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Based on: 12/20/2020

  • 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.
  • 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.)
  • Bug
    String Shot
    DEX
    20
    Bug
    60ft
    1 Action
    1 minute

    Move Power
    DEX
    PP

    20

    Type

    Bug

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


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

    Move Power
    PP

    3

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You whip up a turbulent whirlwind that boosts the speed of all allies in a 60 foot circle, centered on you. You and any ally that starts their turn inside the area has their speed doubled until the end of their turn.
  • Normal
    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
    Simple Beam
    WIS, INT
    10
    Normal
    80ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    10

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You use a mysterious psychic energy to change a target's ability to Simple. Force a target in range to make a WIS saving throw against your Move DC. On a failure, choose one of the target's abilities and change it to Simple for the duration.
  • Psychic
    Miracle Eye
    WIS, INT
    20
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    20

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You flash your eyes at the target, stunning them briefly and lowering their defenses. When activating this move, choose a target in range and force them to make a WIS save against your Move DC. On a failure, any modifiers to their AC are reset, and if they are Dark or Ghost-type, their immunities are relinquished for the duration. If, when losing immunity, the target's secondary type gives it vulnerability or resistance to an attack of that type, it follows the secondary type for that effect.
  • Fire
    Magma Storm
    STR
    5
    Fire
    80ft
    1 Action
    1 minute

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You stir up a maelstrom of fire in a 40 foot circle, centered on a point within range, that continues to rage as long as you hold your concentration. Any creature that enters this area for the first time on their turn, or is in that area at the beginning of their turn must make a CON save against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success.
  • Poison
    Coil
    3
    Poison
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You surrender a quarter of your current HP (rounded down) into temporary hit points in the form of a shield. During this time, the shield grants you immunity to NEW negative conditions (including things like prone, restrained, etc.) and it absorbs all outside damage that you would normally take until it is destroyed. The shield is considered "typeless" for damage resistance, vulnerability, and immunities. The shield and user cannot be healed while active, and it does not absorb self-inflicted conditions or damage caused by pre-existing burn, poison, or confusion. The shield breaks when it is reduced to 0 hit points, and the user takes the overflow damage. Sound-based moves bypass the shield (Supersonic, Grass Whistle, etc.)
  • Bug
    Tail Glow
    10
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Your tail emits a flash of light, boosting your attack. For the duration, double your STAB damage.
  • 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
    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.
  • Fairy
    Flower Shield
    5
    Fairy
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    Large flowers sprout from any grass-type allies in range, boosting their defense. For one minute, as long as you keep your concentration, grass-type allies in a 30 foot circle, centered on you, gain +2 to their AC.
  • 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.
  • 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.
  • Steel
    Autotomize
    10
    Steel
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Steel

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You apply pressure to different stress points on your body, boosting a random ability for the duration. When activating this move, roll a d6 and gain the following boost based on the result. When activated on subsequent turns, any previous effect ends. <div style='column-count:2'> | d6 | Effect | |:---:|:-----------:| | 1 | +1 to attack rolls | | 2 | +2 to damage rolls | | 3 | +10 temporary HP | | d6 | Effect | |:---:|:-----------:| | 4 | +1 to saving throws | | 5 | Critical Hit range +1 | | 6 | +1 to Armor Class | </div>
  • Dark
    Taunt
    WIS, CHA
    10
    Dark
    40ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You taunt a creature to only attack you with damaging attacks. Choose a target in range and force it to make a WIS saving throw against your Move DC. On a failure, the target can only use damaging attacks that target you for the duration.
  • 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.
  • 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
    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.
  • Bug
    Quiver Dance
    10
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You go into a fit of rage, attacking with relentless fury. While you are raging, you gain +1 on all damage rolls (only once per move), have resistance to normal damage, and have advantage on all Strength checks. Your rage ends if you drop concentration or if your turn ends and you have not attacked a hostile target since your last turn, or taken any damage since then.
  • Normal
    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
    Work Up
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You create a transparent shield of psychic energy. While active, the barrier grants +2 to AC for you and any companions within 5 feet of you for the duration.
  • Normal
    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
    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.
  • 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.
  • 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.
  • 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.
  • Grass
    Cotton Spore
    DEX, CON
    20
    Grass
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CON
    PP

    20

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You unleash spores of thick cotton that covers the target. Force a target in range to make a CON save against your Move DC. On a fail, the target's speed is reduced by 10 for the duration. If this reduction in speed causes their speed to be 0, they are restrained for the duration.
  • 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.
  • 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
    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.
  • Fairy
    Aromatic Mist
    5
    Fairy
    5ft
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Fairy

    Range

    5ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You release an aroma that inspires your allies. When you activate this move, you and any ally within 5 feet of you may add a d4 to any saving throw they make for the duration.
  • Ghost
    Curse
    WIS, CHA
    5
    Ghost
    10ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    5

    Type

    Ghost

    Range

    10ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    This Move has a different effect based on your creature type. If you are ghost-type: You attempt to put a curse on a creature. Force a target in range to make a WIS saving throw against your Move DC. On a fail, the target is cursed. You take 1d6 damage initially and the target takes 1d6 ghost damage at the end of each of its turns for the duration. If you are any other type: You place a curse on yourself. For the duration, your STR and CON scores increase by 2, but your DEX score decreases by 4.
  • 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.
  • 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).
  • Fighting
    Bulk Up
    10
    Fighting
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You perform a mystical dance, pumping yourself up. For the duration, double your proficiency bonus when making an attack.
  • 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.
  • 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.
  • Fire
    Fire Lash
    DEX, WIS
    10
    Fire
    10ft
    1 Action
    1 minute

    Move Power
    DEX, WIS
    PP

    10

    Type

    Fire

    Range

    10ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You strike out at a target in range with a burning lash,  Make a melee attack on a creature, doing 2d6 + MOVE fire damage.  On a successful attack, the targeted creature must make a CON save against your Move DC.  On a fail, allies add +1 to any attack targeted at the creature for the duration.  This modifier can be stacked if it fails multiple Fire Lash saves, up to a maximum of +5.
  • 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.
  • Dark
    Embargo
    WIS
    10
    Dark
    30ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You surround a creature in range with a dark aura. Force a creature to make a WIS save against your Move DC. On a failure, the target cannot gain the effect of any held item or trainer item given to it for the duration.
  • 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.
  • 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.
  • Ghost
    Destiny Bond
    WIS, CHA
    3
    Ghost
    100ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    3

    Type

    Ghost

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You create a dark, internal bond with a creature. Select a target in range, who must make a WIS save against your Move DC. On a fail, half of any damage dealt to the user is also dealt as typeless damage to the target creature.
  • Ground
    Mud Sport
    10
    Ground
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You sharpen your claws to increase the power of your attacks. For the duration, add an additional +1 to your attack and damage rolls. This move may be stacked to a maximum of +3 to attack and damage rolls.
  • 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.
  • 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.
  • 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.
  • Bug
    Defend Order
    5
    Bug
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


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

    Move Power
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You use magnetic power within yourself to raise yourself from the ground, becoming immune to ground moves for the duration.
  • Grass
    Worry Seed
    DEX, CHA
    5
    Grass
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    5

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You shoot a bizarre seed that implants worry into another creature. The target must succeed on a CON save against your Move DC or replace the user's choice of ability with "Insomnia", preventing sleep for the duration.
  • Ice
    Mist
    15
    Ice
    30ft
    1 Action
    1 minute

    Move Power
    PP

    15

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    A light mist surrounds a target, offering a protective barrier. The target is immune to negative stat changes for the duration, but any current effects are still in place.
  • 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.
  • 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.
  • Grass
    Cotton Guard
    5
    Grass
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You protect yourself by wrapping your body up in thick, soft cotton. For the duration, boost your AC by +2.
  • Bug
    Spider Web
    DEX
    5
    Bug
    40ft
    1 Action
    1 minute

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


    You fire a sticky web that attempts to restrain a creature. Make a ranged attack roll on a target in range. On a hit, the target is covered in web. While covered, it is restrained and cannot flee or be switched out, except by item, Move, or ability. The target can use an action on its turn to escape with a STR save against your Move DC.
  • Bug
    Rage Powder
    CON, CHA
    3
    Bug
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You scatter a cloud of irritating powder, drawing attacks to yourself. Any creature in a 15 foot cone must make a WIS saving throw against your Move DC. On a failure, the creature(s) can only use damaging moves that target you for the duration. Any creature affected can repeat the save at the end of each of its turns to shake off the effect.
  • 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.
  • Fairy
    Charm
    CHA, WIS
    10
    Fairy
    80ft
    1 Action
    1 minute

    Move Power
    CHA, WIS
    PP

    10

    Type

    Fairy

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to charm a creature, sharply decreasing its attack. A target you choose in range must make a WIS save against your Move DC. On a fail, the target adds -2 to all attacks against you for the duration.
  • Flying
    Feather Dance
    DEX, CHA
    10
    Flying
    50ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    10

    Type

    Flying

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You distract a creature in range with a beautiful dance. The target must make a WIS saving throw against your Move DC. On a fail, the target cannot add proficiency to its attack rolls for the duration.
  • 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.
  • Ice
    Ice Burn
    STR, DEX
    3
    Ice
    Self
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    3

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    DEX Save


    When you use this move, you charge up an intense power within your body. On your next turn's action, if you keep your concentration, you unleash an ultracold, freezing wind in a 60 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by 5 or more, it is burned.
  • Ice
    Freeze Shock
    DEX
    3
    Ice
    50ft
    1 Action, Charge
    1 round

    Move Power
    DEX
    PP

    3

    Type

    Ice

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    When you use this move, you charge up a ball of rock-hard ice. On your next turn's action, if you keep your concentration, you fire your electrically charged ice at a creature. Make a ranged attack roll, dealing 3d8 + MOVE ice damage on a hit. On natural attack rolls of 15 or more, the target is paralyzed.
  • 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.
  • 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.
  • Flying
    Sky Drop
    STR, DEX
    5
    Flying
    Melee
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You reach out in an attempt to lift a creature up in the air for a slamming attack. When you activate this move, make a melee attack roll. On a hit, the target is grappled. The target may use its next action to attempt a STR save against your Move DC to get free. If it does not succeed, and you maintain your concentration, you may use your action on your next turn to lift the creature into the air, dropping it to the ground for 2d10 + MOVE flying damage. Flying-type creatures or ones under the effect of "Levitate", "Magnet Rise" or other similar abilities/moves are not damaged.
  • 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.
  • Grass
    Solar Blade
    STR, DEX
    5
    Grass
    Melee
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    When you activate this move, you use your action gathering in solar energy to prepare to strike with blades.  On your next turn, if you keep your concentration, use an action to make a melee attack, dealing 2d10 + MOVE grass damage on a hit. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.
  • Normal
    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.
  • Flying
    Sky Attack
    STR, DEX
    3
    Flying
    80ft
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    3

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    STR Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    When activating this move, you spend your action focusing your next attack. If you keep concentration, as an action on your next turn, make an attack roll against a creature, doing 3d8 + MOVE fighting damage on a hit.
  • Electric
    Charge
    10
    Electric
    Self
    1 Action
    1 round

    Move Power
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    Electricity surges through your body, charging up for your next attack. Until your next turn, boost your AC by 2. On your next turn, double your STAB bonus when dealing damage of your type.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Grass
    Solar Beam
    STR, DEX
    5
    Grass
    Self
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    DEX Save


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

    Move Power
    CON
    PP

    5

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You land on the ground to rest your body. When activated, your flying speed decreases to zero, and you lose your flying type for as long as you remain on the ground. At the beginning of your next turn, if you have not left the ground, recover 2d6 + MOVE hit points
  • 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.
  • Electric
    Magnetic Flux
    10
    Electric
    40ft
    1 Action
    1 round

    Move Power
    PP

    10

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You use your electric energy to manipulate magnetic fields. Until the beginning of your next turn, any creature in range with the Plus or Minus ability gains a bonus to their AC equal to your proficiency modifier, and any saving throw they are forced to make is rolled with advantage.
  • Fairy
    Fairy Lock
    5
    Fairy
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    You summon forth a mystical power that locks down the battlefield. Creatures within a 80 foot circle, centered on you, may not flee or be switched out on their next turn.
  • Normal
    Wish
    WIS, CHA
    5
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    WIS, CHA
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    You send forth a healing wish that takes time to come true. At the end of your next turn, as a free action, heal a target in range for 3d8 + MOVE hit points.
  • Ground
    Dig
    STR, DEX
    10
    Ground
    80ft
    1 Action
    1 round, charge

    Move Power
    STR, DEX
    PP

    10

    Type

    Ground

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    You burrow underground, disappearing from view before striking from underneath a target. When you activate this move, you use 10 feet of your movement to burrow underground (ignoring difficult terrain) and remain there until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, you emerge from the ground and make a melee attack on a creature in range, with advantage, doing 2d8 + MOVE ground damage on a successful hit. If the target has Tremorsense, the attack is not rolled with advantage.
  • Flying
    Bounce
    DEX
    5
    Flying
    80ft
    1 Action
    1 round, charge

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    When you activate this move, you use 10 feet of your movement to bounce upwards and disappear, 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 slam down on top of a creature. Make a melee attack roll on a creature in range, with advantage, doing 2d8 + MOVE flying damage on a hit. On a natural attack roll of 15 or more, the target is paralyzed.
  • Flying
    Fly
    STR, DEX
    10
    Flying
    80ft
    1 Action
    1 round, charge

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    You fly high into the air to prepare for a dive bomb attack. When you activate this move, you use 10 feet of your movement to vanish and fly upwards, remaining in an invulnerable state until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, you use your action to reappear and make a diving melee attack on a creature in range, with advantage, dealing 2d8 + MOVE flying damage on a successful hit.
  • 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.
  • 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.
  • Bug
    Infestation
    CON
    5
    Bug
    30ft
    1 Action
    1d4 rounds

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    30ft

    Move Time

    1 Action

    Duration

    1d4 rounds

    Save

    -


    You summon an infestation of tiny insects to attack a creature for multiple turns. Make a ranged attack on a target. On a hit, the target takes 1d4 + MOVE bug damage and becomes infested for 1d4 rounds. An infested creature takes 1d4 + MOVE bug damage at the beginning of each of its turns for the duration.
  • 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.
  • Dark
    Memento
    3
    Dark
    Melee
    1 Action
    2 rounds

    Move Power
    PP

    3

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    2 rounds

    Save

    -


    You sacrifice your life force to leave a lasting mark on a target. When you activate this move, you touch a creature and drop to 0 hit points. As a result, the target is incapacitated for 2 rounds. All attacks against it have advantage, it automatically fails all STR and DEX saving throws by the maximum amount, and it cannot attack, move, flee, or be switched out.
  • 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.
  • 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
    Uproar
    STR, DEX
    5
    Normal
    Self
    1 Action
    3 Rounds

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    3 Rounds

    Save

    CON Save


    You cause an uproar on the battlefield in a 60 foot circle, centered on you, for three rounds of combat. During the uproar, your action is spent continuing the move (without spending PP), and any creature in range wakes and is prevented from falling asleep. (This include creatures that would purposefully fall asleep using moves like Rest) In addition, creatures in the area at the start of their turns must make a CON save against your Move DC, taking 2d8 + MOVE normal damage on a fail, or half as much on a success.
  • 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.
  • 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.
  • Grass
    Grassy Terrain
    5
    Grass
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    Grass sprouts from the ground in a circle around you, coating the earth with healing energy. For 3 turns, all creatures in the affected area heal for an amount of hit points equal to their proficiency bonus at the end of their turn. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from grass-type moves activated inside the area.
  • Grass
    Forest's Curse
    CON, WIS
    5
    Grass
    30ft
    1 Action
    3 rounds

    Move Power
    CON, WIS
    PP

    5

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CHA Save


    You summon the energy of the forest to change the type of another creature. Force a creature in range to make a CHA save against your Move DC. On a failure, its type is changed to Grass through their next three turns in battle.
  • Ground
    Rototiller
    5
    Ground
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You cover the ground in a thin, healing mist that surrounds a 120 foot circle, centered on you. For 3 turns, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability.
  • 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.
  • 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.
  • Fire
    Fire Spin
    DEX
    10
    Fire
    40ft
    1 Action
    3 rounds

    Move Power
    DEX
    PP

    10

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You release a series of moving flames that dance around a target. Make a ranged attack roll, doing 1d6 + MOVE fire damage on a hit. As long as you maintain concentration, the target takes an additional 1d6 fire damage at the end of each of its next three turns.
  • Fairy
    Geomancy
    5
    Fairy
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    CON
    PP

    10

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area
  • Ghost
    Trick-or-Treat
    WIS, CHA
    5
    Ghost
    30ft
    1 Action
    3 rounds

    Move Power
    WIS, CHA
    PP

    5

    Type

    Ghost

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CHA Save


    You attempt to scare the spirit right out of a creature in range. Force a creature in range to make a CHA save against your Move DC. On a failure, its type is changed to Ghost through their next three turns in battle.
  • Ice
    Aurora Veil
    3
    Ice
    Self
    1 Bonus Action
    3 rounds (Concentration)

    Move Power
    PP

    3

    Type

    Ice

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    3 rounds (Concentration)

    Save

    -


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

    Move Power
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You change the weather to harsh sunlight for 5 rounds.
  • 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.
  • 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.
  • Ice
    Hail
    3
    Ice
    100ft
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Ice

    Range

    100ft

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You stir up a massive hail storm in a 50 foot radius, centered on a point in range. When a non ice-type creature enters the area for the first time on their turn, or begins their turn inside the area, they take an amount of ice damage equal to half your level, rounded up. The hail storm lasts for 5 rounds.
  • 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.
  • Fairy
    Light of Ruin
    DEX, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CON
    PP

    20

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Flying

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    DEX, CHA
    PP

    5

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    10

    Type

    Ghost

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1+1D4 Actions, Recharge

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
  • Normal
    Slash
    STR, DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS
    PP

    3

    Type

    Ghost

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee, 20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    10

    Type

    Ghost

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Ice

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, DEX
    PP

    3

    Type

    Ghost

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    99

    Type

    Typeless

    Range

    Melee/60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, WIS
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    5

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CON, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS
    PP

    5

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    1

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    CON
    PP

    10

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Dragon

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CHA, WIS
    PP

    3

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


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

    Move Power
    CON, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Fire

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Bug

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.
  • Electric
    Ion Deluge
    15
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    15

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Ground

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    STR, DEX
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Ground

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    DEX, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    PP

    15

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    DEX
    PP

    5

    Type

    Electric

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    20

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    DEX, INT, WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Electric

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly create a barrier to avoid it.  When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. If Baneful Bunker was successful in avoiding' a melee attack, the attacker becomes poisoned.  On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Steel
    Gyro Ball
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    5

    Type

    Dark

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    DEX
    PP

    10

    Type

    Ground

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Steel

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    3

    Type

    Ghost

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CHA
    PP

    10

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, WIS
    PP

    5

    Type

    Dragon

    Range

    45ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


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