your move list, replacing it with one instance of Sketch in your current move list permanently. Sketch may not be used to copy a Signature or Legendary-only Move.
  • Dark
    Brutal Swing
    STR
    10
    Dark
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You swing your arms around violently, attacking anything within a 10 foot circle, centered on yourself. All creatures in range must make a DEX saving throw against your Move DC, taking 1d10 + MOVE dark damage on a failure, or half as much on a success.
  • Grass
    Sleep Powder
    CON
    10
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    10

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a cluster of spores at a creature in range, attempting to put them to sleep. The target must make a CON saving throw against your Move DC or fall asleep.
  • Normal
    Pay Day
    STR, DEX, CHA
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target, causing it to shake out its purse. Make a melee attack, doing 1d6 + MOVE normal damage on a hit. In addition, 10x the user's level in cash is scattered on the floor until the end of combat. This release of funds can only occur once per target per combat.
  • Fighting
    Triple Kick
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with three consecutive kicks. Make three melee attack rolls in order, doing 1d4 + MOVE fighting damage on each hit. As soon as one attack misses, the move is over.
  • Electric
    Thunder Punch
    STR, DEX
    10
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your punches are imbued with electric energy. Make a melee attack on a target, doing 1d12 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Normal
    Defense Curl
    20
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You curl up into a tight ball, increasing your defensive stance. Until your next turn, you gain + 4 to your AC and have resistance to normal attacks.
  • Dragon
    Dragon Pulse
    DEX
    5
    Dragon
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Dragon

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You open your mouth and send a shockwave of draconic energy at a target in range. Make a ranged attack, dealing 2d6 + MOVE dragon damage on a hit.
  • Electric
    Thunder
    STR, DEX
    5
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Powerful electric energy arcs out from you, hitting any creature in a 20 foot radius, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 3d6 + MOVE electric damage on a fail, and half as much on a success. Creatures that fail the saving throw by 5 or more become paralyzed. Creatures in range that are in flight or in the invulnerable stage of Fly or Bounce take double damage from this move.
  • Bug
    X-Scissor
    STR, DEX
    10
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You cross your claws for a scissor-like slashing attack. Make a melee attack against a creature, dealing 2d6 + MOVE bug damage on a hit.
  • Normal
    Supersonic
    DEX, WIS
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You emit a high pitched screech heard only by the target. Choose a target in range. The target must pass a WIS saving throw against your Move DC or become confused.
  • Normal
    Refresh
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A wave of healing energy washes over you, curing poison, paralysis, and burn.
  • Normal
    Lovely Kiss
    CHA, WIS
    3
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    CHA, WIS
    PP

    3

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You blow a kiss to a creature, attempting to put the target to sleep. The target must make a CHA save against your Move DC, falling asleep on a failure.
  • Normal
    Spit Up
    CON, DEX
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    The power of energy stored by Stockpile is released against a target. Make a ranged attack against a creature, dealing a base 1d6 + Move normal damage on a hit. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.
  • Fire
    Ember
    STR, DEX
    15
    Fire
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fire

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a ball of flame at a target within range. Make a ranged attack, doing 1d6 + Move fire damage on a successful hit. If the natural attack roll is 19 or 20, the target is burnt.
  • Normal
    Trump Card
    STR, DEX
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a blast of energy that increases in strength the more it is used. Make a ranged attack on a creature, dealing 1d6 + MOVE normal damage on a hit. Increase the damage by your Move modifier for each PP that has been expended for the move, before the move was activated. Using a restorative to regain PP resets the damage for this attack.
  • Normal
    Whirlwind
    DEX
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
  • Psychic
    Trick Room
    3
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    The world around you seems to spin for a moment, and the whole battlefield is hit with a bizarre feeling. Starting at the beginning of the next round of combat after you activate this move, the initiative order is permanently reversed.
  • Normal
    Wrap
    STR, DEX
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt to grapple a target into submission. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.
  • Bug
    Pollen Puff
    DEX, CON
    10
    Bug
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Bug

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send forth a flurry of pollen at a target in range. Make a ranged attack roll, dealing 2d8 + MOVE bug damage on a hit. If the target is an ally, this move automatically hits and heals for the amount of damage instead.
  • Fighting
    Rolling Kick
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You swing your feet around in a wide arc to strike a target. Make a melee attack roll, doing 1d10 + MOVE fighting damage on a hit. If the natural attack roll is 18 or more, the target flinches.
  • Normal
    Dizzy Punch
    STR, DEX
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. 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.
  • Electric
    Ion Deluge
    15
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disperse electric particles that charge the battlefield. Until the beginning of your next turn, any normal-type move activated within 50 feet of you is considered electric-type.
  • Dragon
    Clanging Scales
    STR, WIS
    3
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You slam your scaled hands together to create an intense, sound-based shockwave in a 30 foot cone in front of you. Any creature caught in the blast must make a CON save against your Move DC, taking 3d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more reduce their AC by 1 for the remainder of combat.
  • Psychic
    Psystrike
    INT, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Ground
    Sand Attack
    DEX, CON
    10
    Ground
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Ground

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You kick up a cloud of sand in an attempt to blind a target in range. The target must make a CON save against your Move DC. On a fail, for the remainder of the encounter, they add -1 to all of their attack rolls. This move can be stacked for a maximum of -5 to attack rolls.
  • Dark
    Crunch
    STR, DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a powerful blow that has a chance to temporarily lower a target's defense. Make a melee attack against a target, doing 2d6 + MOVE dark damage on a hit. On a natural attack roll of 18 or higher, the target's AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC.
  • Bug
    Sticky Web
    DEX
    3
    Bug
    50ft
    1 Reaction
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    STR Save


    You quickly fire a sticky web at a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack on the creature. On a hit, the target is restrained. The creature may make a STR save against your Move DC at the beginning of each of its turns to escape the web.
  • Psychic
    Psycho Boost
    WIS, INT
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send an extremely powerful wave of psychic energy at creatures in a 60 foot cone. Creatures in the wave must make a WIS save against your Move DC, taking 5d6 + MOVE psychic damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.
  • Normal
    Tackle
    STR, DEX
    20
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You rush forward and slam into a creature. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.
  • Electric
    Volt Tackle
    STR, DEX
    10
    Electric
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You rush forward in a flash of electricity with extended reach, slamming into a creature. When activating this move, you flash forward 15 feet and make a melee attack roll against a creature, dealing 2d10 + Move electric damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.
  • Ground
    Bonemerang
    DEX
    5
    Ground
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Ground

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a boomerang and make two ranged attacks against a target. On each successful hit, do 1d4 + MOVE ground damage.
  • Normal
    Quick Attack
    DEX
    15
    Normal
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You lash out with a quick unarmed strike at a creature in range. 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 1d4 normal damage on a hit.
  • Fighting
    Superpower
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target with incredible power - but with great power comes great responsibility. Make a melee attack against a creature, dealing 4d6 + MOVE fighting damage on a hit. This move exhausts you, and your STR and DEX ability scores are both reduced by 10 until after the end of your next turn.
  • Fighting
    Focus Blast
    STR, DEX
    3
    Fighting
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You heighten your focus and unleash it upon a creature. Make a ranged attack, dealing 2d10 + MOVE fighting damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Fighting
    Submission
    STR
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt a forceful grapple on a target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit, but taking a quarter of the damage dealt in recoil. On a hit, the target is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is grappled, this move can be activated again as a bonus action with an automatic hit, dealing 2d6 fighting damage with a quarter of the damage dealt in typeless recoil.
  • Rock
    Smack Down
    STR
    10
    Rock
    80ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a solid piece of stone at a creature in an attempt to bring them to the ground. Make a ranged attack, dealing 1d8 + MOVE rock damage on a hit. On a hit, any "Raised" creature is knocked prone and loses its flying speed and immunity to ground-type moves until it can move again. This move can target creatures in the invulnerable stage of Fly or Bounce.
  • Fighting
    Jump Kick
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You leap into the air to deliver a strong kick to a creature. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
  • Dark
    Throat Chop
    STR, DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You focus in on an attack at the target's throat. Make a melee attack, dealing 2d6 + MOVE dark damage on a hit. On hit, the target is unable to activate sound based attacks for its next 1d4 turns.
  • Ground
    Mud-Slap
    STR, DEX
    5
    Ground
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl mud at a target in range. Make a ranged attack roll, doing 1d4 + MOVE ground damage on a hit. On a hit, the target adds -1 to its attack rolls for the rest of the encounter. This decrease may be stacked, up to a maximum of -5 to hit. The target may take an action to remove any mud from its face, resetting the effect.
  • Psychic
    Rest
    WIS, CHA
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You put yourself to sleep, but recover 4d6 + MOVE hit points in the process.
  • Grass
    Grass Knot
    DEX
    10
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to ensnare a creature with vines that sprout from the ground, causing it to trip. Make a ranged attack, dealing 1d10 + MOVE grass damage on a hit. If the targets size is Large or bigger, double the dice roll for the damage. On a natural attack roll of 19 or 20, the target falls prone.
  • Electric
    Charge Beam
    STR, DEX
    5
    Electric
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a beam of electric energy at a creature that has a chance to power you up. Make a ranged attack, dealing 1d8 + MOVE electric damage on a hit. If the natural attack roll is 10 or higher and the attack hits, double your MOVE modifier for the damage of this move and any other move you activate before the end of your next turn.
  • Poison
    Sludge
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You spew poisonous sludge at a target creature in range. Make a ranged attack, doing 1d10 + MOVE poison damage on a hit. The creature must make a CON save against your Move DC or become poisoned.
  • Psychic
    Photon Geyser
    STR, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    A pillar of light erupts from the ground in a 20ft radius, 80ft high cylinder centered on a point in range. Any creature caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE psychic damage on a failed save, or half as much on a success. This move ignores any of the creatures abilities that would affect the user's ability to hit or deal full damage.
  • Ground
    Earthquake
    STR
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a tremor in the ground in a 20 foot radius, centered on you. Each creature in the area must succeed on a STR save against your Move DC, taking 4d4 + MOVE ground damage on a fail and be knocked prone. On a success, they take half as much damage and are not knocked prone. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. After the move is activated, the area becomes difficult terrain. Raised creatures are immune to the effects and damage of this move.
  • Bug
    Bug Buzz
    DEX, CHA
    3
    Bug
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You vibrate your wings, creating a harsh sound that damages any creature in range. All creatures within 20 feet of you must make a CON save against your Move DC, taking 2d8 + MOVE bug damage on a fail. If a creature fails the save by 5 or more, they have disadvantage on their next attack.
  • Poison
    Purify
    15
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to remove all status effects from a target. If a status effect is healed, it also restores the user's current hit points by twice its level. The user of this move cannot target itself.
  • Fire
    Searing Shot
    DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Searing hot flames lick out at creatures in a 20 foot circle, centered on you. Any creature in range must make a DEX save against your Move DC, taking 4d4 + MOVE fire damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it is burned.
  • Electric
    Zing Zap
    DEX
    5
    Electric
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Electric

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A strong electric blast crashes down on two unique targets in range, giving them electric shock.  Make two ranged attacks, dealing 1d10 + MOVE electric damage on a hit.  If the natural attack roll is 18 or higher, the target flinches.
  • Fire
    Inferno
    STR, DEX
    3
    Fire
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You engulf a target in intense flames. Make a ranged attack against a target, dealing 4d4 + MOVE fire damage on a hit, burning the target in the process.
  • Rock
    Wide Guard
    3
    Rock
    50ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You have the ability to guard your allies from area-of-effect moves. As a reaction, when a creature activates a damaging move that damages multiple allies within range, you may halve the damage dealt. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll or forfeit the reaction with no effect
  • Grass
    Leafage
    DEX
    20
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a flurry of leaves to pelt a target. Make a ranged attack, doing 1d6 + MOVE grass damage on a hit.
  • Dark
    Assurance
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature where it already hurts. Make a melee attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target has already taken damage in the same round, double the damage dice.
  • Electric
    Thunder Wave
    STR, DEX
    10
    Electric
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a wave of electric energy that surrounds a creature in range. The target must make a CON save against your Move DC or become paralyzed.
  • Normal
    Foresight
    15
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You grant yourself a brief but incredible sixth sense. On the next ghost-, normal-, or fighting-type move you activate, ignore any immunities of the target creature(s) granted by their Pokémon type. If the target's secondary type gives it vulnerability or resistance to the attack, it follows the secondary type for that effect.
  • Dragon
    Dragon Tail
    STR
    3
    Dragon
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You whip your dragon tail at a creature in an attempt to send them away. Force a target to make a CON save against your Move DC. On a failure, they take 1d10 + MOVE dragon damage and are too frightened by you to remain in battle. In trainer battles, the target must be switched out if another creature is available. In wild battles, the target only flees if it a lower level than the user.
  • Psychic
    Psybeam
    DEX, INT, WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX, INT, WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send a beam of invisible, psychic energy at a target in range. The target must make a WIS saving throw against your Move DC, taking 1d10 + MOVE psychic damage and becoming confused on a fail, and half as much without becoming confused on a save.
  • Grass
    Spiky Shield
    3
    Grass
    Melee
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly raise a spiked shield to protect yourself from damage. When you are hit by a melee attack, use your reaction to ignore damage, dealing grass damage equal to your proficiency modifier to the attacker instead. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Dragon
    Dragon Rage
    STR
    3
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a devastating flow of energy in a 100 foot long line, 5 feet wide. Each creature caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE dragon damage on a fail, and half as much on a save.
  • Electric
    Thunder Shock
    STR, DEX
    15
    Electric
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Electric

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You deliver an electric shock to a target in range. Make a ranged attack, doing 1d6 + MOVE electric damage on a hit.
  • Fighting
    Power-Up Punch
    STR
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a powerful punch that increases in strength the more you hit. Make a melee attack on a target, dealing 1d6 + MOVE fighting damage on a successful hit against the same creature. For each successful hit, add an additional damage dice, with a maximum number of damage dice equal to double the original amount. The damage resets if you miss or target a different creature.
  • Normal
    Hyper Voice
    DEX, CHA
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a loud and startling, high-pitched sound that only a creature can hear. Make a ranged attack roll against a creature in range, doing 2d8 + MOVE normal damage on a hit.
  • Ghost
    Shadow Punch
    DEX, WIS
    5
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a punch from the surrounding shadows, unavoidable by any creature. This move is guaranteed to hit for 1d6 + MOVE ghost damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Water
    Surf
    STR, DEX
    10
    Water
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You summon a fast-moving wave in front of you that crashes down on creatures in a 30 foot cone. Any creature caught in the blast must make a STR saving throw, taking 2d8 + MOVE water damage and falling prone on a failure, or half as much without falling prone on a success.
  • Normal
    Echoed Voice
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a shout that echoes across the battlefield towards a creature. Make a ranged attack, dealing 1d6 + MOVE normal damage on a hit. Until the beginning of your next turn, if any other creature in range uses this move, they may double their damage dice on a hit. This multiplier can continue to stack to a maximum of 8x the damage dice, resetting if any of the attacks miss.
  • Ice
    Icicle Spear
    DEX
    15
    Ice
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your pummel a creature in range with multiple sharp shards of ice. Make a ranged attack roll, doing 1d4 + MOVE ice damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ice 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.
  • Fighting
    Sacred Sword
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with one of your sharp appendages. Make a melee attack, dealing 2d8 + MOVE fighting damage on a hit. This move ignores any boosts affecting the target's AC.
  • Poison
    Baneful Bunker
    3
    Poison
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly create a barrier to avoid it.  When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. If Baneful Bunker was successful in avoiding' a melee attack, the attacker becomes poisoned.  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.
  • Steel
    Gyro Ball
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tackle a creature with a high-speed spin. Make a melee attack against a creature, dealing 1d6 + MOVE steel damage on a hit. If your DEX score is lower than the target's, double the dice roll for damage.
  • Dark
    Fake Tears
    WIS, CHA
    5
    Dark
    50ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Dark

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You fake a creature out with superficial tears, lowering their defenses. When activating this move, a target must make a WIS saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.
  • Ground
    Mud Shot
    DEX
    10
    Ground
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Ground

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a glob of mud at a creature, dealing damage with a chance to hinder the target's movement. Make a ranged attack against a creature in range, dealing 1d8 + MOVE ground damage on a hit. If the natural attack roll is higher than 15, the target's speed becomes 0 until the end of its next turn.
  • Steel
    King's Shield
    3
    Steel
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Steel

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    Your body is cloaked with a protective shield that negates all damage to you. When targeted by an attack, you may automatically avoid taking damage from this attack and any other damaging move until the beginning of your next turn. 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.
  • Fairy
    Fleur Cannon
    WIS, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a beam of energy in a 80 foot line, 5 feet wide.  All creatures in its path must make a DEX save against your Move DC, taking 5d4 + MOVE fairy damage on a hit, or half as much on a save.  After activating this move, your next attack is rolled at disadvantage. If the next attack requires a saving throw, the target(s) has advantage.
  • Grass
    Leaf Blade
    DEX
    10
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to slash a creature with a sharp leaf. Make a melee attack against a target, dealing 2d8 + MOVE grass damage on a hit. This attack scores a critical on 19 and 20.
  • Fire
    Lava Plume
    STR
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You summon forth a plume of raging hot fire in a 5 foot radius, 40-foot cylinder, centered on a point within range. Creatures in the blast must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure and becoming burned, or half as much without becoming burned on a success.
  • Ice
    Ice Hammer
    STR
    5
    Ice
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You swing and hit with your strong, heavy fist.  Make a melee attack dealing 4d4 + MOVE ice damage.  Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.
  • Ice
    Glaciate
    DEX
    5
    Ice
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You blow a wind of freezing cold air at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE ice damage on a hit. On a hit, reduce the target's speed by 5 feet. A target reduced to a speed of 0 in this manner becomes frozen. The target may use an action at any time (before becoming frozen) to warm its body, resetting its speed.
  • Normal
    Rock Climb
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You charge at a target with an attack that attempts to confuse. Make a melee attack, dealing 2d8 + MOVE normal damage on a hit. On natural attack rolls of 17 or higher, the target becomes confused.
  • Normal
    Frustration
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a creature, venting your frustration at your trainer. Make a melee attack roll against a creature, doing 1d6 + MOVE normal damage on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are below zero on the Loyalty Chart.This move bypasses the Loyalty penalty roll, except for uncontrollable creatures based on SR limitations.
  • Ghost
    Shadow Force
    DEX, WIS
    3
    Ghost
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Ghost

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and prepare to surprise a target with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use may your action to reappear at a point within range and make a melee attack against a creature, with advantage, dealing 4d6 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Poison
    Venom Drench
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You drench a creature with an odd, poisonous liquid. Force a creature to make a CON save against your Move DC, becoming poisoned on a failure. If the target is already poisoned, this move automatically hits, causing the creature to now take double the base poison damage at the end of each of its turns.
  • Fairy
    Disarming Voice
    CHA
    10
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    CHA
    PP

    10

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You let out a charming cry, dealing emotional damage to any creature in range that can hear you. This move automatically hits for 1d4 + MOVE fairy damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.
  • Fairy
    Baby-Doll Eyes
    3
    Fairy
    30ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly widen your eyes in an attempt to charm a creature, decreasing their will to fight. When you or an ally in range are targeted by a Move that requires an attack roll, you may use a reaction to impose disadvantage on the roll.
  • Psychic
    Psychic
    INT, WIS
    5
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tap into a target's mind, damaging their will to fight. Make a ranged attack on a creature in range, doing 2d8 + MOVE psychic damage on a hit. If the natural attack roll is 18 or higher, the target becomes confused.
  • Normal
    Happy Hour
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You celebrate your impending victory with a little jig. Prize money awarded at the end of battle is doubled.
  • Dragon
    Core Enforcer
    STR, WIS
    5
    Dragon
    45ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Dragon

    Range

    45ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a focused laser that scorches a 'Z' pattern on a target. Make a ranged attack, dealing 4d4 + MOVE dragon damage on a hit. On a hit, force the target to make a CON save against your Move DC, losing all effects of its abilities on a failure, until it is switched out.
  • Steel
    Mirror Shot
    STR, DEX
    5
    Steel
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You loose a damaging flash of light from your polished body. Make a ranged attack on a creature, dealing 1d10 + MOVE steel damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll.
  • Water
    Water Gun
    DEX
    15
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a quick spurt of water at a creature in range. Make a ranged attack roll, doing 1d6 + MOVE water damage on a hit.
  • Normal
    Cut
    STR, DEX
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a target with vine or claw or blade. Make a melee roll on a target, doing 1d8 + MOVE on a successful hit.
  • Psychic
    Psywave
    INT, WIS
    10
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You emit a wave of psychic energy in a 40 foot line, 5 feet wide. Each creature caught in the wave must make a WIS save against your Move DC, becoming confused on a fail.
  • Normal
    Explosion
    3
    Normal
    80ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a sphere of energy that packs a concentrated and devastating explosion. Choose a target within range and roll a d20. On a 20, the explosion goes off and all creature within 5 feet of that point faint On any other roll, the explosion fails to go off and this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • Normal
    Captivate
    WIS, CHA
    3
    Normal
    40ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    You attempt to charm a creature into pulling its punches. When hit by an attack from a creature of the opposite gender, you may use a reaction to force it to make a CHA save against your Move DC. On a failure, the attack does not hit.
  • Fighting
    Karate Chop
    STR, DEX
    15
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a hand towards a target creature for a savage karate chop. Make a melee attack roll, doing 1d8 + MOVE fighting damage on a hit. Karate Chop scores a critical hit on 19s and 20s.
  • Ghost
    Shadow Bone
    STR, WIS
    5
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a bone-infused with a wayward spirt.  Make a melee attack, dealing 2d6 + MOVE ghost damage on a hit. On a natural attack roll of 18 or higher, the target's AC is decreased by 1 while it remains in battle. This decrease may be stacked up to a maximum of -5 to AC.
  • Dark
    Payback
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike hard in retaliation. Make a melee attack, dealing 1d8 + MOVE dark damage on a hit. If the target damaged you on the turn immediately before yours, double the dice roll for the damage of this attack.
  • Steel
    Meteor Mash
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You smash a creature with a fist as fast as a meteor strike. Make a melee attack against a creature, doing 2d8 + MOVE steel damage on a hit. If the natural attack roll is 18 or higher, your next attack has advantage.
  • Normal
    Crush Grip
    STR
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You clasp your hands around a creature for a crushing blow. Make a melee attack against a target, dealing 3d8 + MOVE normal damage and grappling the target on a hit. If the target is above 50% of its maximum health, add your proficiency bonus to the damage roll.
  • Psychic
    Instruct
    WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instruct a creature to act again. As an action, choose a target in range. The target must immediately repeat the move they used in their last action or bonus action, without spending the PP.
  • Dark
    Dark Pulse
    WIS, CHA
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You target a creature with a dark aura filled with horrible thoughts. Make a ranged attack on a creature, dealing 2d6 + MOVE dark damage on a hit. On natural attack rolls of 17 or higher, the target flinches.
  • Electric
    Volt Switch
    DEX
    3
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with a quick, electric strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE electric damage on a hit. After this move is activated, a trainer must switch out the user as a free action.
  • Normal
    Sweet Scent
    CON, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You release a sweet smell directed at a target in range. The target must make a CHA save against your Move DC. On a fail, you have advantage on your next two attacks against that target.
  • Dark
    Night Daze
    DEX, WIS
    5
    Dark
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Dark

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A pitch black shockwave of dark energy rushes towards a target. Make a ranged attack roll, dealing 2d6 + MOVE dark damage on a hit. If the natural attack roll is 13 or more, the target rolls its next attack with disadvantage. If it activates a move that requires a saving throw, the target(s) have advantage on the roll.
  • Fire
    Blaze Kick
    STR, DEX
    5
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Flames burst from your feet as you deliver a powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned. This move scores a critical hit on 19s and 20s.
  • Poison
    Toxic Thread
    DEX
    15
    Poison
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a collection of poisonous threads at a creature in range. Make a ranged attack roll against a target, covering them with threads on a hit. So long as the threads make contact with the target, the target is poisoned and its speed is reduced by 10. This move is stackable to any amount however the poison effect does not affect the target more than once. If this reduction in speed causes their speed to be 0, the target is restrained. The target may use an action to remove the threads from its body, healing the poisoned status.
  • Normal
    Thrash
    STR
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You thrash about wildly, doing several attacks without control. Make a melee attack roll, doing 1d10 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d10 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of two additional hits. At the end of this attack, you become confused.
  • Steel
    Flash Cannon
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You gather energy from the light around you and send a concentrated beam towards a creature in range. Make a ranged attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Grass
    Grass Whistle
    CON, CHA
    15
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    15

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You make a shrill sound that has the chance to put a creature to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Bug
    Powder
    CON
    5
    Bug
    30ft
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly coat a creature in an explosive powder. When a creature in range activates a fire-type move, you may use your reaction to release a spray of flammable powder that explodes and automatically deals 2d8 + MOVE typeless damage to the target.
  • Grass
    Energy Ball
    DEX
    5
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw in power from nature in a concentrated ball that you send towards a creature. Make a ranged attack, dealing 2d8 + MOVE grass damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Ground
    Land's Wrath
    STR
    5
    Ground
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You gather in the natural energy of the land around you and focus it into a sudden eruption of earth in a 40 ft radius, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ground damage on a failure, or half as much on a success.
  • Flying
    Drill Peck
    STR, DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hammer down on a target with a peck attack. Make a melee attack roll on a target, doing 2d6 + MOVE flying damage on a successful hit. Drill Peck scores a critical hit on 19s and 20s.
  • Fairy
    Crafty Shield
    3
    Fairy
    5ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Fairy

    Range

    5ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You summon forth a mysterious power that blocks an incoming status condition. When you or an ally within 5 feet of you are subject to a status condition from a move, you may use your reaction to nullify the condition.
  • Ice
    Sheer Cold
    3
    Ice
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a chill down the spine of a creature, freezing its core. Choose a target in range and roll a d20. On a 20, the target faints. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • Normal
    Hold Back
    DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with force, but contain your strike to a glancing blow, leaving a creature conscious. Make a melee attack on a target, dealing 1d6 + MOVE normal damage on a hit. This attack will always leave its target with 1 hp if it would otherwise cause the target to faint.
  • Poison
    Toxic Spikes
    CON, DEX
    3
    Poison
    50ft
    1 Reaction
    Instantaneous

    Move Power
    CON, DEX
    PP

    3

    Type

    Poison

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    You quickly summon a trap of poisonous spikes around a creature that enters the battle. When a creature is switched into battle, you may use your reaction to force a creature to make a CON save against your Move DC, becoming poisoned on a failure.
  • Water
    Origin Pulse
    STR, DEX
    5
    Water
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your body glows a bright and brilliant blue, sending three beams of focused light at any creature(s) in range. Make a ranged attack for each beam, dealing 1d10 + MOVE water damage on each successful hit.
  • Steel
    Metal Claw
    STR
    10
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with sharp claws. Make a melee attack roll against a creature, doing 1d8 + MOVE steel damage on a hit. If the natural attack roll is 19 or 20, your next attack gets an additional +1 to hit.
  • Ghost
    Lick
    DEX, WIS
    15
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    15

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and lick a target. Make a melee attack roll. On a hit, do 1d6 + MOVE ghost damage. On a natural attack roll of 18 or higher, the target becomes paralyzed.
  • Grass
    Razor Leaf
    STR, DEX
    15
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a razor sharp leaf at a creature in range at tremendous speed. Make a ranged attack roll, doing 1d8 + MOVE grass damage on a hit. Razor Leaf results in a critical hit on 19s and 20s
  • Fire
    Fire Fang
    STR, DEX
    10
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with flame-cloaked fangs. Make a melee attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned and flinches.
  • Fire
    Fusion Flare
    STR
    3
    Fire
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Fire

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a gigantic fireball that strikes down from the heavens in a 60 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE fire damage on a failure, or half as much on a success. If Fusion Bolt was already used this round, double the damage dealt. Fusion Flare may be used to thaw out the user from the frozen status before attacking.
  • Flying
    Brave Bird
    STR, DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tuck in your wings and dive at a creature. Make a melee attack, dealing 2d10 + MOVE flying damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.
  • Steel
    Smart Strike
    STR, INT
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, INT
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You pinpoint the perfect place to strike a creature with a horn as strong as steel. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Fire
    Sacred Fire
    STR, DEX
    3
    Fire
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a devastating, concentrated blast of flame at a single target in range. Make a ranged attack roll, doing 5d6 + MOVE fire damage on a hit. If the natural attack roll is 10 or more, the target is burned.
  • Poison
    Poison Jab
    STR, DEX
    10
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stab a creature with an appendage steeped in poison. Make a melee attack on a creature, dealing 2d6 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • Normal
    Crush Claw
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with powerful claws. Make a melee attack roll against a creature, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 15 or more, your next attack on the same target is rolled at advantage.
  • Ice
    Haze
    15
    Ice
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a haze of light snow that washes over creatures in a 60 foot circle, centered on you. Any stat changes, status effects, shields or other outside forces affecting creatures in range are removed. This includes things like Leech Seed, Focus Energy, Substitute, Iron Defense, Disable, etc.
  • Dark
    Topsy-Turvy
    WIS
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You unleash a dark energy that has the power to reverse the stat changes of a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, any stat changes currently affecting the target have the opposite effect.
  • Electric
    Zap Cannon
    STR, DEX
    3
    Electric
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire out an extreme blast of pure electric energy at a creature. Make a ranged attack against a target in range, doing 2d10 + MOVE electric damage. If the natural attack roll is 15 or higher, the target is paralyzed.
  • Bug
    Signal Beam
    DEX
    10
    Bug
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A flashing beam strikes a creature in range. Make a ranged attack roll against a creature, dealing 1d12 + MOVE bug damage on a hit. On a natural attack roll of 19 or 20, the beam confuses the target.
  • Bug
    Fury Cutter
    STR, DEX
    10
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash series of cuts against a creature that increase in strength. When you activate this move, make a melee attack on a target in range, doing 1d4 + MOVE bug damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Steel
    Iron Head
    STR
    10
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into the target with your hard head. Make a melee attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 16 or higher, the target flinches.
  • Fighting
    Flying Press
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dive at a creature with quick reaction speed, able to change the type of attack when you reach them. Make a melee attack against a target, dealing 4d4 + MOVE flying OR fighting damage, depending on your choice. STAB can only added to this move if its type is fighting.
  • Dark
    Knock Off
    DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to rid a creature of their held item for the rest of battle. Make a melee attack roll against a target. On a hit, deal 1d10 + MOVE dark damage and any held item of the target disappears. The item appears back in the target's inventory when the battle is over.
  • Electric
    Nuzzle
    DEX
    10
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You touch a creature with your electrified cheeks, sending electricity coursing through their veins. Make an attack roll against a creature. On a hit, the target takes 1d4 + MOVE electric damage and is forced to make a CON save against your Move DC, becoming paralyzed on a failure.
  • Poison
    Poison Sting
    STR, DEX
    15
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a creature with a poisonous sting. Make a melee attack roll against a target, doing 1d4 + MOVE poison damage on a hit. If the natural attack roll is 18 or more, the creature is poisoned.
  • Flying
    Acrobatics
    DEX
    5
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You nimbly attack a target with acrobatic prowess. Make a melee attack, dealing 3d6 + MOVE flying damage on a hit. If you are holding an item when you activate this move, the damage is halved.
  • Fighting
    Wake-Up Slap
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attack with a jolting slap from your palms. Make a melee attack on a creature, dealing 1d12 + MOVE fighting damage on a hit. If the target is asleep, double your Move modifier when adding damage, but the target automatically wakes up.
  • Dark
    Snatch
    DEX
    5
    Dark
    30ft
    1 Reaction
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Dark

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    You call upon dark energy to steal an effect from a creature. When a creature in range activates a move with a positive effect on itself (curing negative status effect, boosting stats, healing, etc.), force it to make a WIS save against your Move DC. On a failure, you gain the positive effect and the target's move fails.
  • Fighting
    Counter
    DEX, STR
    5
    Fighting
    Melee
    1 Reaction
    Instantaneous

    Move Power
    DEX, STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are hit by a melee attack, you can use your reaction to make a melee attack against the creature, doing 1d4 + MOVE fighting damage on a successful hit.
  • Normal
    Endure
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    On an instance of taking damage that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. 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.
  • Dark
    Parting Shot
    CHA
    10
    Dark
    50ft
    1 Bonus Action
    Instantaneous

    Move Power
    CHA
    PP

    10

    Type

    Dark

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    WIS Save


    You deliver a brutal parting threat just before switching out. Force a creature in range to make a WIS save against your Move DC, then switch out immediately. On a failure, the target deals half damage on their next turn if using a damaging move.
  • Normal
    Confide
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You whisper an untold secret into the mind of a creature in range. The target must make a WIS save against your Move DC, becoming confused on a failure.
  • Normal
    Pain Split
    CON, CHA
    3
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You split pain from your injuries with your attacker. Target a creature in range, forcing them to make a CON save against your Move DC. On a fail, both you and your attacker change your current health points to the average of the two. If this causes either creature to go above maximum health, they take their maximum health instead.
  • Grass
    Frenzy Plant
    DEX
    3
    Grass
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a whirlwind of jagged branches and razor sharp leaves that batter all creatures in a 30 foot circle, centered on you. All creature caught in the flurry must make a DEX saving throw against your Move DC, taking 3d8 + MOVE grass damage on a failure, and half as much on a success. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • Normal
    Slam
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crush a creature with a slam attack. Make a melee attack roll against a target, doing 2d6 + MOVE normal damage on a hit.
  • Psychic
    Synchronoise
    WIS, CHA
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You emit a strange soundwave that only damages creature that share a type with you. Any creature within a 40 foot circle that shares at least one of your types must make a CON save against your Move DC, taking 2d10 + MOVE psychic damage on a failure, or half as much on a success.
  • Steel
    Sunsteel Strike
    STR
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into the target with the force of a meteor.  Make a melee attack, dealing 5d6 + MOVE steel damage on a hit.  This move ignores any abilities of the target creature that would decrease its ability to hit or deal full damage.
  • Fire
    Flame Burst
    STR, DEX
    10
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a fireball that explodes on contact. Choose a point in range. Any creature within 5 feet of that point must make a DEX save against your Move DC, taking 1d12 + MOVE fire damage on a hit, or half as much on a success.
  • Psychic
    Heart Swap
    WIS, INT
    5
    Psychic
    80ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    Force a creature in range to make a CHA save against your Move DC. On a failure, you employ your psychic power to swap any changes in ability modifiers, AC, attack changes, damage boosts, etc. that are currently in affect on you or the target.
  • Fighting
    Secret Sword
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with one of your sharp appendages. Make a melee attack, dealing 3d10 + MOVE fighting damage on a hit. This move ignores any boosts affecting the target's AC.
  • Dragon
    Dual Chop
    STR, DEX
    10
    Dragon
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a creature(s) with two quick strikes. Make two melee attack rolls, dealing 1d6 + MOVE dragon damage with each hit.
  • Normal
    Mega Punch
    STR
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a hard punch Make a melee attack against a target, doing 2d6 + MOVE normal damage on a hit.
  • Normal
    Hyper Fang
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a creature with a quick fang attack. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. Hyper Fang scores a critical hit on 19 and 20. If the natural attack roll is 18 or more, the target flinches.
  • Normal
    Recycle
    5
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You summon a previously discarded item back into your hands. If you used a consumable held item any time within the last 5 turns, you can activate this move to take advantage of the same effect one last time. This move may not be used in the same round the held item was used.
  • Normal
    Egg Bomb
    DEX
    5
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a hard egg at a creature that explodes on impact. Make a ranged attack on a creature, doing 4d4 + MOVE normal damage on a successful hit.
  • Normal
    Tail Slap
    STR, DEX
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out against a creature with a quick-hitting, hard tail. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. 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.
  • Ice
    Avalanche
    STR
    5
    Ice
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send forth a heap of powerful snow to pummel a creature. Make a ranged attack on a target, dealing 1d10 + MOVE ice damage on a hit. If the target has dealt any damage to you since the end of your last turn, double the damage you deal.
  • Psychic
    Extrasensory
    WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create an irritating, damaging sound in the mind of a creature. Make a ranged attack roll against a creature in range, doing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • Ice
    Ice Ball
    STR, DEX
    10
    Ice
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You roll into a rock-hard ball of ice and continue to pummel a creature. When you activate this move, make a melee attack on a target in range, doing 1d6 + MOVE ice damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Psychic
    Psychic Fangs
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a set of large fangs that bite at a creature with psychic energy. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.  On a hit, this move bypasses and ends Aurora veil, and is not affected by Light Screen and Reflect.
  • Normal
    Copycat
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You mimic a target that you can see, in range. When you activate this move, choose a target in range and fully execute the most recent move used by the creature, using your own ability scores, level, and typing for saving throw DC, attack, and damage.
  • Rock
    Stone Edge
    STR
    3
    Rock
    60ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    The earth moves beneath a target's feet as sharp stone pierce through the ground underneath them. Creatures in a 10 foot radius centered on a point you choose in range must make a DEX save against your MOVE DC, taking 4d4 + MOVE rock damage on a fail, or half as much on a save.
  • Normal
    Milk Drink
    CON
    5
    Normal
    10ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    10ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a tasty drink that heals your or an ally's wounds. The recipient gains 2d6 + MOVE hit points.
  • Normal
    Comet Punch
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a lightning fast punch. Make a melee attack roll. The target takes 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. 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.
  • Grass
    Seed Flare
    CON
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a bright shockwave from your body, damaging all creatures within 20 feet of you. Any creature in range must make a CON save against your Move DC, taking 3d8 + MOVE grass damage on a failure, or half as much on a success. Until the end of your next turn, any attack roll made against a target that failed is rolled at advantage.
  • Normal
    Swallow
    CON
    5
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You absorb your Stockpiled energy to heal your wounds. When activated after using Stockpile, regain a base 1d6 + Move hit points. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.
  • Water
    Whirlpool
    STR
    10
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a wave of water that swirls around a creature in range. Make a ranged attack roll. On a hit, the target takes 1d6 + MOVE water damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On each successive turn, if the creature is still restrained, you may use this move again (as an action) and automatically hit.
  • Poison
    Belch
    STR, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You let out a damaging belch at a creature in range. Force the creature to make a CON save against your Move DC, taking 2d10 + MOVE poison damage on a failure, or half as much on a success. If you are holding a berry when activating this move, you may consume it and force the target to automatically fail the saving throw.
  • Dark
    Punishment
    STR, WIS
    3
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send dark energy to punish a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target is currently under the influence of a move or ability that boosts its attack, damage, or AC, increase the damage by one damage dice for each effect.
  • Ghost
    Grudge
    WIS, CHA
    3
    Ghost
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    When you take damage from a move that reduces you to zero hit points, you may use your reaction to force the attacker to make a WIS saving throw against your Move DC. On a failure, all PP from the move that caused you to faint is depleted .
  • Varies
    Natural Gift
    STR, DEX
    10
    Varies
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Varies

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw in power from your held berry, releasing it into a ranged attack. Make a ranged attack, dealing 1d12 + MOVE damage on a hit. The type is dependant on what berry you are holding, according to the chart below: <div style='column-count:2'> | Type | Berry| |:---:|:-----------:| | Normal | Chilan | | Fire | Cherri, Occa | | Water | Chesto, Passho | | Electric | Pecha, Waccan | | Grass | Rawst, Rindo | | Ice | Aspear, Yache | | Fighting | Leppa, Chople | | Poison | Oran, Kebia | | Ground | Persim, Shucca | | Type | Berry | |:---:|:-----------:| | Flying | Lum, Coba | | Psychic | Sitrus, Payapa | | Bug | Tanga | | Rock | Charti | | Ghost | Kasib | | Dragon | Haban | | Dark | Colbur | | Steel | Babiri, Razz | | Fairy | Roseli | </div>
  • Flying
    Peck
    STR, DEX
    20
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hammer down on a target with a peck attack. Make a melee attack roll on a target, doing 1d6 + MOVE flying damage on a successful hit.
  • Dark
    Beat Up
    STR
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use strength in numbers to attack a creature. Make a melee attack on a creature, and an additional attack for each conscious creature you are currently carrying, doing 1d6 + MOVE dark damage on each hit.
  • Varies
    Judgment
    STR
    5
    Varies
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Varies

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You send powerful missiles of pure energy to rain down on any creature in a 80 foot circle, centered on a point in range. Any creature caught in the area must make a DEX save against your Move DC, taking 5d6 + MOVE damage on a failure, or half as much on a success. The type of the damage depends on the kind of plate the user is holding.
  • Ghost
    Confuse Ray
    INT, WIS
    5
    Ghost
    40ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Ghost

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You target a creature in range with a sinister ray of ghostly light. Make a ranged attack against a creature. On a hit, they become confused.
  • Bug
    Megahorn
    STR, DEX
    5
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You charge at a creature for a devastating horn attack. Make a melee attack roll, doing 2d10 + MOVE bug damage on a hit. If you moved 20 feet or more straight towards a target, immediately before activating this move, force a creature to make a STR save against your Move DC or be knocked prone.
  • Normal
    Baton Pass
    5
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, you may switch out, passing along all negative status effects or stat changes to the new creature. This includes existing battle effects from moves such as Substitute, Swords Dance, Ingrain, Aqua Ring, etc. Effects from moves that require concentration may also be transferred, with concentration now dependent on the new creature.
  • Steel
    Double Iron Bash
    STR
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You punch twice with two devastating slams of your fist. Make two melee attack rolls, doing 1d6 + MOVE steel damage on each successful hit. If any natural attack roll is 16 or higher, the target flinches.
  • Normal
    Recover
    WIS, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to recover the hit points of a creature in range. The target regains 1d6 + MOVE hit points.
  • Normal
    Wring Out
    STR
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You wrap your hands around the target and squeeze hard. Make a melee attack against a creature, dealing 3d8 + MOVE normal damage on a hit. If the target has 50% or more of its maximum HP, double your move modifier for the damage roll.
  • Normal
    Constrict
    STR
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You wrap yourself around a creature, trying to squeeze the life from them. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.
  • Normal
    Horn Drill
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drill your horn through a target creature with tremendous strength. Roll a d20. On a 20, the creature is impaled and immediately faints. On any other roll, you miss and this move fails. If the target's level is 10 more than your own, this move automatically fails.
  • Fairy
    Moonblast
    DEX, CHA
    10
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a powerful moonbeam that strikes a creature. Make a ranged attack on a target in range, dealing 2d8 + MOVE fairy damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.
  • Electric
    Bolt Strike
    STR, DEX
    3
    Electric
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Electric

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You send down a powerful strike of lightning from the heavens, surrounding an area of the battlefield with surging electricity. Any creature caught in a 20 foot radius, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE electric damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, it becomes paralyzed.
  • Rock
    Rock Throw
    STR, DEX
    10
    Rock
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Rock

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a rock at a target in range. Make a ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
  • Flying
    Wing Attack
    STR, DEX
    20
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a target creature with your wings. Make a melee attack roll, doing 1d10 + MOVE flying damage on a hit.
  • Grass
    Needle Arm
    DEX
    10
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your arms turn to jagged, thorny needles as you strike a creature. Make a melee attack on a creature, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is a 15 or more, the target flinches.
  • Electric
    Electro Ball
    DEX
    5
    Electric
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl an electric orb at a target in range. Make a ranged attack roll, dealing 1d6 + MOVE electric damage on a hit. Compare the target and user's highest speed type (walking, flying, etc.). If the user's speed is higher, roll the next tier's damage dice for this move. In the case of level 17 or higher, double the damage dice.
  • Electric
    Thunderbolt
    STR, DEX
    10
    Electric
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a powerful bolt of electricity at a target in range. Make a ranged attack roll, doing 2d8 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Grass
    Magical Leaf
    DEX
    5
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a sharp, magical leaf that strikes a creature. This move is guaranteed to hit for 1d6 + MOVE grass damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Normal
    Guillotine
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You are filled with an incredible rage, grabbing the head of a target creature in an attempt to squeeze the life from it. Roll a d20. On a 20, you instantly cause the 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 automatically fails.
  • Fire
    Blue Flare
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash an intense and beautiful line of blue flames in a 50 foot line, 5 feet wide. Any creature caught in the line must make a DEX save against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, they are burned.
  • Water
    Bubble
    DEX
    15
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a series of quickly moving bubbles at a target. Make three ranged attacks, doing 1d4 water damage on each successful hit.
  • Psychic
    Stored Power
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your psychic energy to attack with stored power. Make a ranged attack, dealing 1d6 + MOVE psychic damage on a hit. Add an additional damage dice for each stat-changing effect currently applied to the user. (For example, if you or an ally has activated a move(s) that is currently boosting the user's AC, speed, and STAB, add three additional damage dice. A move that affects multiple ability scores is considered "one" effect for this boost)
  • Normal
    Morning Sun
    WIS, CHA
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of sunlight shines upon you, basking you in healing light. The user gains 2d12 + MOVE hit points. If this move is activated at night, halve the total healing.
  • Rock
    Rock Slide
    STR
    5
    Rock
    80ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    Large boulders appear above a target creature in range, crashing down on top of them. The target must make a STR save against your Move DC, taking 1d12 + MOVE rock damage and falling prone on a failed save, and half as much without falling prone on a success.
  • Ghost
    Night Shade
    WIS, INT
    10
    Ghost
    60ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    10

    Type

    Ghost

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hit a target with a necrotic wave of dark energy. Make a ranged attack against a target. On a hit, the ghost damage is equal to 1d6 + the user's level.
  • Ghost
    Shadow Claw
    STR, DEX
    10
    Ghost
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ghost

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike with a sharp claw made from shadows in range. Make a ranged attack, dealing 1d12 + MOVE ghost damage on a hit. This moves scores a critical hit on natural attack rolls of 19 and 20.
  • Normal
    Retaliate
    STR, DEX
    3
    Normal
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You rush to avenge a fallen ally. When a creature causes an ally to faint, you may move up to your speed to immediately rush forward and make a melee attack roll on the target, dealing 1d12 + MOVE normal damage on a hit.
  • Fire
    Burn Up
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You use up all the fire energy you have to inflict massive damage in a 30 foot circle, centered on you.  Creatures within the area must make a DEX save against your Move DC. On a failure, the creature take 5d4 + MOVE fire damage and become burned.  On a success, they take half as much damage without being burned.  After using this move, the user burns itself out and loses its fire-typing for the remainder of combat. Dual-type fire Pokemon change to their single other type, and single-type Pokemon become typeless, losing STAB and all vulnerabilites, resistances, and immunities.
  • Electric
    Eerie Impulse
    DEX, CHA
    3
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    Your body generates a strange pulsating sound that can disrupt creature's ability to attack. When you activate this move, any creature within 30 feet of you must make a CON saving throw against your Move DC. Any creature that fails flinches for 1d4 rounds.
  • Fire
    Eruption
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You spew hot magma in a 15 foot cone. Any creature caught in the blast must make a DEX saving throw against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success. If you are at full health when activating this move, double your STAB bonus when dealing damage.
  • Electric
    Parabolic Charge
    STR, DEX
    10
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    A sweeping electric charge arcs around you, stealing some of the target's energy. Force all creatures in a 60 foot circle, centered on you, to make a CON save against your Move DC, taking 1d10 + MOVE electric damage on a failure. Recover hit points equal to half the total damage dealt, but no more than 5 times your level.
  • Normal
    Block
    3
    Normal
    50ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If a creature within range attempts to flee or switch out, you may use your reaction to stop it dead in its tracks, keeping this from happening.
  • Water
    Hydro Pump
    STR, DEX
    3
    Water
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You send a surge of powerful water towards creatures in a 80 foot line, 5 feet wide. Creatures caught in the blast must succeed on a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failed save, and half as much on a success.
  • Electric
    Spark
    STR, DEX
    10
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with an electrified tackle with a chance to paralyze a target. Make a melee attack roll against a creature, doing 1d10 + MOVE electric damage on a hit. If the natural attack roll is 18 or higher, the target is paralyzed.
  • Fire
    Shell Trap
    STR, DEX
    5
    Fire
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    DEX Save


    You set a shell trap that explodes in a 5ft radius. As a bonus action on the initial activation of this move, you set a trap on yourself. Only one trap may be set at a time. When you are hit by an attack, you can use a reaction to detonate the trap. Creatures within 5 feet of you must succeed on a DEX save against your Move DC, rolling at disadvantage, taking 1d10 + MOVE fire damage on a failure, or half as much on a success.
  • Psychic
    Heal Pulse
    CON, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You emit a healing pulse that restores a target's HP. Choose a target in range (cannot be yourself). The target regains 4d4 + MOVE hit points.
  • Normal
    Scratch
    STR, DEX
    20
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash out at a creature in range. Make a melee attack, doing 1d6 + MOVE normal damage on a hit.
  • Psychic
    Psyshock
    INT, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Electric
    Fusion Bolt
    STR
    3
    Electric
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Electric

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a gigantic lightning bolt that strikes down from the heavens in a 60 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE electric damage on a failure, or half as much on a success. If Fusion Flare was already used this round, double the damage dealt.
  • Fairy
    Moonlight
    WIS, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of moonlight shines upon you, basking you in healing light. The user gains 2d12 + MOVE hit points. If this move is activated during the day, halve the total healing.
  • Ice
    Ice Punch
    STR, DEX
    10
    Ice
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with ice-infused fists. Make a melee attack roll, doing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen.
  • Normal
    Barrage
    STR, DEX
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Make a ranged attack on a creature, rolling 1d4 on a hit. You attack with a barrage of ranged strikes equal to the number shown. Each projectile deals 1d4 normal damage.
  • Normal
    Covet
    DEX
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with quick and sticky hands. Make a melee attack roll against a creature, doing 1d10 + MOVE normal damage on a hit. On a successful attack, you steal the creatures held item if you are not currently holding one.
  • Dragon
    Dragon Claw
    STR
    10
    Dragon
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a powerful claw attack. Make a melee attack on a creature, doing 2d6 + MOVE dragon damage on a hit.
  • Water
    Bubble Beam
    STR, DEX
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a concentrated stream of bubbles at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. On natural attack rolls of 19 or 20, the target's speed is halved until the end of their next turn.
  • Fire
    Flame Charge
    STR, DEX
    10
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You cloak yourself with flame and lash out at a creature. Make a melee attack, dealing 1d8 + MOVE fire damage on a hit. With each successful hit from this move, increase your movement speed by 5 until you are incapacitated, are switched out, or the combat ends. (Maximum of +30 to movement speed)
  • Fighting
    Low Kick
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You kick out at a creature's lower half, dealing damage and attempting to knock it off balance. Make a melee attack, doing 1d8 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • Fighting
    Mat Block
    3
    Fighting
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You conjure up a ethereal, protective mat to shield you and your allies. Until the end of your next turn, any ally creature within 15 feet of you (including you) is immune to damage from damaging moves. Status-inducing moves can still affect their targets.
  • Normal
    Chip Away
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You wait for an opening, striking with speed when the moment is right. Ignoring any boosts to the AC of a target, make a melee attack, dealing 1d12 + MOVE normal damage on a hit.
  • Normal
    Mega Kick
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a hard kick. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit.
  • Grass
    Vine Whip
    STR, DEX
    15
    Grass
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a sharp vine to whip the target with. Make a ranged attack roll, doing 1d6 + MOVE grass damage on a hit.
  • Steel
    Steel Wing
    STR, DEX
    15
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target hard with outstretched wings. Make a melee attack on a creature, doing 1d12 + MOVE steel damage on a hit. If the natural attack roll is 19 or 20, your AC is increased by 1 until the end of your next turn.
  • Fighting
    Double Kick
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike twice with two devastating kicks. Make two melee attack rolls, doing 1d6 + MOVE fighting damage on each successful hit.
  • Ghost
    Spirit Shackle
    DEX, CHA
    5
    Ghost
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You employ dark energy to stitch a creature's shadow to the ground.  Make a ranged attack, dealing 2d6 + MOVE ghost damage on a hit.  On hit, the target is unable to flee or switch out while the user remains in battle.
  • Dark
    Fling
    STR, DEX
    5
    Dark
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice your held item to throw it a creature. Make a ranged attack. On a hit, the amount of dark damage dealt is equal to the price of the item in the manual, divided by 100 (rounded down), plus STAB (if applicable). After activating this move, on a hit or miss, the item disappears.
  • Ghost
    Shadow Sneak
    DEX, WIS
    20
    Ghost
    15ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    20

    Type

    Ghost

    Range

    15ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You extend your shadow to strike a creature from behind. As a bonus action, you can control your shadow to make a ranged attack roll against a target within range dealing 1d4 ghost damage on a hit.
  • Bug
    Struggle Bug
    STR, DEX
    3
    Bug
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You resist an attack, fighting back against a creature. When hit by a melee attack, you may use a reaction to immediately retaliate with an attack roll of your own, dealing 1d6 + MOVE bug damage on a hit.
  • Grass
    Wood Hammer
    STR
    10
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam your rough body against a creature, taking serious recoil damage. Make an attack roll against a target, dealing 2d10 + MOVE grass damage on a hit. On a hit, you also take a quarter of the damage dealt in typeless recoil damage.