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Based on: 12/20/2020

  • Normal
    Assist
    10
    Normal
    Varies
    1 Bonus Action
    Varies

    Move Power
    PP

    10

    Type

    Normal

    Range

    Varies

    Move Time

    1 Bonus Action

    Duration

    Varies

    Save

    -


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

    Move Power
    Varies
    PP

    10

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


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

    Move Power
    Varies
    PP

    5

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


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

    Move Power
    Varies
    PP

    5

    Type

    Normal

    Range

    Varies

    Move Time

    1 Action

    Duration

    Varies

    Save

    -


    You summon a move at random to inflict against a creature. When you use this move, roll a d100. The resulting number is the TM number for the move you make. If the move is unable to be completed because of positioning, range, etc., Metronome fails.
  • Fairy
    Light of Ruin
    DEX, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw forth a powerful natural essence, concentrating it into a beam of light 80ft long and 5 feet wide. Any creature caught in the blast must make DEX saving throw against your Move DC, taking 2d12 + MOVE fairy damage on a failure, or half as much on a success. The user takes typeless recoil damage equal to half the damage roll.
  • Psychic
    Amnesia
    10
    Psychic
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    Your mind elevates to a new level of focus. Add +2 to any saving throw you make for the duration, but select one of your moves that is not Amnesia. You forget that move and cannot use it for the duration.
  • Fire
    Mind Blown
    DEX, CON
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You fill your head with hot fire that explodes around you. Force all creaatures within 15 feet of you to make a DEX save against your Move DC, taking 4d6 + MOVE fire damage on a failure, or half as much on a success. After activating this move, you take an amount of typless damage equal to the full damage as if you failed the save.
  • Normal
    Perish Song
    CHA
    3
    Normal
    Self
    1 Action
    3 rounds

    Move Power
    CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You perform a song with devastating consequences to creatures that hear it. All creatures in range (including you) must make a CON saving throw against your Move DC. For any that fail, they faint in 3 rounds, on their turn, unless fleeing or switched out by their trainer before the end of the three rounds.
  • Ground
    Magnitude
    STR
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are subject to a melee attack, use your reaction to take half the damage dealt now and on any melee attack that targets you until the beginning of your next turn.
  • Normal
    Double Team
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You create a duplicate image of yourself, 5 feet beside you. The image mimics you and attempt to fool your opponents into attacking it, instead. When subject to any move (attack or saving throw / damaging or non-damaging) with an area of effect of 5 feet wide or less, roll a d4. On a result of 3 or 4, the image absorbs the damage and/or effects of the attack and disappears. Creatures with Truesight bypass the effect of this move. If grappled or restrained by a creature while Double Team is active, Double Team has no effect. (Examples that would trigger the roll include Tackle, Thunder Wave, Rock Slide, Ice Beam, etc.)
  • Ground
    Bulldoze
    STR
    10
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You strike the ground so hard that it ripples out from you in a 30 foot circle. Any creature caught in the area must make a DEX save against your Move DC, taking 1d10 + MOVE ground damage on a failure, or half as much on a success. Raised creatures are immune to the effects and damage of this move.
  • Flying
    Tailwind
    3
    Flying
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You whip up a turbulent whirlwind that boosts the speed of all allies in a 60 foot circle, centered on you. You and any ally that starts their turn inside the area has their speed doubled until the end of their turn.
  • Normal
    Relic Song
    CHA, WIS
    5
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth your underlings to heal your wounds. Regain 4d4 + MOVE hit points.
  • Normal
    Screech
    CON, CHA
    20
    Normal
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


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

    Move Power
    PP

    10

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    DEX, CHA
    PP

    5

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You burst into song, unleashing a flurry of bubbles in a 20 foot circle, centered on you. All creatures in range must make a DEX save or take 2d8 + MOVE water damage on a fail and half as much on a save. Any creature suffering from the burned condition will be cured upon touching the bubbles.
  • Normal
    Belly Drum
    5
    Normal
    Self
    1 Action
    While in battle

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    While in battle

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You slam your head down like a hammer to attack a creature in range. Make a melee attack roll against the target, dealing 2d8 + MOVE dragon damage on a hit. Hit or miss, any creatures within the line created by the attack (5 feet wide) must make a DEX save against your Move DC, taking the same damage on a failure.
  • Grass
    Petal Blizzard
    DEX
    10
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You stir up a blizzard of sharp petals that swirl around you. Any creature in a 60 foot circle, centered on you, must make a DEX save against your Move DC, taking 2d8 + MOVE grass damage on a failure, or half as much on a success.
  • 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.
  • 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.
  • Grass
    Grassy Terrain
    5
    Grass
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    Grass sprouts from the ground in a circle around you, coating the earth with healing energy. For 3 turns, all creatures in the affected area heal for an amount of hit points equal to their proficiency bonus at the end of their turn. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from grass-type moves activated inside the area.
  • Fighting
    Detect
    3
    Fighting
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
  • Poison
    Acid
    DEX
    15
    Poison
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a stream of hot acid in a 30 foot cone, centered on you. Creatures caught in the cone must make on a DEX save, taking 1d6 + MOVE poison damage on a fail, and half as much on a success.
  • Grass
    Synthesis
    CON
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You regenerate from the inside, healing some of your wounds. Heal yourself for 1d12 + MOVE hit points. If activated in harsh sunlight, double the healing dice.
  • Poison
    Coil
    3
    Poison
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You coil up and concentrate your power. For the duration, gain +1 to your attack rolls, damage rolls, and AC.
  • Normal
    Substitute
    5
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You surrender a quarter of your current HP (rounded down) into temporary hit points in the form of a shield. During this time, the shield grants you immunity to NEW negative conditions (including things like prone, restrained, etc.) and it absorbs all outside damage that you would normally take until it is destroyed. The shield is considered "typeless" for damage resistance, vulnerability, and immunities. The shield and user cannot be healed while active, and it does not absorb self-inflicted conditions or damage caused by pre-existing burn, poison, or confusion. The shield breaks when it is reduced to 0 hit points, and the user takes the overflow damage. Sound-based moves bypass the shield (Supersonic, Grass Whistle, etc.)
  • Normal
    Laser Focus
    15
    Normal
    Self
    1 Action
    1 round

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    When activating this move, you spend your action concentrating intensely. If you keep your concentration, your first atack on your next turn always results in a critical hit.
  • 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.
  • Psychic
    Luster Purge
    DEX, WIS
    3
    Psychic
    Self
    1 Action
    1 round

    Move Power
    DEX, WIS
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


    You create a blinding bright light that damages creature's eyes and may lower their defense. Creatures in range must make a CON save against your Move DC, taking 3d10 + MOVE psychic damage on a failure, or half as much on a success. For creatures that fail by 5 or more, any attack against them has advantage until the end of your next turn.
  • Normal
    Heal Bell
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You ring a bell that chimes beautifully across the battlefield. All active allied creature in a 120 foot circle, centered on you, are healed of their negative status effects.
  • Normal
    Swords Dance
    DEX, WIS
    5
    Normal
    Self
    1 Action
    1 minute, concentration

    Move Power
    DEX, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute, concentration

    Save

    -


    When you activate this move, a sword appears and dances around you, increasing your AC by 1. As a bonus action on a future turn, you may drop concentration to release this sword and roll a ranged attack at a target within 30 feet of you, dealing 2d6 + MOVE normal damage on a hit.
  • Ground
    Rototiller
    5
    Ground
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    WIS
    PP

    5

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    1

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Your tail emits a flash of light, boosting your attack. For the duration, double your STAB damage.
  • 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.
  • Normal
    Defense Curl
    20
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You curl up into a tight ball, increasing your defensive stance. Until your next turn, you gain + 4 to your AC and have resistance to normal attacks.
  • 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.
  • Normal
    Refresh
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A wave of healing energy washes over you, curing poison, paralysis, and burn.
  • Fire
    Sunny Day
    3
    Fire
    Self
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You change the weather to harsh sunlight for 5 rounds.
  • Normal
    Whirlwind
    DEX
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    The world around you seems to spin for a moment, and the whole battlefield is hit with a bizarre feeling. Starting at the beginning of the next round of combat after you activate this move, the initiative order is permanently reversed.
  • Psychic
    Agility
    15
    Psychic
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    15

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You hone your abilities and feel a surge of speed course through your veins. Increase your movement speed by 20 feet for the duration. Applicable to any movement type the creature has.
  • Electric
    Ion Deluge
    15
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    2 rounds

    Save

    -


    You give yourself a break, healing your wounds. When you activate this move, you become incapacitated immediately and through your next two turns. Your trainer may not switch you out during this time. At the end of the second turn, regain half of your maximum hit points and become stable once again.
  • Psychic
    Psycho Boost
    WIS, INT
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send an extremely powerful wave of psychic energy at creatures in a 60 foot cone. Creatures in the wave must make a WIS save against your Move DC, taking 5d6 + MOVE psychic damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.
  • Normal
    Conversion 2
    10
    Normal
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    If you took damage from an attack since the end of your last turn, you may use a bonus action to change your type to any type that is resistant or immune to the type of move used against you. This effect lasts until the beginning of your next turn.
  • Psychic
    Psychic Terrain
    5
    Psychic
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    Psychic energy emerges from the ground in an 80 foot circle, centered on you. Begininng at the end of your turn, for three rounds, all grounded creatures in the affected area are unable to use bonus actions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from psychic-type moves activated inside the area.
  • Psychic
    Cosmic Power
    10
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You call upon a mystic force to come to your aid. For the duration, you have advantage on all saving throws.
  • 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.
  • Fairy
    Flower Shield
    5
    Fairy
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Large flowers sprout from any grass-type allies in range, boosting their defense. For one minute, as long as you keep your concentration, grass-type allies in a 30 foot circle, centered on you, gain +2 to their AC.
  • 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.
  • Fairy
    Misty Terrain
    5
    Fairy
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    DEX, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You vibrate your wings, creating a harsh sound that damages any creature in range. All creatures within 20 feet of you must make a CON save against your Move DC, taking 2d8 + MOVE bug damage on a fail. If a creature fails the save by 5 or more, they have disadvantage on their next attack.
  • Fire
    Searing Shot
    DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    PP

    5

    Type

    Water

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You surround yourself with a veil of healing water. At the end of each of your turns, as long as you hold concentration, regain a number of hit points equal to your proficiency bonus.
  • Steel
    Autotomize
    10
    Steel
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Steel

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You shed away part of your body to make yourself lighter and increase your speed. For the duration, your speed increases by 10 feet. This move may be stacked to a maximum speed increase of 30 feet.
  • Normal
    Acupressure
    20
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You apply pressure to different stress points on your body, boosting a random ability for the duration. When activating this move, roll a d6 and gain the following boost based on the result. When activated on subsequent turns, any previous effect ends. <div style='column-count:2'> | d6 | Effect | |:---:|:-----------:| | 1 | +1 to attack rolls | | 2 | +2 to damage rolls | | 3 | +10 temporary HP | | d6 | Effect | |:---:|:-----------:| | 4 | +1 to saving throws | | 5 | Critical Hit range +1 | | 6 | +1 to Armor Class | </div>
  • Normal
    Foresight
    15
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You grant yourself a brief but incredible sixth sense. On the next ghost-, normal-, or fighting-type move you activate, ignore any immunities of the target creature(s) granted by their Pokémon type. If the target's secondary type gives it vulnerability or resistance to the attack, it follows the secondary type for that effect.
  • Dragon
    Dragon 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.
  • 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.
  • Psychic
    Kinesis
    10
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You move with incredible speed. Increase your walking, flying, or swimming speed by 20 if it is greater than 0, and add +2 to AC when targeted by ranged attacks for the duration. This move cannot be stacked.
  • Poison
    Baneful Bunker
    3
    Poison
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly create a barrier to avoid it.  When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. If Baneful Bunker was successful in avoiding' a melee attack, the attacker becomes poisoned.  On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Steel
    King's Shield
    3
    Steel
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Steel

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    Your body is cloaked with a protective shield that negates all damage to you. When targeted by an attack, you may automatically avoid taking damage from this attack and any other damaging move until the beginning of your next turn. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Fairy
    Fleur Cannon
    WIS, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    CHA
    PP

    10

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You let out a charming cry, dealing emotional damage to any creature in range that can hear you. This move automatically hits for 1d4 + MOVE fairy damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.
  • Psychic
    Psywave
    INT, WIS
    10
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You emit a wave of psychic energy in a 40 foot line, 5 feet wide. Each creature caught in the wave must make a WIS save against your Move DC, becoming confused on a fail.
  • Bug
    Quiver Dance
    10
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You lightly perform a mystical dance. For the duration, add +1 to your AC, attack rolls, and damage.
  • 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
    Work Up
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You get your adrenaline pumping and go into a frenzy. While worked up, you add +2 to all attack rolls. Your worked up status ends if you are incapacitated or if you have not attacked a hostile target since your last turn, or taken any damage since then.
  • Psychic
    Barrier
    10
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You create a transparent shield of psychic energy. While active, the barrier grants +2 to AC for you and any companions within 5 feet of you for the duration.
  • Normal
    Razor Wind
    STR, DEX
    5
    Normal
    Self
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    DEX Save


    When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20 foot radius, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.
  • Water
    Rain Dance
    3
    Water
    Self
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You summon a heavy rainfall that covers the battlefield for 5 rounds.
  • Ice
    Haze
    15
    Ice
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A flashing beam strikes a creature in range. Make a ranged attack roll against a creature, dealing 1d12 + MOVE bug damage on a hit. On a natural attack roll of 19 or 20, the beam confuses the target.
  • Normal
    Focus Energy
    5
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You shut your eyes and focus in on the energy inside you before striking. For the duration, increase your critical range by 2 (From 20 to 18+ , from 19+ to 17+, etc.). This move is not stackable.
  • Psychic
    Magic Room
    5
    Psychic
    Self
    1 Action
    5 rounds

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You employ your psychic power to suppress the effect of all held items in a 100 foot circle, centered on you.
  • Normal
    Endure
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    On an instance of taking damage that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Grass
    Frenzy Plant
    DEX
    3
    Grass
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a whirlwind of jagged branches and razor sharp leaves that batter all creatures in a 30 foot circle, centered on you. All creature caught in the flurry must make a DEX saving throw against your Move DC, taking 3d8 + MOVE grass damage on a failure, and half as much on a success. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • Psychic
    Synchronoise
    WIS, CHA
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You break off a piece of your shell, lowering your defense but improving your attack. For the duration, lower your AC by 1, but add proficiency to all damage rolls (once per move). This move is not stackable.
  • Steel
    Shift Gear
    5
    Steel
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Steel

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You summon a previously discarded item back into your hands. If you used a consumable held item any time within the last 5 turns, you can activate this move to take advantage of the same effect one last time. This move may not be used in the same round the held item was used.
  • Psychic
    Power Trick
    5
    Psychic
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    You employ your psychic power to switch your own attack and defense. Until the end of your next turn, switch your AC with an ability score of your choice (Constitution not included)
  • Grass
    Seed Flare
    CON
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You absorb your Stockpiled energy to heal your wounds. When activated after using Stockpile, regain a base 1d6 + Move hit points. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.
  • Normal
    Baton Pass
    5
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You become one with your inner self. For the duration, you gain +1 to attack rolls and saving throws.
  • Fire
    Burn Up
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    DEX, CHA
    PP

    3

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You pump yourself up, increasing your adrenaline. For the next minute, choose to add +1 to your attack rolls OR +1 to AC. This move can be stacked to a maximum of +5 for either choice.
  • Dragon
    Dragon Dance
    10
    Dragon
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You perform a mystical dance, pumping yourself up. For the duration, double your proficiency bonus when making an attack.
  • Water
    Withdraw
    3
    Water
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When subject to a melee or ranged attack, you can spend your reaction to increase your AC by +2 if it would cause the attack to miss.
  • Fairy
    Geomancy
    5
    Fairy
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You spend time to absorb the natural energy around you, sharply increasing your effect in battle. When you activate this move, your speed increases by 10 feet and all of your attacks and saving throws are rolled with advantage for three rounds.
  • 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.
  • Normal
    Protect
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
  • Normal
    Harden
    CON
    5
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You increase your defense, able to reduce incoming damage. After activating this move, reduce any damage dealt to you by 1d4 + MOVE until the beginning of your next turn.
  • Electric
    Charge
    10
    Electric
    Self
    1 Action
    1 round

    Move Power
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    Electricity surges through your body, charging up for your next attack. Until your next turn, boost your AC by 2. On your next turn, double your STAB bonus when dealing damage of your type.
  • 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.
  • Steel
    Iron Defense
    10
    Steel
    Self
    1 Action
    1 round

    Move Power
    PP

    10

    Type

    Steel

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    Your body temporarily becomes solid as steel plate. Until the end of your next turn, you gain + 6 to your AC and have resistance to all types of damage. If you were vulnerable, you now take regular damage. If you were already resistant, you become immune.
  • 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
    Flash
    CON
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You emit an immense flash of light in a 20 foot radius circle, centered on you. Creatures in the area must make a CON save against your Move DC. On a fail, they are blinded until the end of their next turn. Outside of combat, this move can be used to light a dim area, much like the "Light" cantrip.
  • Normal
    Splash
    20
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You flail around on the ground, doing no damage and looking ridiculous, but you can leap up to 50 feet in the air.
  • Normal
    Howl
    10
    Normal
    Self
    1 Action
    1 round

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You pierce the air with an intimidating howl. Until the beginning of your next turn, allies (and you) have advantage on any melee attack rolls they make against a creature within 5 feet of you.
  • Ground
    Shore Up
    CON
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use the power of the earth around you to help heal your wounds, recovering 2d8 + MOVE hit points.  If used during a Sandstorm, your MOVE modifier is doubled.
  • Ground
    Mud Sport
    10
    Ground
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You cover yourself and all allies around you with thick mud, reducing the amount of electric damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to electric-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take regular damage. If you are immune to electric-type moves already, nothing happens.
  • Psychic
    Gravity
    3
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You strengthen gravity in an 40 foot circle, centered on you. Any creature in the area cannot use moves like Fly or Bounce, flying types lose their ground immunity, and the Levitate ability is suppressed.
  • Normal
    Sharpen
    15
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You collect your focus, sharpening your combat skills. You may add 1d4 to all attack rolls for the duration.
  • Normal
    Camouflage
    10
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You blend in with your surroundings, taking on a new type for resistances/vulnerabilities/immunities. The type is dependent on the terrain, and up to the DMs discretion. (Ex: Forest = Grass, Beach = Water, Desert = Ground/Fire, Mountain = Rock, etc.)
  • Water
    Water Sport
    10
    Water
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You soak yourself and all allies with water, reducing the amount of fire damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to fire-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take normal damage. If you are immune to fire-type moves already, nothing happens.
  • Ground
    Thousand Waves
    DEX, WIS
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    A wave of green energy courses through the battlefield in a 60 foot cone, centered on you. Any creature caught in the wave must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success. Any creature that fails the saving throw cannot flee or be switched out as long as you remain in battle.
  • Electric
    Shock Wave
    DEX
    10
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CHA
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    As a reaction, when dealt damage by an attack, you may force the attacker to make a CHA save against your Move DC. On a fail, the creature must roll the damage again and use the lower result.
  • 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
    Minimize
    5
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You appear smaller to your creatures, increasing your evasion. For the duration, you gain an additional +2 to your AC.
  • Dark
    Hone Claws
    10
    Dark
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You sharpen your claws to increase the power of your attacks. For the duration, add an additional +1 to your attack and damage rolls. This move may be stacked to a maximum of +3 to attack and damage rolls.
  • Rock
    Rock Polish
    3
    Rock
    Self
    1 Action
    3 rounds

    Move Power
    PP

    3

    Type

    Rock

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You polish your body to a fine shine to reduce friction. When activating this move, increase your AC by 2 and your speed by 20 feet for three rounds.
  • Ice
    Aurora Veil
    3
    Ice
    Self
    1 Bonus Action
    3 rounds (Concentration)

    Move Power
    PP

    3

    Type

    Ice

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    3 rounds (Concentration)

    Save

    -


    You use the environment to create a shield of ice around your body. Only able to be activated while it is hailing, this move can be used as a bonus action to halve all damage dealt to you for three rounds.
  • Normal
    Odor Sleuth
    3
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You dance and flap your wings, sending flames in a 30 foot circle, centered on you. Anyone caught in the blaze must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, double the MOVE modifier when adding damage
  • 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.
  • Bug
    Defend Order
    5
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You summon forth your underlings to form a natural shield in front of you. For the duration, as long as you keep your concentration, gain +1 to your AC.
  • Poison
    Acid Armor
    CON
    10
    Poison
    Self
    1 Action
    1 minute

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You are surrounded by a shield of thick acid for the duration. During this time, your AC increases by 2, and any creature that hits you with a melee attack must succeed on a CON save or take 1d6 poison damage.
  • Grass
    Ingrain
    CON
    10
    Grass
    Self
    1 Action
    3 rounds

    Move Power
    CON
    PP

    10

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You pierce the ground with roots, absorbing natural energy and fixing you in place. At the end of each of your next three turns (including this one), heal yourself for 1d6 + MOVE hit points. For the duration of this move, your movement speed drops to zero and you may not flee or be switched out by your trainer unless forced by an opponent's moves or abilities.
  • 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.
  • 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.
  • Psychic
    Prismatic Laser
    DEX, WIS
    5
    Psychic
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area
  • Dark
    Nasty Plot
    10
    Dark
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You stimulate your brain with nasty thoughts. For the duration, you have advantage on any attacks with the Wisdom, Intelligence, or Charisma move power. If the attack requires a Wisdom, Intelligence, or Charisma saving throw, the target has disadvantage.
  • Electric
    Magnet Rise
    5
    Electric
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You use magnetic power within yourself to raise yourself from the ground, becoming immune to ground moves for the duration.
  • Psychic
    Lunar Dance
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next creature released by its trainer is fully healed and cured of any status effects.
  • Normal
    Conversion
    10
    Normal
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    Until the beginning of your next turn, take on a new type for resistances/vulnerabilities/immunities equal to one of the types of a move you currently know.
  • Fairy
    Dazzling Gleam
    DEX, CHA
    5
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You emit a powerful flash that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE fairy damage on a failure, or half as much on a success.
  • Psychic
    Calm Mind
    10
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You clear your mind of all distractions. For the duration, double your STAB bonus when dealing damage of your type.
  • Flying
    Roost
    CON
    5
    Flying
    Self
    1 Action
    1 round

    Move Power
    CON
    PP

    5

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You land on the ground to rest your body. When activated, your flying speed decreases to zero, and you lose your flying type for as long as you remain on the ground. At the beginning of your next turn, if you have not left the ground, recover 2d6 + MOVE hit points
  • Psychic
    Wonder Room
    5
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You create a bizarre vibe in the air in a 100 foot circle, centered on you. For the duration, all WIS saves become CON saves and all CON saves become WIS saves.
  • Normal
    Self-Destruct
    STR
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a massive explosion in a 30 foot radius, fainting immediately before the damage is dealt. Creatures in the area must make a DEX save against your Move DC. If your creature has at least half its hit points left, anyone in range takes 5d6 + MOVE normal damage on a fail, or half as much on a success. If your creature has less than half of its hit points left, the damage is halved for a failed save, and quartered for a success.
  • Psychic
    Light Screen
    3
    Psychic
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are subject to a ranged attack, use your reaction to take half the damage dealt now and on any ranged attack that targets you until the beginning of your 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.
  • Ghost
    Moongeist Beam
    DEX, WIS
    5
    Ghost
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You protect yourself by wrapping your body up in thick, soft cotton. For the duration, boost your AC by +2.
  • Normal
    Stockpile
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your action to store energy for a Spit Up or Swallow move, increasing your defense. Raise your AC by 1 until you use one of those two moves. This move may be stacked a maximum of 3 times before the energy is used.
  • 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.
  • Bug
    Rage Powder
    CON, CHA
    3
    Bug
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You scatter a cloud of irritating powder, drawing attacks to yourself. Any creature in a 15 foot cone must make a WIS saving throw against your Move DC. On a failure, the creature(s) can only use damaging moves that target you for the duration. Any creature affected can repeat the save at the end of each of its turns to shake off the effect.
  • Normal
    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.
  • 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.
  • Fairy
    Fairy Lock
    5
    Fairy
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    You summon forth a mystical power that locks down the battlefield. Creatures within a 80 foot circle, centered on you, may not flee or be switched out on their next turn.
  • Electric
    Discharge
    DEX
    10
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You let loose a flare of electricity in a 20 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by 5 or more, it is paralyzed.
  • 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.
  • 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.
  • Psychic
    Healing Wish
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next conscious creature released by its trainer is healed of all status effects and recovers an amount of HP equal to what the user lost by fainting.
  • Grass
    Aromatherapy
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a pleasant aroma that empowers your allies. All allies within a 20 foot circle, centered on you, are cured of all negative status ailments.
  • Normal
    Mind Reader
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sense the motives and moves of a creature around you. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.
  • 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
    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.
  • 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.
  • Dark
    Switcheroo
    DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fake out a creature before you strike. Make a melee attack against a target, dealing 1d10 + MOVE normal damage on a hit. If a creature attempts to use a Protect or Detect reaction against the damage, it fails.
  • 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
    Fire Punch
    STR, DEX
    10
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You crush a creature with a forceful, gripping attack. Make a melee attack, doing 1d8 + MOVE normal damage on a hit, grappling the target. On each successive turn, if the creature is still grappled, you may use this move again (as an action) and automatically hit. A creature may attempt to excape the grapple at the beginning of its turns with a STR save against your Move DC.
  • Fighting
    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.
  • 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)
  • 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.
  • Fighting
    Dynamic Punch
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a creature with brute strength. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. On a hit, you may also choose to push the creature 5 feet away.
  • 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
    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.
  • Normal
    Fury Attack
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and unleash relentless strikes against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Normal
    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.
  • 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.
  • 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)..
  • Normal
    Pay Day
    STR, DEX, CHA
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your punches are imbued with electric energy. Make a melee attack on a target, doing 1d12 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Bug
    X-Scissor
    STR, DEX
    10
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You cross your claws for a scissor-like slashing attack. Make a melee attack against a creature, dealing 2d6 + MOVE bug damage on a hit.
  • Normal
    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.
  • 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.
  • Normal
    Quick Attack
    DEX
    15
    Normal
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You lash out with a quick unarmed strike at a creature in range. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 normal damage on a hit.
  • Fighting
    Superpower
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly raise a spiked shield to protect yourself from damage. When you are hit by a melee attack, use your reaction to ignore damage, dealing grass damage equal to your proficiency modifier to the attacker instead. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • 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.
  • Ghost
    Shadow Punch
    DEX, WIS
    5
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to slash a creature with a sharp leaf. Make a melee attack against a target, dealing 2d8 + MOVE grass damage on a hit. This attack scores a critical on 19 and 20.
  • 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
    Happy Hour
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You celebrate your impending victory with a little jig. Prize money awarded at the end of battle is doubled.
  • 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.
  • Ghost
    Shadow Bone
    STR, WIS
    5
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    3

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with force, but contain your strike to a glancing blow, leaving a creature conscious. Make a melee attack on a target, dealing 1d6 + MOVE normal damage on a hit. This attack will always leave its target with 1 hp if it would otherwise cause the target to faint.
  • 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.
  • Dark
    Memento
    3
    Dark
    Melee
    1 Action
    2 rounds

    Move Power
    PP

    3

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    2 rounds

    Save

    -


    You sacrifice your life force to leave a lasting mark on a target. When you activate this move, you touch a creature and drop to 0 hit points. As a result, the target is incapacitated for 2 rounds. All attacks against it have advantage, it automatically fails all STR and DEX saving throws by the maximum amount, and it cannot attack, move, flee, or be switched out.
  • Ghost
    Lick
    DEX, WIS
    15
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    15

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and lick a target. Make a melee attack roll. On a hit, do 1d6 + MOVE ghost damage. On a natural attack roll of 18 or higher, the target becomes paralyzed.
  • 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
    Brave Bird
    STR, DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, INT
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You pinpoint the perfect place to strike a creature with a horn as strong as steel. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Poison
    Poison Jab
    STR, DEX
    10
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are hit by a melee attack, you can use your reaction to make a melee attack against the creature, doing 1d4 + MOVE fighting damage on a successful hit.
  • Normal
    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.
  • Fighting
    Secret Sword
    STR, DEX
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    20

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You punch twice with two devastating slams of your fist. Make two melee attack rolls, doing 1d6 + MOVE steel damage on each successful hit. If any natural attack roll is 16 or higher, the target flinches.
  • Normal
    Wring Out
    STR
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    20

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your arms turn to jagged, thorny needles as you strike a creature. Make a melee attack on a creature, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is a 15 or more, the target flinches.
  • Normal
    Guillotine
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You are filled with an incredible rage, grabbing the head of a target creature in an attempt to squeeze the life from it. Roll a d20. On a 20, you instantly cause the creature to faint. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • 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.
  • 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.
  • 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
    Covet
    DEX
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a powerful claw attack. Make a melee attack on a creature, doing 2d6 + MOVE dragon damage on a hit.
  • 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.
  • Normal
    Mega Kick
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a hard kick. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit.
  • 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.
  • Bug
    Struggle Bug
    STR, DEX
    3
    Bug
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam your rough body against a creature, taking serious recoil damage. Make an attack roll against a target, dealing 2d10 + MOVE grass damage on a hit. On a hit, you also take a quarter of the damage dealt in typeless recoil damage.
  • Normal
    Body Slam
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You thrust yourself towards a creature in an attempt to crush them with your physical size. Make a melee attack on a target. On a hit, the target takes 2d6 + MOVE normal damage, and must succeed on a STR saving throw against your Move DC or be knocked prone.
  • Ghost
    Phantom Force
    DEX, WIS
    3
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and prepare to surprise your target with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use your action to reappear and make a melee attack against a creature, with advantage, dealing 2d8 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Poison
    Cross Poison
    DEX
    10
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash at a creature with a poisonous strike. Make a melee attack, dealing 1d12 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the attack is treated as a critical hit and the target is poisoned.
  • Water
    Aqua Jet
    DEX
    15
    Water
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You lunge at a creature with incredible speed. Choose a target within 10 feet of you. A burst of water propels you towards that creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 water damage on a hit.
  • 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
  • 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.
  • Flying
    Aerial Ace
    DEX
    5
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dive at a creature with such speed that it is impossible for them to avoid. This move is guaranteed to hit for 1d6 + MOVE flying damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Normal
    Revelation Dance
    DEX, CHA
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a target with an aggressive dance.  Make a melee attack, dealing 2d8 + MOVE damage on a hit. Revelation Dance deals damage with a different type depending on the style of Oricorio: | Style | Damage Type | |:---:|:-----------:| | Baile Style | Fire | | Pom-Pom Style | Electric | | Pa'u Style | Psychic | | Sensu Style | Ghost |
  • 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
    Horn Attack
    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 strike at a target with your horn. Make a melee attack, doing 1d10 + MOVE normal damage on a hit. If you moved 20 feet or more straight towards a target, immediately before activating this move, force a creature to make a STR save against your Move DC or be knocked prone.
  • Normal
    Return
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out at a creature, in hopes it will please your trainer. Make a melee attack roll against a creature, doing 1d6 + MOVE on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are above zero on the Loyalty Chart.
  • Grass
    Stun Spore
    CON
    3
    Grass
    Melee
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    When you are subject to a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail.
  • 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.
  • 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.
  • Dragon
    Outrage
    STR
    3
    Dragon
    Melee
    1 Action
    3 rounds

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You go into a rampage, doing several attacks without control for three rounds. This move automatically hits for 1d6 + MOVE dragon damage in the first round, 2d6 + MOVE dragon damage in the second round, and 4d6 + MOVE dragon damage in the third round. When this move ends, either after the third round or from breaking concentration, you become confused. This attack stops if concentration is broken, or the user becomes incapacitated.
  • Normal
    Tickle
    DEX
    10
    Normal
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    CON Save


    You turn your melee attack into a playful tickle. As a bonus action at the end of a turn in which you used a melee attack, force a creature to make a CON saving throw against your Move DC. On a failure, the target flinches.
  • Bug
    Steamroller
    STR
    10
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You roll up your body and roll over a creature. Make a melee attack roll, dealing 1d10 + MOVE bug damage on a hit. If your natural attack roll is 15 or higher, the target flinches.
  • Steel
    Heavy Slam
    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 a creature with your heavy body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE steel 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)
  • Fighting
    Rock Smash
    STR
    10
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a rock-crushing attack that may lower a user's defense. Make an attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target's AC decreases by 1 while it remains in battle.
  • 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.
  • 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
  • Bug
    U-Turn
    DEX
    3
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    -