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Based on: 12/20/2020

  • 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.
  • Psychic
    Zen Headbutt
    STR, WIS
    10
    Psychic
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    10

    Type

    Psychic

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You focus all of your willpower into your head and ram it into a creature. Make a melee attack, dealing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 17 or higher, the target flinches.
  • 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.
  • Normal
    Yawn
    5
    Normal
    30ft
    1 Action
    1 round

    Move Power
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You release a big yawn that causes a creature to become very drowsy. Choose a target in range. If that target is still in the battle after the end of its next turn, it falls asleep.
  • 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
    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
    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.
  • Grass
    Worry Seed
    DEX, CHA
    5
    Grass
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    5

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You shoot a bizarre seed that implants worry into another creature. The target must succeed on a CON save against your Move DC or replace the user's choice of ability with "Insomnia", preventing sleep for the duration.
  • Normal
    Work Up
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You get your adrenaline pumping and go into a frenzy. While worked up, you add +2 to all attack rolls. Your worked up status ends if you are incapacitated or if you have not attacked a hostile target since your last turn, or taken any damage since then.
  • 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.
  • Psychic
    Wonder Room
    5
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You create a bizarre vibe in the air in a 100 foot circle, centered on you. For the duration, all WIS saves become CON saves and all CON saves become WIS saves.
  • Water
    Withdraw
    3
    Water
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When subject to a melee or ranged attack, you can spend your reaction to increase your AC by +2 if it would cause the attack to miss.
  • Normal
    Wish
    WIS, CHA
    5
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    WIS, CHA
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    You send forth a healing wish that takes time to come true. At the end of your next turn, as a free action, heal a target in range for 3d8 + MOVE hit points.
  • 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.
  • Fire
    Will-O-Wisp
    DEX, WIS
    10
    Fire
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Fire

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a sinister, white-hot flame at a creature attempting to inflict a burn. Make a ranged attack roll on a target, causing burn on a hit.
  • Electric
    Wild Charge
    STR
    10
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shroud yourself in electricity and charge at a creature. Make a melee attack, dealing 2d8 + MOVE electric damage on a hit, but taking 1/4 of the damage (rounded down) in typeless recoil.
  • 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
  • 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.
  • 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.
  • Normal
    Weather Ball
    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 send a powerful ball of energy that changes type based on the surrounding weather, dealing 1d8 + MOVE damage of that type. |Weather|Type| |:--:|:--: |Harsh Sunlight|Fire |Rain|Water |Sandstorm|Rock |Hail or Snow|Ice |Foggy or Cloudy|Normal
  • Water
    Waterfall
    STR, CON
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create an intense waterfall that crashes down on creatures in a 10 foot radius, centered on a point within range. Creatures in the area must make a STR save against your Move DC or take 2d6 + MOVE water damage and fall prone on a fail, or half as much on a save.
  • Water
    Water Spout
    STR, DEX
    3
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a blast of water at a creature that increases in power the more healthy you are. Make a ranged attack roll against a creature, doing 3d8 + MOVE water damage on a hit if you are at or above 50% of your health. If you are below 50%, halve the total damage done.
  • Water
    Water Sport
    10
    Water
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You soak yourself and all allies with water, reducing the amount of fire damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to fire-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take normal damage. If you are immune to fire-type moves already, nothing happens.
  • Water
    Water Shuriken
    DEX
    10
    Water
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a barrage of sharp shurikens at a target. Make a ranged attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another shuriken strikes the target for an additional 1d4 water 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
    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.
  • Water
    Water Pledge
    STR
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a column of water towards a creature. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Poison
    Venoshock
    DEX, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drench a creature in poisonous liquid. Make a ranged attack on a creature, dealing 1d10 + MOVE poison damage on a hit. If the target is already poisoned, double the dice roll for the damage
  • 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.
  • Fighting
    Vacuum Wave
    DEX
    20
    Fighting
    25ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Fighting

    Range

    25ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You whirl your fists with a fast attack that pushes a quick burst of wind at a creature in range. Make a ranged attack on a creature, dealing 1d4 fighting damage on a hit.
  • Fire
    V-Create
    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

    -


    Your forehead burns like hot coals as you slam your head into a creature. Make a melee attack roll, dealing 3d10 + MOVE fire damage on a hit. After activating this move, your AC decreases by 2 until the beginning of your next turn.
  • Normal
    Uproar
    STR, DEX
    5
    Normal
    Self
    1 Action
    3 Rounds

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    3 Rounds

    Save

    CON Save


    You cause an uproar on the battlefield in a 60 foot circle, centered on you, for three rounds of combat. During the uproar, your action is spent continuing the move (without spending PP), and any creature in range wakes and is prevented from falling asleep. (This include creatures that would purposefully fall asleep using moves like Rest) In addition, creatures in the area at the start of their turns must make a CON save against your Move DC, taking 2d8 + MOVE normal damage on a fail, or half as much on a success.
  • Bug
    U-Turn
    DEX
    3
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with a quick strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE bug damage on a hit. After this move is activated, a trainer must switch out the user as a free action.
  • Dragon
    Twister
    STR, DEX
    10
    Dragon
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dragon

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a gust of swirling wind that tears through a creature. Make a ranged attack on a creature, doing 1d6 + MOVE dragon damage on a hit. If the natural attack roll is 16 or higher, the target flinches.
  • Bug
    Twineedle
    DEX
    5
    Bug
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire two sharp projectiles at a creature in range. They do not have to target the same creature. Make two ranged attack rolls, dealing 1d4 + MOVE bug damage on each hit. If the natural roll of either attack is a 19 or 20, the target is poisoned.
  • 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.
  • Grass
    Trop Kick
    STR, DEX
    10
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to land an intense kick of tropical origins on the target.  Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. On a natural role of 16 or more, the target adds -1 to any attack it makes for the remainder of combat.  This modifier can be stacked up to a maximum of -3.
  • 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.
  • Ghost
    Trick-or-Treat
    WIS, CHA
    5
    Ghost
    30ft
    1 Action
    3 rounds

    Move Power
    WIS, CHA
    PP

    5

    Type

    Ghost

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CHA Save


    You attempt to scare the spirit right out of a creature in range. Force a creature in range to make a CHA save against your Move DC. On a failure, its type is changed to Ghost through their next three turns in battle.
  • 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.
  • Psychic
    Trick
    WIS
    5
    Psychic
    Melee
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Psychic

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You move quickly to attempt to swap held items with a creature. Make a melee attack roll against a creature, swapping held items with them on a hit.
  • Normal
    Tri Attack
    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 strike with a simultaneous three-beam attack. Each creature in a 30 foot cone, centered on you, must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, and half as much on a success. Targets that fail the save by 5 or more must roll a d4, gaining the status condition as follows: 1. The target becomes burned. 2. The target becomes frozen. 3. The target becomes paralyzed. 4. Must reroll until any number other than 4 appears.
  • Normal
    Transform
    5
    Normal
    50ft
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You attempt to morph into a near-exact copy of a creature in range. The base SR of the target must be able to be controlled by your trainer or the move fails. For the duration, you copy the target's type, ability scores, skills, speeds, senses, abilities, and current moves. You retain your own feats, level, and HP (Changed CON does not impact your HP).
  • 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.
  • 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.
  • Poison
    Toxic
    CON
    5
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a downpour of potent, poisonous rain in a 5 foot radius, centered on a point within range. Targets in the area must make a CON save against your MOVE DC or become poisoned. Creatures poisoned by this move take double the normal poison damage.
  • Dark
    Torment
    DEX, WIS
    3
    Dark
    30ft
    1 Reaction
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Dark

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    You send a dark energy to torment a creature in range that attacks you. When hit by a melee or ranged attack, force the target to make a WIS saving throw against your Move DC. On a failure, the target cannot use the same move that hit you on its next turn.
  • 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.
  • Normal
    Tickle
    DEX
    10
    Normal
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    CON Save


    You turn your melee attack into a playful tickle. As a bonus action at the end of a turn in which you used a melee attack, force a creature to make a CON saving throw against your Move DC. On a failure, the target flinches.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Ground
    Thousand Waves
    DEX, WIS
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    A wave of green energy courses through the battlefield in a 60 foot cone, centered on you. Any creature caught in the wave must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success. Any creature that fails the saving throw cannot flee or be switched out as long as you remain in battle.
  • 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.
  • Dark
    Thief
    DEX
    15
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You lash out with a quick attack that may steal a creature's held item. Make a melee attack against a creature, doing 1d10 + MOVE dark damage on a hit. If the user does not have an item held, the target must make a DEX save against your Move DC or have their item stolen by the user.
  • Psychic
    Teleport
    10
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and reappear at an unoccupied point within range. 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
    Telekinesis
    WIS, INT
    3
    Psychic
    20ft
    1 Action
    3 rounds

    Move Power
    WIS, INT
    PP

    3

    Type

    Psychic

    Range

    20ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You use your psychic power to attempt to hold a creature above the ground, making it vulnerable to attacks. Force a creature in range to make a CON save against your Move DC. On a failure, the creature is grappled and restrained for the duration, unable to release itself as long as you hold your concentration. While grappled, the creature is considered "Raised".
  • Normal
    Teeter Dance
    WIS, CHA
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You start to perform a difficult dance, confusing all creatures in range. Creatures in a 40 foot circle around you must make a WIS save against your Move DC, becoming confused on a fail.
  • 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)
  • Normal
    Tearful Look
    WIS, CHA
    15
    Normal
    35ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    15

    Type

    Normal

    Range

    35ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You fill your eyes with tears to make all creatures in range lose their combative spirit.  All creatures in range must make a CHA save against your Move DC.  On a fail, they add -1 to any attack they makes for the duration.  This modifier can be stacked if an affected creature fails multiple Tearful Look saves, up to a maximum of -5.
  • Dark
    Taunt
    WIS, CHA
    10
    Dark
    40ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You taunt a creature to only attack you with damaging attacks. Choose a target in range and force it to make a WIS saving throw against your Move DC. On a failure, the target can only use damaging attacks that target you for the duration.
  • Normal
    Take Down
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice your own position to take down a creature. Roll a melee attack roll. On a hit, you deal 2d8 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.
  • Flying
    Tailwind
    3
    Flying
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You whip up a turbulent whirlwind that boosts the speed of all allies in a 60 foot circle, centered on you. You and any ally that starts their turn inside the area has their speed doubled until the end of their turn.
  • Normal
    Tail Whip
    CHA, DEX
    15
    Normal
    100ft
    1 Action
    1 minute

    Move Power
    CHA, DEX
    PP

    15

    Type

    Normal

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You shake your tail at a target, distracting it and opening up its defenses. The creature must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple tail whip saves, up to a maximum of +5.
  • 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.
  • Bug
    Tail Glow
    10
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Your tail emits a flash of light, boosting your attack. For the duration, double your STAB damage.
  • 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.
  • 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.
  • 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.
  • Normal
    Swords Dance
    DEX, WIS
    5
    Normal
    Self
    1 Action
    1 minute, concentration

    Move Power
    DEX, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute, concentration

    Save

    -


    When you activate this move, a sword appears and dances around you, increasing your AC by 1. As a bonus action on a future turn, you may drop concentration to release this sword and roll a ranged attack at a target within 30 feet of you, dealing 2d6 + MOVE normal damage on a hit.
  • 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.
  • 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.
  • 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.
  • Fairy
    Sweet Kiss
    WIS, CHA
    10
    Fairy
    Melee
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Fairy

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lay a kiss on a creature, attempting to confuse them. The target must make an CHA saving throw against your Move DC or become confused.
  • 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.
  • Normal
    Swagger
    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


    Force a target in range to make a WIS save against your Move DC. On a fail, the target is confused, but it adds +2 to its attack rolls while confused.
  • 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
    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.
  • 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.
  • 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)..
  • 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
    Sunny Day
    3
    Fire
    Self
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You change the weather to harsh sunlight for 5 rounds.
  • Dark
    Sucker Punch
    STR, DEX
    3
    Dark
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Dark

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You lay in a quick punch before a creature has a chance to attack. When targeted by a melee attack, you may use your reaction to attempt to strike a creature before its attack is rolled. Make a melee attack, dealing 1d6 + MOVE dark damage on a hit.
  • Normal
    Substitute
    5
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You surrender a quarter of your current HP (rounded down) into temporary hit points in the form of a shield. During this time, the shield grants you immunity to NEW negative conditions (including things like prone, restrained, etc.) and it absorbs all outside damage that you would normally take until it is destroyed. The shield is considered "typeless" for damage resistance, vulnerability, and immunities. The shield and user cannot be healed while active, and it does not absorb self-inflicted conditions or damage caused by pre-existing burn, poison, or confusion. The shield breaks when it is reduced to 0 hit points, and the user takes the overflow damage. Sound-based moves bypass the shield (Supersonic, Grass Whistle, etc.)
  • 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.
  • Grass
    Stun Spore
    CON
    3
    Grass
    Melee
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    When you are subject to a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail.
  • 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.
  • 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.
  • Bug
    String Shot
    DEX
    20
    Bug
    60ft
    1 Action
    1 minute

    Move Power
    DEX
    PP

    20

    Type

    Bug

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


    You unleash sticky string at a creature in range, slowing it down. Make a ranged attack roll against a target. On a hit, the target's speed is reduced by 10 for the duration. The move is stackable to any amount. The target may take an action to attempt to get rid of any string with a STR save against your Move DC. If this reduction in speed causes their speed to be 0, they are restrained.
  • Grass
    Strength Sap
    CON
    3
    Grass
    15ft
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    15ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If a creature attempts to use a move that boosts its stats, you may use your reaction to negate the increase and convert it into healing energy, recovering regain 1d10 + MOVE hit points.  This includes critical hit bonuses, AC increases, speed, attack and damage boosts, etc.
  • 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.
  • 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.
  • 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)
  • 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.
  • Ground
    Stomping Tantrum
    STR
    5
    Ground
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Driven by frustration, you aggressively attack.  Make a melee attack, dealing 1d12 + MOVE ground damage on a hit.  If you last attack missed, double the dice roll for damage.
  • Normal
    Stomp
    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 raise your feet up for a stomp attack. Make a melee attack roll against a target, doing 1d10 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target flinches.
  • Normal
    Stockpile
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your action to store energy for a Spit Up or Swallow move, increasing your defense. Raise your AC by 1 until you use one of those two moves. This move may be stacked a maximum of 3 times before the energy is used.
  • 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.
  • 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.
  • Bug
    Steamroller
    STR
    10
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You roll up your body and roll over a creature. Make a melee attack roll, dealing 1d10 + MOVE bug damage on a hit. If your natural attack roll is 15 or higher, the target flinches.
  • Water
    Steam Eruption
    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 shoot out a cone of intensely hot steam from your body, immersing creatures in range. Any creature in the area must make a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it becomes burned.
  • 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
    Spotlight
    DEX, CHA
    3
    Normal
    80ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    3

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    DEX Save


    You shine a bright light on a creature in range that follows them around the battlefield. The target must make a DEX save against your Move DC. On a fail, attacks against that creature have advantage for the duration.
  • Grass
    Spore
    DEX, CON
    3
    Grass
    Melee
    1 Reaction
    Instantaneous

    Move Power
    DEX, CON
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    When you are targeted by a melee attack, you can use your reaction to release a spore that attempts to put your attacker to sleep. The creature must make a CON save against your Move DC, falling asleep on a fail.
  • Normal
    Splash
    20
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You flail around on the ground, doing no damage and looking ridiculous, but you can leap up to 50 feet in the air.
  • 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.
  • 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.
  • 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.
  • 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.
  • Ground
    Spikes
    STR, DEX
    5
    Ground
    80ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    80ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You set a trap of spikes that hurts creature that come into battle. If a trainer is in range and switches out a creature, you can spend a reaction to make a ranged attack on the incoming creature with spikes that come out of the ground, doing 1d6 + MOVE ground damage on a hit.
  • Normal
    Spike Cannon
    STR, DEX
    10
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a series of sharp spikes at a creature in range. Make a ranged 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.
  • Bug
    Spider Web
    DEX
    5
    Bug
    40ft
    1 Action
    1 minute

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


    You fire a sticky web that attempts to restrain a creature. Make a ranged attack roll on a target in range. On a hit, the target is covered in web. While covered, it is restrained and cannot flee or be switched out, except by item, Move, or ability. The target can use an action on its turn to escape with a STR save against your Move DC.
  • Psychic
    Speed Swap
    INT, WIS
    5
    Psychic
    40ft
    1 Action
    1 minute

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to swap speed with a creature.  Force a creature in range to make a CHA save against your Move DC. On a failure, switch speed with the target for the duration.
  • Ghost
    Spectral Thief
    DEX, WIS
    5
    Ghost
    100ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You succumb to darkness and transport yourself into a creature's shadow. Immediately teleport to a point in range and make a melee attack on a creature. On hit, you steal all positive stat changes affecting the creature and deal 4d6 + MOVE ghost damage.
  • 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.
  • 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.
  • Dragon
    Spacial Rend
    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 release a powerful shockwave that tears through creatures and the space around them. All creatures within 30 feet of you must make a CON save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become uncontrollable and are sucked into the Ethereal Plane until the beginning of your next turn, appearing in the same location when they return.
  • 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.
  • Grass
    Solar Blade
    STR, DEX
    5
    Grass
    Melee
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    When you activate this move, you use your action gathering in solar energy to prepare to strike with blades.  On your next turn, if you keep your concentration, use an action to make a melee attack, dealing 2d10 + MOVE grass damage on a hit. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.
  • Grass
    Solar Beam
    STR, DEX
    5
    Grass
    Self
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    DEX Save


    When you use this move, soak in solar energy and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create a 80 foot line of solar energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE grass damage on a fail and half as much on a save. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.
  • 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.
  • Water
    Soak
    STR, CON
    10
    Water
    50ft
    1 Action
    3 rounds

    Move Power
    STR, CON
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You fire a torrent of water at a creature that leaves lasting effects. Force a target in range to make a CON save against your Move DC. On a failure, its type changes to water through its next three full turns in battle.
  • Normal
    Snore
    STR, WIS
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    While you are asleep, you may activate this move to create a harsh noise that damages all creature within range for 1d8 + MOVE normal damage.
  • 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.
  • Dark
    Snarl
    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

    WIS Save


    You release a harsh growl at a creature, damaging their willpower. Force a creature to make a WIS save against your Move DC. On a failure, the target takes 1d8 + MOVE dark damage. If you are the target of its next attack, the attack is rolled at disadvantage.
  • Normal
    Smokescreen
    CON
    10
    Normal
    30ft
    1 Action
    1 minute

    Move Power
    CON
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You conjure a line of smoke on the battlefield, 60 feet long and 5 feet thick, that extends in any direction from a point within range. The area on either side is obscured and imposes disadvantage on any ranged attacks made by a creature targeting another on the opposite side. Any creature inside the wall of smoke, when it is conjured, must make a CON save against your Move DC or become blinded for the duration. A blinded creature can repeat the save at the beginning of its turns to remove the effect on a success.
  • Poison
    Smog
    CON
    5
    Poison
    40ft
    1 Action
    1 minute

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You release a toxic cloud of poisonous smog in a 10 foot radius, centered on a point within range. Any creature that starts their turn in this area must succeed on a CON save against your Move DC, taking 1d6 + MOVE poison damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become poisoned.
  • Normal
    Smelling Salts
    CON
    5
    Normal
    20ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You procure a handful of strong smelling salt, damaging a creature's senses. Make a ranged attack against a target, dealing 1d8 + MOVE normal damage on a hit. If the target is paralyzed, double the dice roll for the 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.
  • 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.
  • Poison
    Sludge Wave
    DEX, CON
    5
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a wave of poisonous sludge at a creature in range. Make a ranged attack, dealing 2d8 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the target is poisoned.
  • Poison
    Sludge Bomb
    DEX, CON
    5
    Poison
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You hurl a mass of sticky sludge that may poison creatures in its blast. Make a ranged attack roll against a target. On a hit, the target takes 2d8 + MOVE poison damage and the area in a 5 foot radius around it is covered in sludge until the beginning of your next turn. Any creature that enters this area for the first time on their turn, or is in that area at the beginning of their turn must make a CON save against your Move DC or become poisoned.
  • 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.
  • 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".
  • 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
    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.
  • 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.
  • Normal
    Slack Off
    5
    Normal
    Self
    1 Action
    2 rounds

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    2 rounds

    Save

    -


    You give yourself a break, healing your wounds. When you activate this move, you become incapacitated immediately and through your next two turns. Your trainer may not switch you out during this time. At the end of the second turn, regain half of your maximum hit points and become stable once again.
  • Fighting
    Sky Uppercut
    DEX
    3
    Fighting
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a devastating uppercutting fist that continues to strike skyward with force. Make a ranged attack roll against a creature, dealing 2d6 + MOVE fighting damage on a hit. This move can target creatures in the invulnerable stages of Fly, Bounce and Sky Drop, if the target used that move within range.
  • Flying
    Sky Drop
    STR, DEX
    5
    Flying
    Melee
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You reach out in an attempt to lift a creature up in the air for a slamming attack. When you activate this move, make a melee attack roll. On a hit, the target is grappled. The target may use its next action to attempt a STR save against your Move DC to get free. If it does not succeed, and you maintain your concentration, you may use your action on your next turn to lift the creature into the air, dropping it to the ground for 2d10 + MOVE flying damage. Flying-type creatures or ones under the effect of "Levitate", "Magnet Rise" or other similar abilities/moves are not damaged.
  • Flying
    Sky Attack
    STR, DEX
    3
    Flying
    80ft
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    3

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    When you use this move, you flap your wings menacingly and prepare to strike a creature within range. On your next turn's action, if you keep your concentration, you dive at a creature in range, ignoring your flying speed and any opportunity attacks you may incur. Make a melee attack roll, doing 3d8 + MOVE flying damage on a hit.
  • Normal
    Skull Bash
    STR
    3
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    STR Save


    When you use this move, you lower your head and prepare to strike a target within range. On your next turn's action, if you keep your concentration, you charge at a creature in range, ignoring your walking speed and any opportunity attacks you may incur. Make a melee attack roll, doing 5d4 + MOVE normal damage on a hit. A creature hit with this attack must succeed on a STR saving throw against your Move DC or be knocked prone.
  • Psychic
    Skill Swap
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to swap abilities with a creature for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, choose which abilities to switch for the duration.
  • 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.
  • Normal
    Sing
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sing a beautiful song in an attempt to put creatures to to sleep. Roll 5d8; the total is how many hit points of creature this move can affect. creatures within 30 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this move falls asleep. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  • Normal
    Simple Beam
    WIS, INT
    10
    Normal
    80ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    10

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You use a mysterious psychic energy to change a target's ability to Simple. Force a target in range to make a WIS saving throw against your Move DC. On a failure, choose one of the target's abilities and change it to Simple for the duration.
  • Bug
    Silver Wind
    DEX
    3
    Bug
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target with a battering wind of silver dust. Make a ranged attack roll against a creature, doing 1d10 + MOVE bug damage on a hit. On a natural roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
  • 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.
  • Ground
    Shore Up
    CON
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use the power of the earth around you to help heal your wounds, recovering 2d8 + MOVE hit points.  If used during a Sandstorm, your MOVE modifier is doubled.
  • Electric
    Shock Wave
    DEX
    10
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A burst of electric energy glides forward, striking anything in a 15 foot cone. This move is guaranteed to hit all creatures caught in the wave for 1d4 + MOVE electric damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Steel
    Shift Gear
    5
    Steel
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Steel

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You rotate your gears quickly, raising your attack and speed. When you activate this move, add +1 to your attack and damage rolls, and +10 to your speed for the duration.
  • 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.
  • Normal
    Shell Smash
    5
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You break off a piece of your shell, lowering your defense but improving your attack. For the duration, lower your AC by 1, but add proficiency to all damage rolls (once per move). This move is not stackable.
  • 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
    Sharpen
    15
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You collect your focus, sharpening your combat skills. You may add 1d4 to all attack rolls for the duration.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Normal
    Self-Destruct
    STR
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a massive explosion in a 30 foot radius, fainting immediately before the damage is dealt. Creatures in the area must make a DEX save against your Move DC. If your creature has at least half its hit points left, anyone in range takes 5d6 + MOVE normal damage on a fail, or half as much on a success. If your creature has less than half of its hit points left, the damage is halved for a failed save, and quartered for a success.
  • Fighting
    Seismic Toss
    STR
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to throw a creature into the ground with tremendous force. Make a melee attack roll. On a hit, deal an amount of fighting damage equal to 1d6 + the user's level. Seismic Toss results in a critical hit on 19s and 20s.
  • 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.
  • Grass
    Seed Bomb
    STR, DEX
    10
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a series of hard seeds that crash down on top of a creature in range. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit.
  • 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.
  • Normal
    Secret Power
    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 a target with unknown power. Make a melee attack roll against a creature, dealing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 15 or higher, roll a d6 and cause the random effect. | d6 | Effect | |:---:|:-----------:| | 1 | Poison | | 2 | Burn | | 3 | Confusion | | 4 | Frozen | | 5 | Paralysis | | 6 | Sleep |
  • 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.
  • Normal
    Screech
    CON, CHA
    20
    Normal
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You let out a horrible screech at creatures in a 20 foot radius, centered on you, distracting them and opening up their defenses. The creatures must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target an affected creature with for the duration. This modifier can be stacked if a creature fails multiple screech saves, up to a maximum of +3.
  • 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.
  • Normal
    Scary Face
    STR, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You put on your scariest face in an attempt to frighten a creature. The creature must make a WIS saving throw against your Move DC or become frightened for the duration. A creature frightened in this way must make a WIS save against your Move DC at the end of each of its turns to remove the effect.
  • 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.
  • Rock
    Sandstorm
    3
    Rock
    100ft
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Rock

    Range

    100ft

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You stir up a massive sandstorm in a 50 foot radius, centered on a point in range. When a non rock-, steel-, or ground-type creature enters the area for the first time on their turn, or begins their turn inside the area, they take an amount of rock damage equal to half your level, rounded up. The Sandstorm lasts for 5 rounds.
  • Ground
    Sand Tomb
    STR
    10
    Ground
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt to summon a wave of sand that surrounds the target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE ground damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the end of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE ground damage.
  • 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.
  • Normal
    Safeguard
    15
    Normal
    50ft
    1 Action
    3 rounds

    Move Power
    PP

    15

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You and all allies in range boost their defense. For the duration, anyone affected is protected from any new negative status conditions.
  • 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.
  • 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.
  • 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.
  • Ground
    Rototiller
    5
    Ground
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You imbue the ground around you with a mystical layer of natural energy, like tilling fresh soil. For three rounds, grass-type creatures double their STAB bonus when activating a grass-type move within the affected area.
  • Flying
    Roost
    CON
    5
    Flying
    Self
    1 Action
    1 round

    Move Power
    CON
    PP

    5

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You land on the ground to rest your body. When activated, your flying speed decreases to zero, and you lose your flying type for as long as you remain on the ground. At the beginning of your next turn, if you have not left the ground, recover 2d6 + MOVE hit points
  • Rock
    Rollout
    STR
    10
    Rock
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You roll into a target, repeatedly making attacks with increasing strength. Make a melee attack on a creature, dealing 1d6 + MOVE rock damage on a hit. If you use this move on your turn in consecutive rounds, double the dice on each successful attack for a maximum of 5 attacks, in which case the damage would reset. Ex: 1d6 on first hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets if any of the attacks fail to damage a creature, if your speed is reduced to 0, or if you are incapacitated.
  • 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.
  • Psychic
    Role Play
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to copy a creature's abilities for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, replace one of your own current abilities with one of theirs.
  • Rock
    Rock Wrecker
    STR
    3
    Rock
    40ft
    1 Action, Recharge
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


    You summon a huge boulder and launch it at a target in range. Make a ranged attack, dealing 3d10 + MOVE rock damage on a hit. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • Rock
    Rock Tomb
    STR
    10
    Rock
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You summon a collection of boulders that attempt to surround a target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE rock damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the end of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE rock damage.
  • 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.
  • Fighting
    Rock Smash
    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 rock-crushing attack that may lower a user's defense. Make an attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target's AC decreases by 1 while it remains in battle.
  • 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.
  • Rock
    Rock Polish
    3
    Rock
    Self
    1 Action
    3 rounds

    Move Power
    PP

    3

    Type

    Rock

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You polish your body to a fine shine to reduce friction. When activating this move, increase your AC by 2 and your speed by 20 feet for three rounds.
  • 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.
  • Rock
    Rock Blast
    STR
    10
    Rock
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a series of rocks that fire their way towards a creature. Make a ranged attack roll, doing 1d4 + MOVE rock 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 rock 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
    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.
  • Normal
    Roar
    STR, CHA
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You release an intimidating roar at all opponents within 15 feet of you. Opponents that can hear you must make a WIS save against your Move DC. On a fail, the creature is frightened and is forced to immediately move up to its speed in a straight line away from its attacker, or until met with an impeding force (this forced movement does not provoke attacks of opportunity). A creature frightened in this way must make a WIS save at the end of each of its turns against your Move DC to remove the effect.
  • Fighting
    Reversal
    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 unleash an all out attack that is stronger the less HP you have. Make a melee attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.
  • Fighting
    Revenge
    STR, DEX
    3
    Fighting
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You invoke a fight within to retaliate against a creature that damages you. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of fighting type damage back at your attacker (maximum of 5x your current level).
  • Normal
    Revelation Dance
    DEX, CHA
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a target with an aggressive dance.  Make a melee attack, dealing 2d8 + MOVE damage on a hit. Revelation Dance deals damage with a different type depending on the style of Oricorio: | Style | Damage Type | |:---:|:-----------:| | Baile Style | Fire | | Pom-Pom Style | Electric | | Pa'u Style | Psychic | | Sensu Style | Ghost |
  • Normal
    Return
    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, in hopes it will please your trainer. Make a melee attack roll against a creature, doing 1d6 + MOVE on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are above zero on the Loyalty Chart.
  • 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.
  • 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.
  • 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.
  • 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
    Reflect Type
    3
    Normal
    40ft
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Your body flashes into a mirror for just a moment. When it returns to normal, you take on the type of a creature in range.
  • 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.
  • 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
    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
    Razor Wind
    STR, DEX
    5
    Normal
    Self
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    DEX Save


    When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20 foot radius, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.
  • 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.
  • 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
  • Normal
    Rapid Spin
    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

    DEX Save


    You strike out with an incredibly fast spinning move. All creatures within melee range must make a DEX save against your Move DC, taking 1d4 + MOVE normal damage on a failure, or half as much on a success. In addition, this move automatically frees the user from Leech Seed or anything causing it to be grappled or restrained. It is removed from these statuses before the saving throw is made.
  • Water
    Rain Dance
    3
    Water
    Self
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You summon a heavy rainfall that covers the battlefield for 5 rounds.
  • Bug
    Rage Powder
    CON, CHA
    3
    Bug
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You scatter a cloud of irritating powder, drawing attacks to yourself. Any creature in a 15 foot cone must make a WIS saving throw against your Move DC. On a failure, the creature(s) can only use damaging moves that target you for the duration. Any creature affected can repeat the save at the end of each of its turns to shake off the effect.
  • Normal
    Rage
    STR
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You go into a fit of rage, attacking with relentless fury. While you are raging, you gain +1 on all damage rolls (only once per move), have resistance to normal damage, and have advantage on all Strength checks. Your rage ends if you drop concentration or if your turn ends and you have not attacked a hostile target since your last turn, or taken any damage since then.
  • Bug
    Quiver Dance
    10
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You lightly perform a mystical dance. For the duration, add +1 to your AC, attack rolls, and damage.
  • 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.
  • 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.
  • Dark
    Quash
    STR, WIS
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send dark energy at a creature in range, reducing their will to fight. The target must make a WIS save against your Move DC. On a failure, it must move to the bottom of the initiative order for this round only. Targets that have already taken their turn in this round are unaffected.
  • Dark
    Pursuit
    STR, DEX
    3
    Dark
    40ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Dark

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    As a reaction, when a creature is fleeing or is switched out by their trainer, you may make a ranged attack roll against it, doing 1d6 + MOVE dark damage on a hit.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Psychic
    Psycho Shift
    WIS, INT
    5
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You employ your psychic power to transfer a status condition to someone else. Choose a willing ally (or yourself) and a creature in range. Force the target to make a WIS save against your Move DC. on a failure, a status affecting the ally (or you) is transferred to the target instead.
  • 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.
  • 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.
  • Psychic
    Psychic Terrain
    5
    Psychic
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    Psychic energy emerges from the ground in an 80 foot circle, centered on you. Begininng at the end of your turn, for three rounds, all grounded creatures in the affected area are unable to use bonus actions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from psychic-type moves activated inside the area.
  • 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.
  • 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
    Psych Up
    5
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sync up with a creature, copying any positive or negative stat changes affecting them due to weather or moves this combat.
  • 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.
  • Normal
    Protect
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    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.
  • Psychic
    Prismatic Laser
    DEX, WIS
    5
    Psychic
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


    You use the power of a prism to fire a collection of dangerous lasers in a 60 foot line, 5ft wide.  Any creature caught in the line must succeed a DEX save or take 4d6 + MOVE psychic damage on a fail, and half as much on a save.  This move cannot be used on consecutive turns by the same creature.
  • Normal
    Present
    DEX, CHA
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a booby-trapped gift to a creature. Make a ranged attack on a creature in range. On a hit, the present explodes, doing 1d6 + MOVE normal damage. If the natural attack roll is 2 or lower, however, regardless if it hits, the present provides the target with 1d6 + MOVE hit points instead.
  • Ground
    Precipice Blades
    STR
    5
    Ground
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You gather in the natural energy of the land around you and manifest all of the power into fearsome blades of stone. Make three ranged attack rolls against any creature(s) in range, dealing 1d10 + MOVE ground damage on each successful 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.
  • Grass
    Power Whip
    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 violently whirl your tentacles or vines towards a target. Make a melee attack against a creature, dealing 2d10 + MOVE grass damage on a hit
  • Dark
    Power Trip
    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 boast your strength and attack a target. Make a melee attack, doing 1d4 + MOVE dark damage on a hit. For each unique stat change affecting the user, add an additional damage dice.
  • Psychic
    Power Trick
    5
    Psychic
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    You employ your psychic power to switch your own attack and defense. Until the end of your next turn, switch your AC with an ability score of your choice (Constitution not included)
  • Psychic
    Power Swap
    WIS, INT
    3
    Psychic
    40ft
    1 Bonus Action
    1 round

    Move Power
    WIS, INT
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    WIS Save


    As a bonus action, force a creature in range to make a WIS save against your Move DC. On a failure, you employ your psychic power to swap a single ability score with a creature until the end of their next turn, for purposes of attack and damage rolls.
  • Psychic
    Power Split
    INT, WIS
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to change your offense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, choose either your STR, DEX, or WIS. For the duration, replace the chosen ability score with the average of your current score and the target's score.
  • Rock
    Power Gem
    DEX, CHA
    10
    Rock
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of light bursts out of your gemstone, damaging a creature in range. Make a ranged attack, dealing 2d6 + MOVE rock damage on a hit.
  • Ice
    Powder Snow
    DEX
    15
    Ice
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a blast of cold snow at a creature. Make a ranged attack roll on a creature, doing 1d6 + MOVE ice damage on a hit. If the natural attack roll is 18 or higher, the target is frozen.
  • 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.
  • Normal
    Pound
    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 crush a creature with a pound attack. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.
  • 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.
  • Poison
    Poison Tail
    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

    -


    Poisonous barbs sprout from your tail as you swing it at a creature. Make a melee attack against a creature, dealing 1d8 + MOVE poison damage on a hit. If the natural attack roll is a 19 or 20, the move scores a critical hit and the target is poisoned.
  • 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.
  • 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.
  • 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.
  • Poison
    Poison Gas
    CON
    10
    Poison
    30ft
    1 Action
    1 round

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


    You create a fog of poisonous gas in a 15 foot radius, centered on a point within range. Creatures that begin their turn in the area take 1d4 + MOVE poison damage and must succeed on a CON save against your Move DC or become poisoned. The area of gas is considered difficult terrain, and any attacks made from inside it are done at disadvantage. The gas cloud dissipates at the beginning of your next turn.
  • 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.
  • Flying
    Pluck
    DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You peck at a target, attempting to grab their held berry. Make a melee attack on a creature, dealing 1d10 + MOVE flying damage on a hit. On a hit, if the target is holding a berry, you swallow it immediately and gain its effect.
  • Fairy
    Play Rough
    DEX, CHA
    5
    Fairy
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fairy

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fake a creature out with a playful attack that quickly becomes too rough. Make a melee attack against a creature, dealing 2d8 + MOVE fairy damage on a hit. On natural attack rolls of 19 or 20, the target adds -1 to any attack it makes for the remainder of combat. This effect can be stacked to a maximum of -5 to hit.
  • Normal
    Play Nice
    CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You convince a creature that you mean it no harm. Force a creature to make a CHA saving throw against your Move DC. On a failure, any attack the target makes on its next turn is rolled at disadvantage. If the target activates a move that requires a saving throw, you have advantage on the roll.
  • Electric
    Plasma Fists
    STR, DEX
    5
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You charge up your firsts with electricity and lash out at a target. Make a melee attack, dealing 4d4 + MOVE electric damage on a hit. On a hit, both you and your target's normal-type moves become electric-type until the end of your next turn.
  • 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.
  • 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.
  • Ghost
    Phantom Force
    DEX, WIS
    3
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and prepare to surprise your 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 your action to reappear and make a melee attack against a creature, with advantage, dealing 2d8 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Grass
    Petal Dance
    DEX, CHA
    5
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dance around, releasing a flurry of sharp leaf attacks against a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. On the following turn, you may choose to use this action again to hit automatically, but if you do, you become confused at the end of your turn.
  • 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.
  • Normal
    Perish Song
    CHA
    3
    Normal
    Self
    1 Action
    3 rounds

    Move Power
    CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You perform a song with devastating consequences to creatures that hear it. All creatures in range (including you) must make a CON saving throw against your Move DC. For any that fail, they faint in 3 rounds, on their turn, unless fleeing or switched out by their trainer before the end of the three rounds.
  • 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
    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.
  • 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.
  • 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.
  • 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
    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.
  • Fire
    Overheat
    STR, CON
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    With a roar, flames burst from your body in a 30 foot circle, centered on you. Any creature in range must roll a DEX saving throw against your Move DC, taking 5d4 + MOVE fire 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.
  • Dragon
    Outrage
    STR
    3
    Dragon
    Melee
    1 Action
    3 rounds

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You go into a rampage, doing several attacks without control for three rounds. This move automatically hits for 1d6 + MOVE dragon damage in the first round, 2d6 + MOVE dragon damage in the second round, and 4d6 + MOVE dragon damage in the third round. When this move ends, either after the third round or from breaking concentration, you become confused. This attack stops if concentration is broken, or the user becomes incapacitated.
  • 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.
  • 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
    Odor Sleuth
    3
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    When you activate this move, choose a target in range. For the duration, the target cannot activate any move that would increase its AC. If it has already activated such a move, the effect ends immediately. In addition, for the duration, no creature in range has immunity to your Ghost, Normal, or Fighting-type moves.
  • Water
    Octazooka
    STR, DEX
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a blast of ink towards your creatures. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. If the natural attack roll is 18 or more, the target must add -1 to attack rolls for the remainder of this combat.
  • Flying
    Oblivion Wing
    STR, DEX
    5
    Flying
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend your wings and use a dark beam of energy to absorb the target's life force. Make a ranged attack against a creature, dealing 3d8 + MOVE flying damage on a hit, recovering your own hit points by the amount of damage dealt.
  • 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.
  • Normal
    Noble Roar
    STR, CHA
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    STR, CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You let out a stunning roar that intimidates a target. When targeted by an attack, use this reaction to impose disadvantage on the attack roll.
  • 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.
  • Dark
    Night Slash
    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 slash out at a creature with dark power. Make a melee attack, dealing 1d12 + MOVE dark damage on a hit. This attack scores a critical hit on natural attack rolls of 19 or 20.
  • 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.
  • 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.
  • 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.
  • Fairy
    Nature's Madness
    WIS, CHA
    3
    Fairy
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You harness all the power of nature and send it at a creature in range. The target must make a CON save against your Move DC. On a failed save, the target loses half their current HP (minimum of 1 damage).
  • 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 |
  • 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>
  • Dark
    Nasty Plot
    10
    Dark
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You stimulate your brain with nasty thoughts. For the duration, you have advantage on any attacks with the Wisdom, Intelligence, or Charisma move power. If the attack requires a Wisdom, Intelligence, or Charisma saving throw, the target has disadvantage.
  • Fire
    Mystical Fire
    DEX
    5
    Fire
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Fire

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a pair of mystical flames that dance around a target, dealing damage. Make a ranged attack roll against a target, dealing 1d12 + MOVE fire damage on a hit. If the target is hit with this attack, any attack roll it makes before the end of its next turn is rolled at disadvantage.
  • Varies
    Multi-Attack
    STR, DEX
    5
    Varies
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Varies

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with inner power, depending on your type. Make a melee attack on a target, dealing 2d8 + MOVE damage of your current type.
  • Water
    Muddy Water
    DEX, CON
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a stream of muddy water at a creature in range. Make a ranged attack against a creature, dealing 2d8 + MOVE water damage. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack.
  • 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.
  • Ground
    Mud Sport
    10
    Ground
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You cover yourself and all allies around you with thick mud, reducing the amount of electric damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to electric-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take regular damage. If you are immune to electric-type moves already, nothing happens.
  • 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.
  • Ground
    Mud Bomb
    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

    CON Save


    You throw a hard-packed mud ball at a creature. Make a ranged attack, dealing 1d10 + MOVE ground 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. If activating a move that requires a save, the target(s) have advantage.
  • 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.
  • 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.
  • Ghost
    Moongeist Beam
    DEX, WIS
    5
    Ghost
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You emit a sinister ray that explodes out from you in a 100 foot line, 5 feet wide.  All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ghost damage on a failure or half as much on a success.  This attack ignores any of the creatures abilities that would affect the user's ability to hit or deal full damage.
  • 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.
  • Fairy
    Misty Terrain
    5
    Fairy
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You cover the ground in a thin, healing mist that surrounds a 120 foot circle, centered on you. For 3 turns, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability.
  • 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
    Mist
    15
    Ice
    30ft
    1 Action
    1 minute

    Move Power
    PP

    15

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    A light mist surrounds a target, offering a protective barrier. The target is immune to negative stat changes for the duration, but any current effects are still in place.
  • 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.
  • Flying
    Mirror Move
    Varies
    10
    Flying
    50ft
    1 Action
    Instantaneous

    Move Power
    Varies
    PP

    10

    Type

    Flying

    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.
  • Psychic
    Mirror Coat
    CON, WIS
    3
    Psychic
    40ft
    1 Reaction
    Instantaneous

    Move Power
    CON, WIS
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When subject to a ranged attack, you can attempt to decrease the damage and send some back at the attacker in range. Using this reaction, the damage is decreased by 1d6 + MOVE. If this causes the damage to fall below zero, the attack is deflected and you may make a ranged attack roll to send it back at the attacker for 1d6 + MOVE psychic damage.
  • Psychic
    Miracle Eye
    WIS, INT
    20
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    20

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You flash your eyes at the target, stunning them briefly and lowering their defenses. When activating this move, choose a target in range and force them to make a WIS save against your Move DC. On a failure, any modifiers to their AC are reset, and if they are Dark or Ghost-type, their immunities are relinquished for the duration. If, when losing immunity, the target's secondary type gives it vulnerability or resistance to an attack of that type, it follows the secondary type for that effect.
  • Normal
    Minimize
    5
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You appear smaller to your creatures, increasing your evasion. For the duration, you gain an additional +2 to your AC.
  • Normal
    Mind Reader
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sense the motives and moves of a creature around you. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.
  • 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.
  • Normal
    Mimic
    5
    Normal
    120ft
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    120ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You copy another creature's movements, learning its ways in battle. When used, this move is temporarily replaced by your choice of one of the target's moves. The target can be an ally. After one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy for the duration.
  • 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
    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.
  • Steel
    Meteor Mash
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Mov