Support me Ko-fi Logo
Based on: 12/20/2020

  • 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.
  • 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.
  • 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".
  • 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
    Heart Swap
    WIS, INT
    5
    Psychic
    80ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    Force a creature in range to make a CHA save against your Move DC. On a failure, you employ your psychic power to swap any changes in ability modifiers, AC, attack changes, damage boosts, etc. that are currently in affect on you or the target.
  • 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.
  • Psychic
    Imprison
    WIS, INT
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You create psychic walls within the mind of a target in range. Force the target to make a WIS saving throw against your Move DC. On a failure, the target is unable to use any Move it knows that is the same as yours for the duration.
  • 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
    Guard Split
    WIS, INT
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to change your defense 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, for the duration, your AC changes to become an average of your current AC and the target's, rounded down.
  • Psychic
    Hypnosis
    WIS, INT
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Psychic
    Guard Swap
    WIS, INT
    5
    Psychic
    40ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to swap defenses with a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, switch armor class with the target for the duration.
  • 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.
  • 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.
  • Psychic
    Magic Coat
    WIS, CON
    3
    Psychic
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    A flash of magical energy forms between you and a creature, reflecting negative energy back at an attacker in range. When an attack from a creature causes you to suffer from a negative status condition, they are also affected by the same condition.
  • Normal
    Endeavor
    WIS, CON
    3
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    When you activate this move, select a creature in range. the target must make a WIS saving throw against your Move DC. On a failure, the target's current HP is reduced to be equal to your own. The hit point reduction can be no more than 5x the target's level. This move can not be used in the first round of combat.
  • 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.
  • 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.
  • Flying
    Chatter
    WIS, CHA
    5
    Flying
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shout a series of disorienting words at a creature, scrambling their senses. Make a ranged attack. On a hit, deal 1d10 + MOVE flying damage and cause the target to become confused.
  • 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
    Echoed Voice
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a shout that echoes across the battlefield towards a creature. Make a ranged attack, dealing 1d6 + MOVE normal damage on a hit. Until the beginning of your next turn, if any other creature in range uses this move, they may double their damage dice on a hit. This multiplier can continue to stack to a maximum of 8x the damage dice, resetting if any of the attacks miss.
  • 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.
  • Dark
    Fake Tears
    WIS, CHA
    5
    Dark
    50ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Dark

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You fake a creature out with superficial tears, lowering their defenses. When activating this move, a target must make a WIS saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.
  • Fairy
    Fleur Cannon
    WIS, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a beam of energy in a 80 foot line, 5 feet wide.  All creatures in its path must make a DEX save against your Move DC, taking 5d4 + MOVE fairy damage on a hit, or half as much on a save.  After activating this move, your next attack is rolled at disadvantage. If the next attack requires a saving throw, the target(s) has advantage.
  • Normal
    Leer
    WIS, CHA
    15
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    15

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You stare down a target, reducing its will. The creature must make a WIS save against your Move DC. On a fail, allies may add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple leer saves, up to a maximum of +5.
  • Normal
    Captivate
    WIS, CHA
    3
    Normal
    40ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    You attempt to charm a creature into pulling its punches. When hit by an attack from a creature of the opposite gender, you may use a reaction to force it to make a CHA save against your Move DC. On a failure, the attack does not hit.
  • Dark
    Dark Pulse
    WIS, CHA
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You target a creature with a dark aura filled with horrible thoughts. Make a ranged attack on a creature, dealing 2d6 + MOVE dark damage on a hit. On natural attack rolls of 17 or higher, the target flinches.
  • 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.
  • Normal
    Confide
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You whisper an untold secret into the mind of a creature in range. The target must make a WIS save against your Move DC, becoming confused on a failure.
  • 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.
  • Ghost
    Grudge
    WIS, CHA
    3
    Ghost
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    When you take damage from a move that reduces you to zero hit points, you may use your reaction to force the attacker to make a WIS saving throw against your Move DC. On a failure, all PP from the move that caused you to faint is depleted .
  • 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.
  • Ghost
    Curse
    WIS, CHA
    5
    Ghost
    10ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    5

    Type

    Ghost

    Range

    10ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    This Move has a different effect based on your creature type. If you are ghost-type: You attempt to put a curse on a creature. Force a target in range to make a WIS saving throw against your Move DC. On a fail, the target is cursed. You take 1d6 damage initially and the target takes 1d6 ghost damage at the end of each of its turns for the duration. If you are any other type: You place a curse on yourself. For the duration, your STR and CON scores increase by 2, but your DEX score decreases by 4.
  • 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.
  • Psychic
    Heart Stamp
    WIS, CHA
    15
    Psychic
    Melee
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    15

    Type

    Psychic

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a vicious blow after acting cute. Make a melee attack against a creature, dealing 1d10 + MOVE psychic damage on a hit.
  • Normal
    Entrainment
    WIS, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You dance with a strange rhythm that causes a creature to mimic you. Choose a target in range and force them to make a WIS save against your Move DC. On a failure, choose one of their abilities to replace with one of your own for the duration.
  • 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.
  • Ghost
    Destiny Bond
    WIS, CHA
    3
    Ghost
    100ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    3

    Type

    Ghost

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You create a dark, internal bond with a creature. Select a target in range, who must make a WIS save against your Move DC. On a fail, half of any damage dealt to the user is also dealt as typeless damage to the target creature.
  • 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).
  • 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
    Follow Me
    WIS, CHA
    5
    Normal
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    You act quickly to entice an enemy to attack you. When a creature in range activates a Move, you may use your reaction to force the creature to make a CHA save against your Move DC. On a fail, the Move must target you. If the target's Move cannot target a creature other than itself, it fails. If the Move's range is melee, the creature is forced to immediately use their remaining movement to move in a straight line towards you before making the attack (does not provoke attacks of opportunity).
  • Normal
    Encore
    WIS, CHA
    3
    Normal
    100ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    100ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    After being targeted by a move, force a creature to make a WIS save against your Move DC as a reaction. On a fail, no other move may be activated by the target creature until after the end of its next turn.
  • 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.
  • 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.
  • 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
    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.
  • 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.
  • Dark
    Dark Void
    WIS
    5
    Dark
    Self
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send the minds of your creatures into a world of darkness, damaging them before putting them to sleep. All creatures within 30 feet of you must make a WIS save against your Move DC, taking 2d10 + MOVE dark damage and falling asleep on a failure, or half as much without falling asleep on a success.
  • 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.
  • Psychic
    Instruct
    WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create an irritating, damaging sound in the mind of a creature. Make a ranged attack roll against a creature in range, doing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • 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.
  • Dark
    Embargo
    WIS
    10
    Dark
    30ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You surround a creature in range with a dark aura. Force a creature to make a WIS save against your Move DC. On a failure, the target cannot gain the effect of any held item or trainer item given to it for the duration.
  • Ghost
    Hex
    WIS
    5
    Ghost
    50ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a ghostly energy at a creature that does additional damage to those affected by status conditions. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. If the target is affected by a status condition, double your MOVE modifier when adding damage.
  • 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.
  • Psychic
    Dream Eater
    WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tap into a sleeping creature's dreams, sucking from its energy pool. Instantly inflict 4d4 + MOVE psychic damage on a sleeping target in range, regaining half as many hitpoints to yourself. This move does not wake a sleeping creature.
  • 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.
  • Normal
    Nature Power
    Varies
    10
    Normal
    Varies
    1 Action
    Varies

    Move Power
    Varies
    PP

    10

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


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

    Move Power
    Varies
    PP

    5

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


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

    Move Power
    Varies
    PP

    5

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


    You summon a move at random to inflict against a creature. When you use this move, roll a d100. The resulting number is the TM number for the move you make. If the move is unable to be completed because of positioning, range, etc., Metronome fails.
  • 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.
  • Dark
    Foul Play
    STR, WIS
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You turn a creature's own power against it. Make a melee attack roll using your MOVE power. On a hit, the target takes an amount of dark damage equal to 2d8 + the target's level.
  • Dragon
    Clanging Scales
    STR, WIS
    3
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You slam your scaled hands together to create an intense, sound-based shockwave in a 30 foot cone in front of you. Any creature caught in the blast must make a CON save against your Move DC, taking 3d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more reduce their AC by 1 for the remainder of combat.
  • Psychic
    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.
  • Dragon
    Core Enforcer
    STR, WIS
    5
    Dragon
    45ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Dragon

    Range

    45ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a focused laser that scorches a 'Z' pattern on a target. Make a ranged attack, dealing 4d4 + MOVE dragon damage on a hit. On a hit, force the target to make a CON save against your Move DC, losing all effects of its abilities on a failure, until it is switched out.
  • 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.
  • 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.
  • 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
    Stored Power
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your psychic energy to attack with stored power. Make a ranged attack, dealing 1d6 + MOVE psychic damage on a hit. Add an additional damage dice for each stat-changing effect currently applied to the user. (For example, if you or an ally has activated a move(s) that is currently boosting the user's AC, speed, and STAB, add three additional damage dice. A move that affects multiple ability scores is considered "one" effect for this boost)
  • Normal
    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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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
    Feint Attack
    STR, DEX, CHA
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX, CHA
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You bring a creature close and hit it with a sucker punch. Make a melee attack on a creature, always with advantage, doing 1d10 + MOVE dark damage on a hit.
  • Normal
    Double Slap
    STR, DEX, CHA
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX, CHA
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out to slap a creature with quick strikes. Make a melee attack roll, doing 1d4 + MOVE on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Water
    Aqua Tail
    STR, DEX
    5
    Water
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with your tail to strike a creature. Make a melee attack, dealing 2d8 + MOVE water damage on a hit.
  • Flying
    Dragon Ascent
    STR, DEX
    5
    Flying
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sink your horns into a creature, draining some of their power. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. Half the damage dealt is recovered by the user (rounded down).
  • Dark
    Darkest Lariat
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with fire-infused fists. Make a melee attack roll, doing 1d12 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned.
  • Ice
    Ice Burn
    STR, DEX
    3
    Ice
    Self
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    3

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    DEX Save


    When you use this move, you charge up an intense power within your body. On your next turn's action, if you keep your concentration, you unleash an ultracold, freezing wind in a 60 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by 5 or more, it is burned.
  • Steel
    Anchor Shot
    STR, DEX
    15
    Steel
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with ice-infused fangs. Make a melee attack, dealing 1d10 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen and flinches.
  • Water
    Brine
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a harsh blast of salt water at a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE water damage on a hit. If the target has less that 50% of its max HP, double the damage dealt.
  • 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.
  • Fighting
    Mach Punch
    STR, DEX
    15
    Fighting
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out and bite a target. Make a melee attack against a creature, dealing 1d10 + MOVE bug damage on a hit. If the target is holding a berry when you hit, you immediately eat it and gain its effect.
  • Fighting
    Cross Chop
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crush a creature with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.
  • Ground
    Drill Run
    STR, DEX
    5
    Ground
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d6 + MOVE ground damage on a hit. This attack scores a critical hit on 19s and 20s.
  • Ice
    Freeze-Dry
    STR, DEX
    10
    Ice
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a freezing cold air that rapidly chills a creature in range. Make a ranged attack on a creature, dealing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen. This move deals super effective damage to water-type creatures. If the target's secondary type is resistant to ice damage, this move deals standard damage instead.
  • Fighting
    Dynamic Punch
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a twirling punch that confuses a creature. Make a melee attack roll against a creature, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.
  • Steel
    Magnet Bomb
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instantly boil water within you to a damaging temperature, blasting a creature with its heat. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. On a natural attack roll of 16 or more, the target is burned.
  • Normal
    Double-Edge
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and unleash relentless claw attacks against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Water
    Razor Shell
    STR, DEX
    5
    Water
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and unleash relentless strikes against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Rock
    Stealth Rock
    STR, DEX
    3
    Rock
    50ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    99

    Type

    Typeless

    Range

    Melee/60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your punches are imbued with electric energy. Make a melee attack on a target, doing 1d12 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Electric
    Thunder
    STR, DEX
    5
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You cross your claws for a scissor-like slashing attack. Make a melee attack against a creature, dealing 2d6 + MOVE bug damage on a hit.
  • Fire
    Ember
    STR, DEX
    15
    Fire
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fire

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.
  • Dark
    Crunch
    STR, DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a powerful blow that has a chance to temporarily lower a target's defense. Make a melee attack against a target, doing 2d6 + MOVE dark damage on a hit. On a natural attack roll of 18 or higher, the target's AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC.
  • Ground
    Dig
    STR, DEX
    10
    Ground
    80ft
    1 Action
    1 round, charge

    Move Power
    STR, DEX
    PP

    10

    Type

    Ground

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    You burrow underground, disappearing from view before striking from underneath a target. When you activate this move, you use 10 feet of your movement to burrow underground (ignoring difficult terrain) and remain there until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, you emerge from the ground and make a melee attack on a creature in range, with advantage, doing 2d8 + MOVE ground damage on a successful hit. If the target has Tremorsense, the attack is not rolled with advantage.
  • Normal
    Tackle
    STR, DEX
    20
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You rush forward in a flash of electricity with extended reach, slamming into a creature. When activating this move, you flash forward 15 feet and make a melee attack roll against a creature, dealing 2d10 + Move electric damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.
  • Fighting
    Superpower
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You heighten your focus and unleash it upon a creature. Make a ranged attack, dealing 2d10 + MOVE fighting damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Fighting
    Jump Kick
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl mud at a target in range. Make a ranged attack roll, doing 1d4 + MOVE ground damage on a hit. On a hit, the target adds -1 to its attack rolls for the rest of the encounter. This decrease may be stacked, up to a maximum of -5 to hit. The target may take an action to remove any mud from its face, resetting the effect.
  • Electric
    Charge Beam
    STR, DEX
    5
    Electric
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a beam of electric energy at a creature that has a chance to power you up. Make a ranged attack, dealing 1d8 + MOVE electric damage on a hit. If the natural attack roll is 10 or higher and the attack hits, double your MOVE modifier for the damage of this move and any other move you activate before the end of your next turn.
  • Fire
    Inferno
    STR, DEX
    3
    Fire
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You engulf a target in intense flames. Make a ranged attack against a target, dealing 4d4 + MOVE fire damage on a hit, burning the target in the process.
  • Dark
    Assurance
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a wave of electric energy that surrounds a creature in range. The target must make a CON save against your Move DC or become paralyzed.
  • 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.
  • 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.
  • 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.
  • Steel
    Gyro Ball
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tackle a creature with a high-speed spin. Make a melee attack against a creature, dealing 1d6 + MOVE steel damage on a hit. If your DEX score is lower than the target's, double the dice roll for damage.
  • 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.
  • Normal
    Cut
    STR, DEX
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a target with vine or claw or blade. Make a melee roll on a target, doing 1d8 + MOVE on a successful hit.
  • Fighting
    Karate Chop
    STR, DEX
    15
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You smash a creature with a fist as fast as a meteor strike. Make a melee attack against a creature, doing 2d8 + MOVE steel damage on a hit. If the natural attack roll is 18 or higher, your next attack has advantage.
  • 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.
  • Fire
    Blaze Kick
    STR, DEX
    5
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Flames burst from your feet as you deliver a powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned. This move scores a critical hit on 19s and 20s.
  • Steel
    Flash Cannon
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You gather energy from the light around you and send a concentrated beam towards a creature in range. Make a ranged attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Flying
    Drill Peck
    STR, DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hammer down on a target with a peck attack. Make a melee attack roll on a target, doing 2d6 + MOVE flying damage on a successful hit. Drill Peck scores a critical hit on 19s and 20s.
  • 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.
  • 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.
  • Grass
    Razor Leaf
    STR, DEX
    15
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to pierce a creature with flame-cloaked fangs. Make a melee attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned and flinches.
  • Flying
    Fly
    STR, DEX
    10
    Flying
    80ft
    1 Action
    1 round, charge

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    You fly high into the air to prepare for a dive bomb attack. When you activate this move, you use 10 feet of your movement to vanish and fly upwards, remaining in an invulnerable state until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, you use your action to reappear and make a diving melee attack on a creature in range, with advantage, dealing 2d8 + MOVE flying damage on a successful hit.
  • Flying
    Brave Bird
    STR, DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tuck in your wings and dive at a creature. Make a melee attack, dealing 2d10 + MOVE flying damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.
  • Fire
    Sacred Fire
    STR, DEX
    3
    Fire
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stab a creature with an appendage steeped in poison. Make a melee attack on a creature, dealing 2d6 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • 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.
  • Electric
    Zap Cannon
    STR, DEX
    3
    Electric
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash series of cuts against a creature that increase in strength. When you activate this move, make a melee attack on a target in range, doing 1d4 + MOVE bug damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Fighting
    Flying Press
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dive at a creature with quick reaction speed, able to change the type of attack when you reach them. Make a melee attack against a target, dealing 4d4 + MOVE flying OR fighting damage, depending on your choice. STAB can only added to this move if its type is fighting.
  • 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.
  • 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.
  • Fire
    Flame Burst
    STR, DEX
    10
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a fireball that explodes on contact. Choose a point in range. Any creature within 5 feet of that point must make a DEX save against your Move DC, taking 1d12 + MOVE fire damage on a hit, or half as much on a success.
  • Fighting
    Secret Sword
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a creature(s) with two quick strikes. Make two melee attack rolls, dealing 1d6 + MOVE dragon damage with each hit.
  • Normal
    Hyper Fang
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out against a creature with a quick-hitting, hard tail. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Ice
    Ice Ball
    STR, DEX
    10
    Ice
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You roll into a rock-hard ball of ice and continue to pummel a creature. When you activate this move, make a melee attack on a target in range, doing 1d6 + MOVE ice damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Normal
    Comet Punch
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a lightning fast punch. Make a melee attack roll. The target takes 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Varies
    Natural Gift
    STR, DEX
    10
    Varies
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Varies

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    20

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You charge at a creature for a devastating horn attack. Make a melee attack roll, doing 2d10 + MOVE bug damage on a hit. If you moved 20 feet or more straight towards a target, immediately before activating this move, force a creature to make a STR save against your Move DC or be knocked prone.
  • Fighting
    Focus Punch
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    When activating this move, you spend your action focusing your next attack. If you keep concentration, as an action on your next turn, make an attack roll against a creature, doing 3d8 + MOVE fighting damage on a hit.
  • Electric
    Bolt Strike
    STR, DEX
    3
    Electric
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Electric

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Rock

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    20

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a target creature with your wings. Make a melee attack roll, doing 1d10 + MOVE flying damage on a hit.
  • 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.
  • Fire
    Blue Flare
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash an intense and beautiful line of blue flames in a 50 foot line, 5 feet wide. Any creature caught in the line must make a DEX save against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, they are burned.
  • Ghost
    Shadow Claw
    STR, DEX
    10
    Ghost
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ghost

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    DEX Save


    You set a shell trap that explodes in a 5ft radius. As a bonus action on the initial activation of this move, you set a trap on yourself. Only one trap may be set at a time. When you are hit by an attack, you can use a reaction to detonate the trap. Creatures within 5 feet of you must succeed on a DEX save against your Move DC, rolling at disadvantage, taking 1d10 + MOVE fire damage on a failure, or half as much on a success.
  • 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.
  • Ice
    Ice Punch
    STR, DEX
    10
    Ice
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Make a ranged attack on a creature, rolling 1d4 on a hit. You attack with a barrage of ranged strikes equal to the number shown. Each projectile deals 1d4 normal damage.
  • Water
    Bubble Beam
    STR, DEX
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You kick out at a creature's lower half, dealing damage and attempting to knock it off balance. Make a melee attack, doing 1d8 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • Normal
    Chip Away
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You wait for an opening, striking with speed when the moment is right. Ignoring any boosts to the AC of a target, make a melee attack, dealing 1d12 + MOVE normal damage on a hit.
  • Grass
    Vine Whip
    STR, DEX
    15
    Grass
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike twice with two devastating kicks. Make two melee attack rolls, doing 1d6 + MOVE fighting damage on each successful hit.
  • Dark
    Fling
    STR, DEX
    5
    Dark
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice your held item to throw it a creature. Make a ranged attack. On a hit, the amount of dark damage dealt is equal to the price of the item in the manual, divided by 100 (rounded down), plus STAB (if applicable). After activating this move, on a hit or miss, the item disappears.
  • Bug
    Struggle Bug
    STR, DEX
    3
    Bug
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You resist an attack, fighting back against a creature. When hit by a melee attack, you may use a reaction to immediately retaliate with an attack roll of your own, dealing 1d6 + MOVE bug damage on a hit.
  • Grass
    Mega Drain
    STR, DEX
    10
    Grass
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Grass

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drain the life force of a target. Make a ranged attack on a target, doing 1d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.
  • 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.
  • 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.
  • Psychic
    Hyperspace Hole
    STR, DEX
    3
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a hyperspace portal that allows you to instantly teleport to a creature in range and strike out with a melee attack. This move is guaranteed to hit for 2d6 + MOVE psychic damage. Reactions that negate damage such as Protect or Detect cannot be used.
  • 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
  • Dragon
    Dragon Breath
    STR, DEX
    10
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a powerful breath of energy in a 40 foot cone. All targets caught in the blast must make a DEX save against your Move DC, taking 1d10 + MOVE dragon damage on a fail, and half as much on a save. If a creature fails the save by 5 or more, it is paralyzed.
  • Ice
    Ice Beam
    STR, DEX
    5
    Ice
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You create a 80 foot line of freezing ice, 5 feet wide. Any creature caught in the line must succeed on a DEX save against your Move DC or take 2d8 + MOVE ice damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become frozen.
  • 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.
  • Dark
    Bite
    STR, DEX
    15
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sink your teeth into a target creature. Make a melee attack roll, doing 1d10 + MOVE dark damage on a successful hit. On natural attack rolls of 19 or 20, the target flinches
  • Normal
    Hyper Beam
    STR, DEX
    3
    Normal
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a concentrated beam of pure energy in a 80 foot line, 5ft wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.
  • Flying
    Hurricane
    STR, DEX
    5
    Flying
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You whip up a maelstrom of harsh winds. Each creature in a 30 ft radius, centered on a point within range, must make a STR saving throw against your Move DC, taking 3d6 + MOVE flying damage and knocked prone on a failure, or half as much damage without being knocked prone on a success. Targets that fail the saving throw by 5 or more become confused. If this attack is activated during rain, the targets roll their saving throws with disadvantage. If used during harsh sunlight, the targets roll their saves with advantage.
  • Fire
    Blast Burn
    STR, DEX
    3
    Fire
    50ft
    1 Action, Recharge
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    50ft

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


    Explosive projectiles rain down upon creatures in a 10 foot radius, centered on a point within range. Any creature caught in the blast must make a DEX save against your Move DC, taking 3d8 + MOVE fire damage on a fail and half as much on a success. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • 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
    Last Resort
    STR, DEX
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out an a creature with a furious strike. This move can only be activated when all other known moves by a user have been activated in the same combat. If the user is switched out, this rule resets. Make a melee attack, dealing 2d12 + MOVE normal damage on a hit.
  • Normal
    Bide
    STR, DEX
    5
    Normal
    50ft
    1 Action
    2-3 rounds

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    2-3 rounds

    Save

    -


    You embrace the damage done to you, waiting for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before your next turn. On your next turn, you use your action to lash out at a target with a normal ranged attack, striking them for double the amount of typeless damage you took on a successful hit. At 10th Level, you can choose to hold Bide for a second turn for the chance to add additional damage to the attack.
  • Ground
    Bone Club
    STR, DEX
    10
    Ground
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature with a club of bone, doing 1d10 + MOVE ground damage on a successful hit. If the natural attack roll is 18 or more, the target flinches.
  • 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.
  • Steel
    Gear Grind
    STR, DEX
    10
    Steel
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a pair of steel gears at a target(s) in range. Make two ranged attacks, dealing 1d8 + MOVE steel damage with each hit.
  • Steel
    Metal Sound
    STR, DEX
    5
    Steel
    50ft
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


    You emit an ear-shattering high pitched sound that only your target can hear, leaving them in a defenseless state. When activating this move, a target must make a CON saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.
  • Rock
    Ancient Power
    STR, DEX
    3
    Rock
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack 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.
  • 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
  • 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.
  • 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.
  • 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 |
  • Ice
    Blizzard
    STR, DEX
    3
    Ice
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Ice

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Icy clouds form overhead and pelt the ground with hail and snow, centered on a point you choose within range. Each creature in a 30 ft radius, centered on a point within range, must make a DEX saving throw against your Move DC, taking 3d6 + MOVE ice damage on a failed save, or half as much on a successful one. Targets that fail the save by 5 or more become frozen.
  • 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.
  • 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
    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.
  • Fire
    Flame Wheel
    STR, DEX
    15
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    A wheel of flame explodes out from you in a 10 foot radius. All creature in the area must succeed on a DEX save against your Move DC, taking 1d10 + MOVE fire damage on a fail and half as much on a save. If the user is frozen, this move can still be used, thawing out the creature during the attack
  • Fighting
    Low Sweep
    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

    STR Save


    You sweep your legs at the lower half of a creature's body. Make a melee attack roll, dealing 1d10 + MOVE fighting damage on a hit. On a hit, target must succeed on a STR save against your Move DC or be knocked prone.
  • Fire
    Flare Blitz
    STR, DEX
    10
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You cloak yourself in fire and charge at a creature with serious damage. Make a melee attack against a creature, dealing 2d10 + MOVE fire damage on a hit. On a hit, you take a quarter of the damage dealt in typeless recoil damage. On a natural attack roll of 19 or 20, the target is burned. If the user is frozen, this move can still be used, thawing out the creature during the attack
  • 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
    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.
  • Bug
    Fell Stinger
    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 lunge at a creature with a devastating sting attack. Make a melee attack on a creature, dealing 1d8 + MOVE bug damage on a hit. If this attack causes the target to faint, double your ability modifier for attack rolls and damage on your next turn.
  • Fighting
    Arm Thrust
    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 a flurry of fists on a creature. Make a melee attack roll, doing 1d4 + MOVE fighting 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 fighting 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.
  • Steel
    Metal Burst
    STR, DEX
    3
    Steel
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Steel

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You lash out in retaliation with a bust of harsh metal shards. 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 steel type damage back at your attacker (maximum of 5x your current level).
  • Water
    Liquidation
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to slam a full-force blast of water into a target in range.  Make a ranged attack, doing 2d6 + MOVE water damage on a hit.  If the natural attack roll is 18 or more, the target's AC is reduced by 1 while it remains in battle. This decrease may be stacked up to a maximum of -5 to AC.
  • Grass
    Leaf Tornado
    STR, DEX
    5
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a cyclone of harsh winds and fast moving leaves that rushes forward to strike a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack. If the target activates a move that requires a saving throw, its target(s) have advantage on the roll.
  • 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.
  • Grass
    Giga Drain
    STR, DEX
    5
    Grass
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drain the life force of a target. Make a ranged attack on a target, doing 2d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.
  • Fighting
    Drain Punch
    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

    -


    Your strike a target with an energy-draining punch. Make a melee attack, dealing 1d12 + MOVE fighting damage on a hit, gaining half the damage dealt (rounded down) in HP.
  • Dark
    Hyperspace Fury
    STR, DEX
    3
    Dark
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Dark

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Using your many arms, you send a barrage of three balls of furious energy at any creature(s) in range. Each ball automatically deals 1d6 dark damage to any creature(s) you choose. Reactions that negate damage such as Protect or Detect cannot be used. After activating this move, any attacks against you, until the beginning of your next turn, are rolled at advantage.
  • 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.
  • 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.
  • Fighting
    High Jump Kick
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You leap into the air to deliver a strong kick to a target. Make a melee attack, doing 2d8 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
  • 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.
  • Grass
    Absorb
    STR, DEX
    15
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to absorb some of a target's health. Make a melee attack. On a hit, the creature takes 1d4 + MOVE grass damage. Half the damage done is restored by the user.
  • 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.
  • Grass
    Leaf Storm
    STR, DEX
    3
    Grass
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Grass

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You whip up a powerful storm of leaves in a 40 foot circle, centered on a point within range. All creatures in the area must make a DEX save against your Move DC, taking 5d4 + MOVE grass damage on a fail, or half as much on a success. After activating this move, you are sapped of energy. Any move you activate before the end of you next turn deals half its normal damage.
  • Fire
    Fire Blast
    STR, DEX
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Two pillars of raging hot flames explode out from you and leap towards up to two creature in range. The creature(s) targeted must succeed on a DEX save against your Move DC for each pillar, taking 1d8 + MOVE fire damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more become burned.
  • 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).
  • 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.
  • 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.
  • Ice
    Aurora Beam
    STR, DEX
    10
    Ice
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a concentrated beam of freezing ice at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE ice damage on a hit. On natural attack rolls of 15 or higher, the target has disadvantage on any attack it makes on its next turn.
  • 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.
  • 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.
  • Fire
    Incinerate
    STR, DEX
    10
    Fire
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a burning hot flame that surrounds a creature. Make a ranged attack, dealing 1d10 + MOVE fire damage on a hit. On a hit, if the target is holding a berry, it is immediately burned to ash, becoming unusable.
  • Normal
    False Swipe
    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 swipe at a creature but hold back power slightly. Make a melee attack against a creature, doing 1d6 + MOVE normal damage on a hit. If this attack would normally cause a creature to faint, it is reduced to 1HP instead.
  • Normal
    Double Hit
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out quickly with two strikes. Make two melee attacks, dealing 1d6 + MOVE normal damage \on each hit.
  • 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.
  • 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.
  • 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
    Attack Order
    STR, DEX
    10
    Bug
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon your underlings to attack a target. Make a ranged attack on a creature, dealing 2d8 + MOVE bug damage on a hit. This move scores a critical hit on rolls of 19 or 20.
  • Normal
    Flail
    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 flail about with a wild strike that increases in power the more injured you are. Make a melee attack roll against a creature, doing 1d6 + MOVE normal 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.
  • Flying
    Aeroblast
    STR, DEX
    5
    Flying
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You shoot out a powerful vortex of air that shreds through creatures. Any creature caught in a 50 foot line, 5 feet wide, must make a DEX save against your Move DC, taking 3d10 + MOVE flying damage on a fail, and half as much on a save.
  • Flying
    Beak Blast
    STR, DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You heat up your beak and strike out at a target. When you activate this move, you spend your action to charge up your beak. If you are hit with a melee attack before the action of your next turn, the target is burned. On your next turn, spend an action to make a melee attack on a creature, dealing 3d8 + MOVE flying damage on a hit.
  • Steel
    Bullet Punch
    STR, DEX
    15
    Steel
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You strike with a punch that is quick as a bullet. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.
  • Normal
    Facade
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a creature with revenge. Make a melee attack roll against a target, dealing 1d12 + MOVE normal damage on a hit. If you are poisoned, paralyzed, or burned, double the dice for the damage.
  • Fighting
    Aura Sphere
    STR, DEX
    5
    Fighting
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You focus your aura into a concentrated blast that strikes a creature in range. This move is guaranteed to hit for 1d6 + MOVE fighting damage, except when targeting a creature in the invulnerable stages of Fly, Dig, Bounce, etc.
  • 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.
  • 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.
  • Poison
    Belch
    STR, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You let out a damaging belch at a creature in range. Force the creature to make a CON save against your Move DC, taking 2d10 + MOVE poison damage on a failure, or half as much on a success. If you are holding a berry when activating this move, you may consume it and force the target to automatically fail the saving throw.
  • 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.
  • 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.
  • Normal
    Glare
    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 stare into the depths of a creature's eyes with intense ferocity. 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.
  • 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.
  • Normal
    Mean Look
    STR, CHA
    3
    Normal
    50ft
    1 Action
    3 rounds

    Move Power
    STR, CHA
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    WIS Save


    You flash an intimidating look at a target, attempting to freeze them in fear. Force a target in range to make a WIS save against your Move DC. On a fail, the target cannot flee or be switched out for 3 rounds.
  • 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.
  • 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.
  • Normal
    Boomburst
    STR, CHA
    5
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR, CHA
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You create a deafening, explosive sound that damages all creatures within 20 feet of you. Force any creature in range to make a CON save against your Move DC, taking 2d12 + MOVE normal damage on a failure, or half as much on a success.
  • Fighting
    Hammer Arm
    STR
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam down onto a creature with a heavy claw. Make a melee attack roll on a target, dealing 2d8 + MOVE water damage on a hit. This move scores a critical hit on rolls of 19 or 20.
  • Dragon
    Dragon Rush
    STR
    5
    Dragon
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A slow fighting attack that pummels a creature. As an action on your turn, you hold this move until next turn, where it will automatically hit for 1d12 + MOVE fighting damage as long as the target remains in melee range.
  • 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.
  • Ground
    Magnitude
    STR
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You shake the ground with an earth-shattering quake. All creature in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. Roll a d100 on the table below to determine damage. Raised creatures are immune to the effects and damage of this move. - | d100 | Damage | |:---:|:-----------:| | 01-05 | 1d4+MOVE | | 06-15 | 1d8+MOVE | | 16-35 | 1d10+MOVE | | 36-65 | 1d12+MOVE | | 66-85 | 2d6+MOVE | | 86-95 | 2d8+MOVE | | 96-100 | 2d12+MOVE |
  • Ground
    Bulldoze
    STR
    10
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fiercely attack the target using your entire body.  Make a melee attack, dealing 2d8 + MOVE ground damage on a hit.
  • Fire
    Fire Pledge
    STR
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You slam your head down like a hammer to attack a creature in range. Make a melee attack roll against the target, dealing 2d8 + MOVE dragon damage on a hit. Hit or miss, any creatures within the line created by the attack (5 feet wide) must make a DEX save against your Move DC, taking the same damage on a failure.
  • Steel
    Doom Desire
    STR
    3
    Steel
    30ft
    1 Action
    2 turns

    Move Power
    STR
    PP

    3

    Type

    Steel

    Range

    30ft

    Move Time

    1 Action

    Duration

    2 turns

    Save

    -


    You promise doom upon a creature. When you activate this move, select a target and make an attack roll. On a hit, at the beginning of the third round after you activate this move, the target takes 2d12 + MOVE damage of no specific type. If the target is switched out, the damage is done to the trainer's current active Pokémon.
  • Fighting
    Brick Break
    STR
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee, 20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You thrust your palm outward with such strength that a shockwave is sent towards a creature. Make a ranged or melee attack roll, depending on your target. If used as a melee attack, deal 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed. If used as a ranged attack, the damage is halved with no chance to paralyze.
  • Fire
    Heat Crash
    STR
    5
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into a creature with your flaming body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE fire damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
  • Fire
    Magma Storm
    STR
    5
    Fire
    80ft
    1 Action
    1 minute

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You stir up a maelstrom of fire in a 40 foot circle, centered on a point within range, that continues to rage as long as you hold your concentration. 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, taking 3d8 + MOVE fire damage on a failure, or half as much on a success.
  • Normal
    Head Charge
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lower your head and charge at a creature. Make a melee attack. On a hit, you deal 2d10 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.
  • 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.
  • Normal
    Super Fang
    STR
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with an incredible fang attack. Make a melee attack, doing 2d6 +MOVE normal damage on a hit. On critical hits, instead of doubling the dice, you can choose to do damage equal to half the target's current HP (up to a maximum of 5x your level)..
  • Dark
    Brutal Swing
    STR
    10
    Dark
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You whip your dragon tail at a creature in an attempt to send them away. Force a target to make a CON save against your Move DC. On a failure, they take 1d10 + MOVE dragon damage and are too frightened by you to remain in battle. In trainer battles, the target must be switched out if another creature is available. In wild battles, the target only flees if it a lower level than the user.
  • Dragon
    Dragon Rage
    STR
    3
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a devastating flow of energy in a 100 foot long line, 5 feet wide. Each creature caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE dragon damage on a fail, and half as much on a save.
  • 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.
  • Fire
    Lava Plume
    STR
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You swing and hit with your strong, heavy fist.  Make a melee attack dealing 4d4 + MOVE ice damage.  Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.
  • Normal
    Rock Climb
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You clasp your hands around a creature for a crushing blow. Make a melee attack against a target, dealing 3d8 + MOVE normal damage and grappling the target on a hit. If the target is above 50% of its maximum health, add your proficiency bonus to the damage roll.
  • 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.
  • 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
    Land's Wrath
    STR
    5
    Ground
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    10

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with sharp claws. Make a melee attack roll against a creature, doing 1d8 + MOVE steel damage on a hit. If the natural attack roll is 19 or 20, your next attack gets an additional +1 to hit.
  • Fire
    Fusion Flare
    STR
    3
    Fire
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Fire

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with powerful claws. Make a melee attack roll against a creature, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 15 or more, your next attack on the same target is rolled at advantage.
  • Steel
    Iron Head
    STR
    10
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into the target with your hard head. Make a melee attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 16 or higher, the target flinches.
  • 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.
  • 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.
  • Normal
    Mega Punch
    STR
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a hard punch Make a melee attack against a target, doing 2d6 + MOVE normal damage on a hit.
  • Normal
    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.