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Based on: 12/20/2020

  • 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.
  • 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.
  • 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.
  • Water
    Brine
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a harsh blast of salt water at a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE water damage on a hit. If the target has less that 50% of its max HP, double the damage dealt.
  • Water
    Water Pulse
    DEX
    10
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a wave of ultrasonic aquatic energy at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE water damage on a hit. On a natural attack roll of 17 or higher, the target is confused.
  • Water
    Scald
    STR, DEX
    10
    Water
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instantly boil water within you to a damaging temperature, blasting a creature with its heat. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. On a natural attack roll of 16 or more, the target is burned.
  • 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.
  • 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.
  • 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.
  • 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.
  • Water
    Soak
    STR, CON
    10
    Water
    50ft
    1 Action
    3 rounds

    Move Power
    STR, CON
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You fire a torrent of water at a creature that leaves lasting effects. Force a target in range to make a CON save against your Move DC. On a failure, its type changes to water through its next three full turns in battle.
  • Water
    Water Gun
    DEX
    15
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a quick spurt of water at a creature in range. Make a ranged attack roll, doing 1d6 + MOVE water damage on a hit.
  • Water
    Origin Pulse
    STR, DEX
    5
    Water
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your body glows a bright and brilliant blue, sending three beams of focused light at any creature(s) in range. Make a ranged attack for each beam, dealing 1d10 + MOVE water damage on each successful hit.
  • 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.
  • Water
    Whirlpool
    STR
    10
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a wave of water that swirls around a creature in range. Make a ranged attack roll. On a hit, the target takes 1d6 + MOVE water damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On each successive turn, if the creature is still restrained, you may use this move again (as an action) and automatically hit.
  • Water
    Bubble
    DEX
    15
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a series of quickly moving bubbles at a target. Make three ranged attacks, doing 1d4 water damage on each successful hit.
  • 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.
  • Water
    Bubble Beam
    STR, DEX
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a concentrated stream of bubbles at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. On natural attack rolls of 19 or 20, the target's speed is halved until the end of their next turn.
  • Water
    Water Spout
    STR, DEX
    3
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a blast of water at a creature that increases in power the more healthy you are. Make a ranged attack roll against a creature, doing 3d8 + MOVE water damage on a hit if you are at or above 50% of your health. If you are below 50%, halve the total damage done.
  • Water
    Water Pledge
    STR
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a column of water towards a creature. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • Water
    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.
  • 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.
  • Water
    Waterfall
    STR, CON
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create an intense waterfall that crashes down on creatures in a 10 foot radius, centered on a point within range. Creatures in the area must make a STR save against your Move DC or take 2d6 + MOVE water damage and fall prone on a fail, or half as much on a save.
  • Water
    Octazooka
    STR, DEX
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a blast of ink towards your creatures. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. If the natural attack roll is 18 or more, the target must add -1 to attack rolls for the remainder of this combat.
  • Water
    Water Sport
    10
    Water
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You soak yourself and all allies with water, reducing the amount of fire damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to fire-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take normal damage. If you are immune to fire-type moves already, nothing happens.
  • Water
    Liquidation
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to slam a full-force blast of water into a target in range.  Make a ranged attack, doing 2d6 + MOVE water damage on a hit.  If the natural attack roll is 18 or more, the target's AC is reduced by 1 while it remains in battle. This decrease may be stacked up to a maximum of -5 to AC.
  • 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.
  • Water
    Clamp
    STR
    10
    Water
    Melee
    1 Action
    1 minute

    Move Power
    STR
    PP

    10

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


    You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE water damage and is grappled. At the beginning of each of its turns, it may attempt to pry itself away 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 1d6 water damage.
  • Water
    Dive
    DEX
    5
    Water
    80ft
    1 Action
    1 round, charge

    Move Power
    DEX
    PP

    5

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    When you activate this move, you use 10 feet of your movement to disappear into a magical space beneath your feet, remaining in an invulnerable state until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, as an action, you reappear and attempt to attack a creature from below. Make a melee attack roll on a creature in range, with advantage, doing 2d8 + MOVE water damage on a hit.
  • Water
    Muddy Water
    DEX, CON
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a stream of muddy water at a creature in range. Make a ranged attack against a creature, dealing 2d8 + MOVE water damage. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack.
  • Water
    Water Shuriken
    DEX
    10
    Water
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a barrage of sharp shurikens at a target. Make a ranged attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another shuriken strikes the target for an additional 1d4 water damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Varies
    Natural Gift
    STR, DEX
    10
    Varies
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Varies

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw in power from your held berry, releasing it into a ranged attack. Make a ranged attack, dealing 1d12 + MOVE damage on a hit. The type is dependant on what berry you are holding, according to the chart below: <div style='column-count:2'> | Type | Berry| |:---:|:-----------:| | Normal | Chilan | | Fire | Cherri, Occa | | Water | Chesto, Passho | | Electric | Pecha, Waccan | | Grass | Rawst, Rindo | | Ice | Aspear, Yache | | Fighting | Leppa, Chople | | Poison | Oran, Kebia | | Ground | Persim, Shucca | | Type | Berry | |:---:|:-----------:| | Flying | Lum, Coba | | Psychic | Sitrus, Payapa | | Bug | Tanga | | Rock | Charti | | Ghost | Kasib | | Dragon | Haban | | Dark | Colbur | | Steel | Babiri, Razz | | Fairy | Roseli | </div>
  • Varies
    Judgment
    STR
    5
    Varies
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Varies

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Varies

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with inner power, depending on your type. Make a melee attack on a target, dealing 2d8 + MOVE damage of your current type.
  • 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.
  • Steel
    Anchor Shot
    STR, DEX
    15
    Steel
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt to entangle a target with your anchor chain while attacking. Choose a target within range and make a ranged attack on that creature, dealing 2d6 + MOVE steel damage on a hit. On a hit, the target becomes restrained and cannot flee or be switched out.  The target may make a STR saving throw against your Move DC at the beginning of each of its turns to attempt to release themselves from the chain.
  • Steel
    Doom Desire
    STR
    3
    Steel
    30ft
    1 Action
    2 turns

    Move Power
    STR
    PP

    3

    Type

    Steel

    Range

    30ft

    Move Time

    1 Action

    Duration

    2 turns

    Save

    -


    You promise doom upon a creature. When you activate this move, select a target and make an attack roll. On a hit, at the beginning of the third round after you activate this move, the target takes 2d12 + MOVE damage of no specific type. If the target is switched out, the damage is done to the trainer's current active Pokémon.
  • Steel
    Magnet Bomb
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a steel ball that seeks out a creature in range, never missing. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • 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.
  • Steel
    Gyro Ball
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tackle a creature with a high-speed spin. Make a melee attack against a creature, dealing 1d6 + MOVE steel damage on a hit. If your DEX score is lower than the target's, double the dice roll for damage.
  • Steel
    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.
  • Steel
    Mirror Shot
    STR, DEX
    5
    Steel
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You loose a damaging flash of light from your polished body. Make a ranged attack on a creature, dealing 1d10 + MOVE steel damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll.
  • 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.
  • Steel
    Flash Cannon
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You gather energy from the light around you and send a concentrated beam towards a creature in range. Make a ranged attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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)
  • Steel
    Gear Grind
    STR, DEX
    10
    Steel
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Steel

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You lash out in retaliation with a bust of harsh metal shards. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of steel type damage back at your attacker (maximum of 5x your current level).
  • Steel
    Iron Tail
    STR
    10
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You swing your tail out, attempting to crush a creature. Make an attack roll on a creature in range, doing 4d4 + MOVE steel damage on a hit. If the natural attack roll is a 19 or 20, the target's AC is decreased by 1 for the rest of combat.
  • Steel
    Bullet Punch
    STR, DEX
    15
    Steel
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You strike with a punch that is quick as a bullet. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.
  • Steel
    Gear Up
    15
    Steel
    30ft
    1 Action
    1 minute

    Move Power
    PP

    15

    Type

    Steel

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You engage your gears to raise the attack of ally creatures in range with the Plus or Minus ability. While you maintain your concentration, Pokémon under the affects of Gear Up have advantage on all attack rolls.
  • Rock
    Stealth Rock
    STR, DEX
    3
    Rock
    50ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly summon a trap of sharp rocks that hurts a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack, dealing 1d8 + MOVE rock damage to the incoming creature on a hit.
  • Rock
    Smack Down
    STR
    10
    Rock
    80ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a solid piece of stone at a creature in an attempt to bring them to the ground. Make a ranged attack, dealing 1d8 + MOVE rock damage on a hit. On a hit, any "Raised" creature is knocked prone and loses its flying speed and immunity to ground-type moves until it can move again. This move can target creatures in the invulnerable stage of Fly or Bounce.
  • Rock
    Wide Guard
    3
    Rock
    50ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You have the ability to guard your allies from area-of-effect moves. As a reaction, when a creature activates a damaging move that damages multiple allies within range, you may halve the damage dealt. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll or forfeit the reaction with no effect
  • Rock
    Diamond Storm
    3
    Rock
    50ft
    1 Action
    3 rounds

    Move Power
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You stir up a massive storm of sharp diamonds in a 30 foot radius, centered on a point in range. When a creature enters the area for the first time on their turn, or begins their turn inside the area, they take 4d4 rock damage. The Diamond Storm lasts for 3 rounds. When you activate this move, roll a d4. On a result of 3 or 4, your AC is increased by 2 while the Diamond Storm is active.
  • Rock
    Stone Edge
    STR
    3
    Rock
    60ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    The earth moves beneath a target's feet as sharp stone pierce through the ground underneath them. Creatures in a 10 foot radius centered on a point you choose in range must make a DEX save against your MOVE DC, taking 4d4 + MOVE rock damage on a fail, or half as much on a save.
  • Rock
    Rock Throw
    STR, DEX
    10
    Rock
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Rock

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a rock at a target in range. Make a ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
  • Rock
    Rock Slide
    STR
    5
    Rock
    80ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    Large boulders appear above a target creature in range, crashing down on top of them. The target must make a STR save against your Move DC, taking 1d12 + MOVE rock damage and falling prone on a failed save, and half as much without falling prone on a success.
  • Rock
    Rock Tomb
    STR
    10
    Rock
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You summon a collection of boulders that attempt to surround a target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE rock damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the end of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE rock damage.
  • Rock
    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.
  • Rock
    Accelerock
    DEX
    15
    Rock
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Rock

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You smash into a target at high speed. 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 rock damage on a hit.
  • Rock
    Rollout
    STR
    10
    Rock
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You roll into a target, repeatedly making attacks with increasing strength. Make a melee attack on a creature, dealing 1d6 + MOVE rock damage on a hit. If you use this move on your turn in consecutive rounds, double the dice on each successful attack for a maximum of 5 attacks, in which case the damage would reset. Ex: 1d6 on first hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets if any of the attacks fail to damage a creature, if your speed is reduced to 0, or if you are incapacitated.
  • 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.
  • Rock
    Power Gem
    DEX, CHA
    10
    Rock
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of light bursts out of your gemstone, damaging a creature in range. Make a ranged attack, dealing 2d6 + MOVE rock damage on a hit.
  • Rock
    Rock Wrecker
    STR
    3
    Rock
    40ft
    1 Action, Recharge
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a series of rocks that fire their way towards a creature. Make a ranged attack roll, doing 1d4 + MOVE rock damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 rock damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Rock
    Head Smash
    STR
    3
    Rock
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lower your head to deliver a dangerous headbutt. Make a melee attack, dealing 3d8 + MOVE rock damage on a hit. On a hit, the user takes 1/2 the damage dealt in typeless recoil.
  • Rock
    Sandstorm
    3
    Rock
    100ft
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Rock

    Range

    100ft

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You stir up a massive sandstorm in a 50 foot radius, centered on a point in range. When a non rock-, steel-, or ground-type creature enters the area for the first time on their turn, or begins their turn inside the area, they take an amount of rock damage equal to half your level, rounded up. The Sandstorm lasts for 5 rounds.
  • 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.
  • 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.
  • Psychic
    Miracle Eye
    WIS, INT
    20
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    20

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You flash your eyes at the target, stunning them briefly and lowering their defenses. When activating this move, choose a target in range and force them to make a WIS save against your Move DC. On a failure, any modifiers to their AC are reset, and if they are Dark or Ghost-type, their immunities are relinquished for the duration. If, when losing immunity, the target's secondary type gives it vulnerability or resistance to an attack of that type, it follows the secondary type for that effect.
  • Psychic
    Psycho Cut
    DEX, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tear at a target with blades formed by psychic power. Make a ranged attack on a creature, dealing 1d12 + MOVE psychic damage on a hit. This move scores a critical hit on natural rolls of 19 or 20.
  • Psychic
    Future Sight
    DEX, WIS
    10
    Psychic
    30ft
    1 Action
    3 rounds

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You save an attack to unleash at a later time. When you activate this move, you may choose to attack on this turn, or delay the attack. You may use the attack as a free action at any time during the next three rounds. When you make the attack, make a ranged attack roll, dealing 2d10 + MOVE psychic damage on a hit.
  • Psychic
    Mist Ball
    DEX, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire an explosive ball of damaging mist at a creature in range. Make a ranged attack against a target, doing 5d6 + MOVE psychic damage on a hit. If the natural attack roll is higher than 10, the target has disadvantage on any attack it makes before the end of its next turn..
  • 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.
  • Psychic
    Telekinesis
    WIS, INT
    3
    Psychic
    20ft
    1 Action
    3 rounds

    Move Power
    WIS, INT
    PP

    3

    Type

    Psychic

    Range

    20ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You use your psychic power to attempt to hold a creature above the ground, making it vulnerable to attacks. Force a creature in range to make a CON save against your Move DC. On a failure, the creature is grappled and restrained for the duration, unable to release itself as long as you hold your concentration. While grappled, the creature is considered "Raised".
  • Psychic
    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.
  • Psychic
    Speed Swap
    INT, WIS
    5
    Psychic
    40ft
    1 Action
    1 minute

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to swap speed with a creature.  Force a creature in range to make a CHA save against your Move DC. On a failure, switch speed with the target for the duration.
  • Psychic
    Psystrike
    INT, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Psychic
    Psycho Boost
    WIS, INT
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    Psychic energy emerges from the ground in an 80 foot circle, centered on you. Begininng at the end of your turn, for three rounds, all grounded creatures in the affected area are unable to use bonus actions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from psychic-type moves activated inside the area.
  • Psychic
    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.
  • Psychic
    Photon Geyser
    STR, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    A pillar of light erupts from the ground in a 20ft radius, 80ft high cylinder centered on a point in range. Any creature caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE psychic damage on a failed save, or half as much on a success. This move ignores any of the creatures abilities that would affect the user's ability to hit or deal full damage.
  • Psychic
    Role Play
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to copy a creature's abilities for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, replace one of your own current abilities with one of theirs.
  • Psychic
    Psybeam
    DEX, INT, WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX, INT, WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send a beam of invisible, psychic energy at a target in range. The target must make a WIS saving throw against your Move DC, taking 1d10 + MOVE psychic damage and becoming confused on a fail, and half as much without becoming confused on a save.
  • 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.
  • Psychic
    Psychic
    INT, WIS
    5
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tap into a target's mind, damaging their will to fight. Make a ranged attack on a creature in range, doing 2d8 + MOVE psychic damage on a hit. If the natural attack roll is 18 or higher, the target becomes confused.
  • Psychic
    Psywave
    INT, WIS
    10
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You emit a wave of psychic energy in a 40 foot line, 5 feet wide. Each creature caught in the wave must make a WIS save against your Move DC, becoming confused on a fail.
  • Psychic
    Instruct
    WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instruct a creature to act again. As an action, choose a target in range. The target must immediately repeat the move they used in their last action or bonus action, without spending the PP.
  • 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.
  • 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.
  • 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.
  • Psychic
    Heart Swap
    WIS, INT
    5
    Psychic
    80ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    Force a creature in range to make a CHA save against your Move DC. On a failure, you employ your psychic power to swap any changes in ability modifiers, AC, attack changes, damage boosts, etc. that are currently in affect on you or the target.
  • Psychic
    Extrasensory
    WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create an irritating, damaging sound in the mind of a creature. Make a ranged attack roll against a creature in range, doing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • Psychic
    Psychic Fangs
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a set of large fangs that bite at a creature with psychic energy. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.  On a hit, this move bypasses and ends Aurora veil, and is not affected by Light Screen and Reflect.
  • Psychic
    Power Trick
    5
    Psychic
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    You employ your psychic power to switch your own attack and defense. Until the end of your next turn, switch your AC with an ability score of your choice (Constitution not included)
  • Psychic
    Power Split
    INT, WIS
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to change your offense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, choose either your STR, DEX, or WIS. For the duration, replace the chosen ability score with the average of your current score and the target's score.
  • Psychic
    Stored Power
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your psychic energy to attack with stored power. Make a ranged attack, dealing 1d6 + MOVE psychic damage on a hit. Add an additional damage dice for each stat-changing effect currently applied to the user. (For example, if you or an ally has activated a move(s) that is currently boosting the user's AC, speed, and STAB, add three additional damage dice. A move that affects multiple ability scores is considered "one" effect for this boost)
  • 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.
  • Psychic
    Skill Swap
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to swap abilities with a creature for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, choose which abilities to switch for the duration.
  • Psychic
    Heal Pulse
    CON, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You emit a healing pulse that restores a target's HP. Choose a target in range (cannot be yourself). The target regains 4d4 + MOVE hit points.
  • Psychic
    Psyshock
    INT, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Psychic
    Mirror Coat
    CON, WIS
    3
    Psychic
    40ft
    1 Reaction
    Instantaneous

    Move Power
    CON, WIS
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When subject to a ranged attack, you can attempt to decrease the damage and send some back at the attacker in range. Using this reaction, the damage is decreased by 1d6 + MOVE. If this causes the damage to fall below zero, the attack is deflected and you may make a ranged attack roll to send it back at the attacker for 1d6 + MOVE psychic damage.
  • Psychic
    Hyperspace Hole
    STR, DEX
    3
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a hyperspace portal that allows you to instantly teleport to a creature in range and strike out with a melee attack. This move is guaranteed to hit for 2d6 + MOVE psychic damage. Reactions that negate damage such as Protect or Detect cannot be used.
  • 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.
  • Psychic
    Imprison
    WIS, INT
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You create psychic walls within the mind of a target in range. Force the target to make a WIS saving throw against your Move DC. On a failure, the target is unable to use any Move it knows that is the same as yours for the duration.
  • Psychic
    Power Swap
    WIS, INT
    3
    Psychic
    40ft
    1 Bonus Action
    1 round

    Move Power
    WIS, INT
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    WIS Save


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

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to change your defense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, for the duration, your AC changes to become an average of your current AC and the target's, rounded down.
  • Psychic
    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.
  • 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.
  • Psychic
    Teleport
    10
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and reappear at an unoccupied point within range. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
  • Psychic
    Trick
    WIS
    5
    Psychic
    Melee
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Psychic

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You move quickly to attempt to swap held items with a creature. Make a melee attack roll against a creature, swapping held items with them on a hit.
  • Psychic
    Magic Coat
    WIS, CON
    3
    Psychic
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    A flash of magical energy forms between you and a creature, reflecting negative energy back at an attacker in range. When an attack from a creature causes you to suffer from a negative status condition, they are also affected by the same condition.
  • Psychic
    Dream Eater
    WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You tap into a sleeping creature's dreams, sucking from its energy pool. Instantly inflict 4d4 + MOVE psychic damage on a sleeping target in range, regaining half as many hitpoints to yourself. This move does not wake a sleeping creature.
  • Psychic
    Hypnosis
    WIS, INT
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Psychic
    Confusion
    INT, WIS
    15
    Psychic
    50ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    15

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to enter the mind of a target and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.
  • 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.
  • 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.
  • 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.
  • 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.
  • Psychic
    Guard Swap
    WIS, INT
    5
    Psychic
    40ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to swap defenses with a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, switch armor class with the target for the duration.
  • Psychic
    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.
  • Psychic
    Heal Block
    3
    Psychic
    40ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When a creature within range attempts to use an HP recovery move, item, or ability, you may use your reaction to send psychic waves into the mind of the target, preventing the recovery of health.
  • Psychic
    Ally Switch
    10
    Psychic
    50ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use a strange psychic power to teleport yourself and one willing creature in range, switching places on the battlefield.
  • 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.
  • Psychic
    Psycho Shift
    WIS, INT
    5
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You employ your psychic power to transfer a status condition to someone else. Choose a willing ally (or yourself) and a creature in range. Force the target to make a WIS save against your Move DC. on a failure, a status affecting the ally (or you) is transferred to the target instead.
  • 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.
  • Poison
    Poison Powder
    CON
    20
    Poison
    40ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    20

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a cluster of poisonous spores that burst into the air above a target. The creature must succeed on a CON save against your Move DC, becoming poisoned on a fail.
  • Poison
    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.
  • Poison
    Clear Smog
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a clump of special mud that has the power to remove all stat changes from a target. Make a ranged attack, dealing 1d8 + MOVE poison damage on a hit. On a hit, any stat changes affecting the target since the beginning of battle are reset.
  • 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.
  • Poison
    Sludge
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You spew poisonous sludge at a target creature in range. Make a ranged attack, doing 1d10 + MOVE poison damage on a hit. The creature must make a CON save against your Move DC or become poisoned.
  • Poison
    Purify
    15
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to remove all status effects from a target. If a status effect is healed, it also restores the user's current hit points by twice its level. The user of this move cannot target itself.
  • 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.
  • Poison
    Venom Drench
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You drench a creature with an odd, poisonous liquid. Force a creature to make a CON save against your Move DC, becoming poisoned on a failure. If the target is already poisoned, this move automatically hits, causing the creature to now take double the base poison damage at the end of each of its turns.
  • Poison
    Toxic Thread
    DEX
    15
    Poison
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a collection of poisonous threads at a creature in range. Make a ranged attack roll against a target, covering them with threads on a hit. So long as the threads make contact with the target, the target is poisoned and its speed is reduced by 10. This move is stackable to any amount however the poison effect does not affect the target more than once. If this reduction in speed causes their speed to be 0, the target is restrained. The target may use an action to remove the threads from its body, healing the poisoned status.
  • Poison
    Toxic Spikes
    CON, DEX
    3
    Poison
    50ft
    1 Reaction
    Instantaneous

    Move Power
    CON, DEX
    PP

    3

    Type

    Poison

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    You quickly summon a trap of poisonous spikes around a creature that enters the battle. When a creature is switched into battle, you may use your reaction to force a creature to make a CON save against your Move DC, becoming poisoned on a failure.
  • Poison
    Poison Jab
    STR, DEX
    10
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stab a creature with an appendage steeped in poison. Make a melee attack on a creature, dealing 2d6 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • Poison
    Poison Sting
    STR, DEX
    15
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a creature with a poisonous sting. Make a melee attack roll against a target, doing 1d4 + MOVE poison damage on a hit. If the natural attack roll is 18 or more, the creature is poisoned.
  • Poison
    Gastro Acid
    DEX, CON
    5
    Poison
    20ft
    1 Action
    1 minute

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You hurl stomach acid towards a target. Make a ranged attack. On a hit, the target is covered in the disgusting substance and cannot benefit from the effect of any of its abilities for the duration.
  • Poison
    Belch
    STR, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You let out a damaging belch at a creature in range. Force the creature to make a CON save against your Move DC, taking 2d10 + MOVE poison damage on a failure, or half as much on a success. If you are holding a berry when activating this move, you may consume it and force the target to automatically fail the saving throw.
  • 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.
  • Poison
    Sludge Bomb
    DEX, CON
    5
    Poison
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You hurl a mass of sticky sludge that may poison creatures in its blast. Make a ranged attack roll against a target. On a hit, the target takes 2d8 + MOVE poison damage and the area in a 5 foot radius around it is covered in sludge until the beginning of your next turn. Any creature that enters this area for the first time on their turn, or is in that area at the beginning of their turn must make a CON save against your Move DC or become poisoned.
  • Poison
    Poison Gas
    CON
    10
    Poison
    30ft
    1 Action
    1 round

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


    You create a fog of poisonous gas in a 15 foot radius, centered on a point within range. Creatures that begin their turn in the area take 1d4 + MOVE poison damage and must succeed on a CON save against your Move DC or become poisoned. The area of gas is considered difficult terrain, and any attacks made from inside it are done at disadvantage. The gas cloud dissipates at the beginning of your next turn.
  • Poison
    Toxic
    CON
    5
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a downpour of potent, poisonous rain in a 5 foot radius, centered on a point within range. Targets in the area must make a CON save against your MOVE DC or become poisoned. Creatures poisoned by this move take double the normal poison damage.
  • Poison
    Smog
    CON
    5
    Poison
    40ft
    1 Action
    1 minute

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You release a toxic cloud of poisonous smog in a 10 foot radius, centered on a point within range. Any creature that starts their turn in this area must succeed on a CON save against your Move DC, taking 1d6 + MOVE poison damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become poisoned.
  • Poison
    Sludge Wave
    DEX, CON
    5
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a wave of poisonous sludge at a creature in range. Make a ranged attack, dealing 2d8 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the target is poisoned.
  • Poison
    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.
  • Poison
    Gunk Shot
    DEX
    3
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a wad of icky gunk at a creature. Make a ranged attack, dealing 1d10 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • Poison
    Poison Tail
    STR, DEX
    15
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You spit a spray of acidic fluid that works to melt away a creature's defense. Make a ranged attack against a target, dealing 1d6 + MOVE poison damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target's AC is reduced by 1 for the duration. This decrease may be stacked on a creature, up to a maximum of -3 to its AC.
  • Poison
    Venoshock
    DEX, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drench a creature in poisonous liquid. Make a ranged attack on a creature, dealing 1d10 + MOVE poison damage on a hit. If the target is already poisoned, double the dice roll for the damage
  • Normal
    Safeguard
    15
    Normal
    50ft
    1 Action
    3 rounds

    Move Power
    PP

    15

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You and all allies in range boost their defense. For the duration, anyone affected is protected from any new negative status conditions.
  • 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.
  • Normal
    Transform
    5
    Normal
    50ft
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You sing an ancient song that damages creatures in range with the chance to put them asleep. Any creature in a 40 foot circle, centered on you, must make a CON save against your Move DC, taking 1d12 + MOVE normal damage on a failure, or half as much ona success. Any creature that fails the save by 5 or more is put to sleep.
  • Normal
    Screech
    CON, CHA
    20
    Normal
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You let out a horrible screech at creatures in a 20 foot radius, centered on you, distracting them and opening up their defenses. The creatures must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target an affected creature with for the duration. This modifier can be stacked if a creature fails multiple screech saves, up to a maximum of +3.
  • Normal
    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.
  • Normal
    Simple Beam
    WIS, INT
    10
    Normal
    80ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    10

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You use a mysterious psychic energy to change a target's ability to Simple. Force a target in range to make a WIS saving throw against your Move DC. On a failure, choose one of the target's abilities and change it to Simple for the duration.
  • 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
    Round
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash out at a creature in range. Make a melee attack, doing 1d12 + MOVE normal damage on a hit. Slash results in a critical hit on 19s and 20s.
  • Normal
    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.
  • Normal
    Head Charge
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lower your head and charge at a creature. Make a melee attack. On a hit, you deal 2d10 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.
  • Normal
    Swift
    10
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire two projectiles at any creature you choose in range. They do not have to target the same creature. Each hit for 1d4 normal damage. This move also targets creature during the invulnerable stages of Dig, Fly, Bounce, etc.
  • Normal
    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
    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
    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
    Double-Edge
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You fire a powerful beam of pure light. The line is 80 feet long and 5 feet wide, and all creatues caught in the blast must make a DEX save against your Move DC, taking 3d10 + MOVE damage on a failure, or half as much on a success. The damage type is dependant on the Drive the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Drive - Water, Shock Drive - Electric)
  • 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.
  • Normal
    Fury Attack
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You ring a bell that chimes beautifully across the battlefield. All active allied creature in a 120 foot circle, centered on you, are healed of their negative status effects.
  • 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.
  • 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.
  • Normal
    Soft-Boiled
    CON, CHA
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    1

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When any move is activated within sight of you, use a reaction to copy it to your move list, replacing it with one instance of Sketch in your current move list permanently. Sketch may not be used to copy a Signature or Legendary-only Move.
  • Normal
    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.
  • 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.
  • Normal
    Supersonic
    DEX, WIS
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CHA, WIS
    PP

    3

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


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

    Move Power
    CON, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    The power of energy stored by Stockpile is released against a target. Make a ranged attack against a creature, dealing a base 1d6 + Move normal damage on a hit. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.
  • Normal
    Trump Card
    STR, DEX
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Normal
    Hyper Voice
    DEX, CHA
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a loud and startling, high-pitched sound that only a creature can hear. Make a ranged attack roll against a creature in range, doing 2d8 + MOVE normal damage on a hit.
  • Normal
    Echoed Voice
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a shout that echoes across the battlefield towards a creature. Make a ranged attack, dealing 1d6 + MOVE normal damage on a hit. Until the beginning of your next turn, if any other creature in range uses this move, they may double their damage dice on a hit. This multiplier can continue to stack to a maximum of 8x the damage dice, resetting if any of the attacks miss.
  • 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
    Glare
    STR, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You stare into the depths of a creature's eyes with intense ferocity. The creature must make a WIS saving throw against your Move DC or become frightened for the duration. A creature frightened in this way must make a WIS save against your Move DC at the end of each of its turns to remove the effect.
  • Normal
    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
    Leer
    WIS, CHA
    15
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    15

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You stare down a target, reducing its will. The creature must make a WIS save against your Move DC. On a fail, allies may add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple leer saves, up to a maximum of +5.
  • Normal
    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.
  • Normal
    Explosion
    3
    Normal
    80ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    You attempt to charm a creature into pulling its punches. When hit by an attack from a creature of the opposite gender, you may use a reaction to force it to make a CHA save against your Move DC. On a failure, the attack does not hit.
  • Normal
    Crush Grip
    STR
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You clasp your hands around a creature for a crushing blow. Make a melee attack against a target, dealing 3d8 + MOVE normal damage and grappling the target on a hit. If the target is above 50% of its maximum health, add your proficiency bonus to the damage roll.
  • Normal
    Rage
    STR
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You go into a fit of rage, attacking with relentless fury. While you are raging, you gain +1 on all damage rolls (only once per move), have resistance to normal damage, and have advantage on all Strength checks. Your rage ends if you drop concentration or if your turn ends and you have not attacked a hostile target since your last turn, or taken any damage since then.
  • Normal
    Sweet Scent
    CON, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You release a sweet smell directed at a target in range. The target must make a CHA save against your Move DC. On a fail, you have advantage on your next two attacks against that target.
  • Normal
    Tearful Look
    WIS, CHA
    15
    Normal
    35ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    15

    Type

    Normal

    Range

    35ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You fill your eyes with tears to make all creatures in range lose their combative spirit.  All creatures in range must make a CHA save against your Move DC.  On a fail, they add -1 to any attack they makes for the duration.  This modifier can be stacked if an affected creature fails multiple Tearful Look saves, up to a maximum of -5.
  • Normal
    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.
  • 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.
  • 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
    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.
  • 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.
  • Normal
    Smokescreen
    CON
    10
    Normal
    30ft
    1 Action
    1 minute

    Move Power
    CON
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You conjure a line of smoke on the battlefield, 60 feet long and 5 feet thick, that extends in any direction from a point within range. The area on either side is obscured and imposes disadvantage on any ranged attacks made by a creature targeting another on the opposite side. Any creature inside the wall of smoke, when it is conjured, must make a CON save against your Move DC or become blinded for the duration. A blinded creature can repeat the save at the beginning of its turns to remove the effect on a success.
  • 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.
  • Normal
    Reflect Type
    3
    Normal
    40ft
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Your body flashes into a mirror for just a moment. When it returns to normal, you take on the type of a creature in range.
  • 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.
  • 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.
  • Normal
    Confide
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    CON, CHA
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You split pain from your injuries with your attacker. Target a creature in range, forcing them to make a CON save against your Move DC. On a fail, both you and your attacker change your current health points to the average of the two. If this causes either creature to go above maximum health, they take their maximum health instead.
  • Normal
    Slam
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crush a creature with a slam attack. Make a melee attack roll against a target, doing 2d6 + MOVE normal damage on a hit.
  • Normal
    Mimic
    5
    Normal
    120ft
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    120ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You copy another creature's movements, learning its ways in battle. When used, this move is temporarily replaced by your choice of one of the target's moves. The target can be an ally. After one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy for the duration.
  • Normal
    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.
  • Normal
    Mega Punch
    STR
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out against a creature with a quick-hitting, hard tail. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Normal
    Skull Bash
    STR
    3
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    STR Save


    When you use this move, you lower your head and prepare to strike a target within range. On your next turn's action, if you keep your concentration, you charge at a creature in range, ignoring your walking speed and any opportunity attacks you may incur. Make a melee attack roll, doing 5d4 + MOVE normal damage on a hit. A creature hit with this attack must succeed on a STR saving throw against your Move DC or be knocked prone.
  • Normal
    Copycat
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You mimic a target that you can see, in range. When you activate this move, choose a target in range and fully execute the most recent move used by the creature, using your own ability scores, level, and typing for saving throw DC, attack, and damage.
  • Normal
    Milk Drink
    CON
    5
    Normal
    10ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    10ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a lightning fast punch. Make a melee attack roll. The target takes 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • 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
    Growl
    CHA, STR
    20
    Normal
    100ft
    1 Action
    1 minute

    Move Power
    CHA, STR
    PP

    20

    Type

    Normal

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You target a creature with an intimidating growl. The creature must make a WIS save against your Move DC. On a fail, it adds -1 to any attack it makes for the duration. This modifier can be stacked if it fails multiple growl saves, up to a maximum of -5.
  • 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.
  • Normal
    Recover
    WIS, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    20

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You increase the size of a target. When you use this move, a creature in range (or you) grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration.
  • 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
    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.
  • 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.
  • Normal
    Block
    3
    Normal
    50ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If a creature within range attempts to flee or switch out, you may use your reaction to stop it dead in its tracks, keeping this from happening.
  • Normal
    Scratch
    STR, DEX
    20
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash out at a creature in range. Make a melee attack, doing 1d6 + MOVE normal damage on a hit.
  • Normal
    Barrage
    STR, DEX
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with quick and sticky hands. Make a melee attack roll against a creature, doing 1d10 + MOVE normal damage on a hit. On a successful attack, you steal the creatures held item if you are not currently holding one.
  • 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
    Disable
    CHA, WIS
    5
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to disable a target, hindering its moves. Choose a target in range. The target must succeed on a WIS saving throw against your Move DC. On a failed save, the last Move it activated is unable to be used while you hold your concentration. (If this would end Solar Beam, Skull Bash, etc. during the charge phase of the Move, the Move automatically fails on the target's next turn).
  • 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.
  • 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.
  • Normal
    Scary Face
    STR, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You put on your scariest face in an attempt to frighten a creature. The creature must make a WIS saving throw against your Move DC or become frightened for the duration. A creature frightened in this way must make a WIS save against your Move DC at the end of each of its turns to remove the effect.
  • Normal
    Weather Ball
    STR, DEX
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a powerful ball of energy that changes type based on the surrounding weather, dealing 1d8 + MOVE damage of that type. |Weather|Type| |:--:|:--: |Harsh Sunlight|Fire |Rain|Water |Sandstorm|Rock |Hail or Snow|Ice |Foggy or Cloudy|Normal
  • Normal
    Me First
    3
    Normal
    40ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When targeted by or in the area of effect of a move activated by a creature in range, you may use your reaction to copy the creature's move after activation but before the effects of the creature's move. If the move requires an attack roll, you have disadvantage on the attack. If the move requires a saving throw, the target(s) have advantage on the roll. If the move causes damage, double the damage dice. The damage/effect tier for the move is based off of your level, not the target's.
  • 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.
  • 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.
  • Normal
    Present
    DEX, CHA
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a booby-trapped gift to a creature. Make a ranged attack on a creature in range. On a hit, the present explodes, doing 1d6 + MOVE normal damage. If the natural attack roll is 2 or lower, however, regardless if it hits, the present provides the target with 1d6 + MOVE hit points instead.
  • Normal
    Revelation Dance
    DEX, CHA
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a target with an aggressive dance.  Make a melee attack, dealing 2d8 + MOVE damage on a hit. Revelation Dance deals damage with a different type depending on the style of Oricorio: | Style | Damage Type | |:---:|:-----------:| | Baile Style | Fire | | Pom-Pom Style | Electric | | Pa'u Style | Psychic | | Sensu Style | Ghost |
  • Normal
    Entrainment
    WIS, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You dance with a strange rhythm that causes a creature to mimic you. Choose a target in range and force them to make a WIS save against your Move DC. On a failure, choose one of their abilities to replace with one of your own for the duration.
  • Normal
    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
    Sing
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sing a beautiful song in an attempt to put creatures to to sleep. Roll 5d8; the total is how many hit points of creature this move can affect. creatures within 30 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this move falls asleep. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  • Normal
    Mean Look
    STR, CHA
    3
    Normal
    50ft
    1 Action
    3 rounds

    Move Power
    STR, CHA
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    WIS Save


    You flash an intimidating look at a target, attempting to freeze them in fear. Force a target in range to make a WIS save against your Move DC. On a fail, the target cannot flee or be switched out for 3 rounds.
  • Normal
    Helping Hand
    5
    Normal
    60ft
    1 Bonus Action
    10 minutes

    Move Power
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Bonus Action

    Duration

    10 minutes

    Save

    -


    You can use a bonus action on your turn to choose one ally other than yourself within 60 feet of you who can hear you. That ally can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes, before the result of the roll is called by the DM. An ally being helped can only have one d6 available at a time.
  • Normal
    Spotlight
    DEX, CHA
    3
    Normal
    80ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    3

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    DEX Save


    You shine a bright light on a creature in range that follows them around the battlefield. The target must make a DEX save against your Move DC. On a fail, attacks against that creature have advantage for the duration.
  • Normal
    Return
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, choose a creature in range that has not yet taken its turn in the current round. The target must immediately take its turn now, and return to normal initiative order in the next round.
  • Normal
    Bide
    STR, DEX
    5
    Normal
    50ft
    1 Action
    2-3 rounds

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    2-3 rounds

    Save

    -


    You embrace the damage done to you, waiting for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before your next turn. On your next turn, you use your action to lash out at a target with a normal ranged attack, striking them for double the amount of typeless damage you took on a successful hit. At 10th Level, you can choose to hold Bide for a second turn for the chance to add additional damage to the attack.
  • Normal
    Lock-On
    3
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hone in on your target, ready to strike. 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.
  • 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.
  • 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
    Snore
    STR, WIS
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    While you are asleep, you may activate this move to create a harsh noise that damages all creature within range for 1d8 + MOVE normal damage.
  • 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.
  • Normal
    Swagger
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    Force a target in range to make a WIS save against your Move DC. On a fail, the target is confused, but it adds +2 to its attack rolls while confused.
  • Normal
    Lucky Chant
    3
    Normal
    30ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When a creature scores a critical hit on you or an ally in range, you may use your reaction to quickly recite a magical incantation that treats the attack like a normal hit, preventing the extra damage and/or effect of the crit.
  • Normal
    Secret Power
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target with unknown power. Make a melee attack roll against a creature, dealing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 15 or higher, roll a d6 and cause the random effect. | d6 | Effect | |:---:|:-----------:| | 1 | Poison | | 2 | Burn | | 3 | Confusion | | 4 | Frozen | | 5 | Paralysis | | 6 | Sleep |
  • Normal
    Bestow
    3
    Normal
    30ft
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, you may pass your held item to a willing creature in range, if the target is not currently holding an item.
  • 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
    Tail Whip
    CHA, DEX
    15
    Normal
    100ft
    1 Action
    1 minute

    Move Power
    CHA, DEX
    PP

    15

    Type

    Normal

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You shake your tail at a target, distracting it and opening up its defenses. The creature must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple tail whip saves, up to a maximum of +5.
  • Normal
    Psych Up
    5
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sync up with a creature, copying any positive or negative stat changes affecting them due to weather or moves this combat.
  • 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.)
  • Normal
    Rapid Spin
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You strike out with an incredibly fast spinning move. All creatures within melee range must make a DEX save against your Move DC, taking 1d4 + MOVE normal damage on a failure, or half as much on a success. In addition, this move automatically frees the user from Leech Seed or anything causing it to be grappled or restrained. It is removed from these statuses before the saving throw is made.
  • Normal
    Pound
    STR, DEX
    20
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crush a creature with a pound attack. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.
  • 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
    Giga Impact
    STR
    3
    Normal
    Melee
    1 Action, Recharge
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


    You charge at a creature with every ounce of your power. Make a melee attack, dealing 3d8 + MOVE normal damage on a hit. This move cannot be used on consecutive turns by the same creature.
  • 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.
  • Normal
    Stomp
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You raise your feet up for a stomp attack. Make a melee attack roll against a target, doing 1d10 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target flinches.
  • Normal
    Minimize
    5
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You appear smaller to your creatures, increasing your evasion. For the duration, you gain an additional +2 to your AC.
  • Normal
    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.
  • Normal
    Roar
    STR, CHA
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You release an intimidating roar at all opponents within 15 feet of you. Opponents that can hear you must make a WIS save against your Move DC. On a fail, the creature is frightened and is forced to immediately move up to its speed in a straight line away from its attacker, or until met with an impeding force (this forced movement does not provoke attacks of opportunity). A creature frightened in this way must make a WIS save at the end of each of its turns against your Move DC to remove the effect.
  • Normal
    Extreme Speed
    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 rush to attack with incredible speed. 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 1d6 normal damage on a hit.
  • Normal
    Smelling Salts
    CON
    5
    Normal
    20ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You procure a handful of strong smelling salt, damaging a creature's senses. Make a ranged attack against a target, dealing 1d8 + MOVE normal damage on a hit. If the target is paralyzed, double the dice roll for the damage.
  • Normal
    Hidden Power
    Any
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    Any
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a wave of force of unknown power at a creature in range. Make a ranged attack on a creature, doing 1d10 + MOVE damage of a random type. Roll a d20 to determine which type of damage is dealt. |d20|Type|d20|Type |:-:|:-:|:-:|:-: |1 |Normal|11 |Psychic |2 |Fire|12 |Bug |3 |Water |13 |Rock |4 |Electric |14 |Ghost |5 |Grass |15 |Dragon |6 |Ice |16 |Dark |7 |Fighting |17 |Steel |8 |Poison |18 |Fairy |9 | Ground |19 |Roll Again |10| Flying|20|Roll Again
  • Normal
    Follow Me
    WIS, CHA
    5
    Normal
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


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

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    100ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    After being targeted by a move, force a creature to make a WIS save against your Move DC as a reaction. On a fail, no other move may be activated by the target creature until after the end of its next turn.
  • Normal
    Bind
    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 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. While a creature is grappled, you may continue this move, as a bonus action, to do an automatic 1d4 normal damage without having to make an attack roll.
  • Normal
    Hold Hands
    20
    Normal
    Melee
    1 Reaction
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If you are within melee range of an ally, you grasp its hand to spread happiness. Use this reaction when an ally is attacking to add +1 to its attack rolls, or when it is targeted by an attack to add +1 to its AC. This reaction can be used only before the result of either attack roll (by ally or creature) is called.
  • 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
    Spike Cannon
    STR, DEX
    10
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a series of sharp spikes at a creature in range. Make a ranged attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • 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.
  • Normal
    Double Slap
    STR, DEX, CHA
    5
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX, CHA
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out to slap a creature with quick strikes. Make a melee attack roll, doing 1d4 + MOVE on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Normal
    Endeavor
    WIS, CON
    3
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You release a big yawn that causes a creature to become very drowsy. Choose a target in range. If that target is still in the battle after the end of its next turn, it falls asleep.
  • Normal
    Take Down
    STR
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice your own position to take down a creature. Roll a melee attack roll. On a hit, you deal 2d8 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.
  • Normal
    Tri Attack
    STR, DEX
    5
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You strike with a simultaneous three-beam attack. Each creature in a 30 foot cone, centered on you, must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, and half as much on a success. Targets that fail the save by 5 or more must roll a d4, gaining the status condition as follows: 1. The target becomes burned. 2. The target becomes frozen. 3. The target becomes paralyzed. 4. Must reroll until any number other than 4 appears.
  • Normal
    False Swipe
    STR, DEX
    20
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You swipe at a creature but hold back power slightly. Make a melee attack against a creature, doing 1d6 + MOVE normal damage on a hit. If this attack would normally cause a creature to faint, it is reduced to 1HP instead.
  • Normal
    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
    Double Hit
    STR, DEX
    10
    Normal
    Melee
    1 Action