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Based on: 12/20/2020

  • 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.
  • 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).
  • Psychic
    Reflect
    3
    Psychic
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    While in battle

    Save

    -


    You sacrifice health for attack. When using this move, decrease your current HP by half your maximum, but increase your Strength score by 10 while you remain in battle. The effect ends if your current HP rises above half your maximum.
  • Grass
    Grassy Terrain
    5
    Grass
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
  • 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.
  • Poison
    Coil
    3
    Poison
    Self
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    15

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    When activating this move, you spend your action concentrating intensely. If you keep your concentration, your first atack on your next turn always results in a critical hit.
  • Normal
    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.
  • 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.
  • Normal
    Sketch
    1
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    1

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You change the weather to harsh sunlight for 5 rounds.
  • Psychic
    Trick Room
    3
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    15

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    15

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disperse electric particles that charge the battlefield. Until the beginning of your next turn, any normal-type move activated within 50 feet of you is considered electric-type.
  • Normal
    Slack Off
    5
    Normal
    Self
    1 Action
    2 rounds

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    2 rounds

    Save

    -


    You give yourself a break, healing your wounds. When you activate this move, you become incapacitated immediately and through your next two turns. Your trainer may not switch you out during this time. At the end of the second turn, regain half of your maximum hit points and become stable once again.
  • Normal
    Conversion 2
    10
    Normal
    Self
    1 Bonus Action
    1 round

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


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

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Water

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Steel

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You apply pressure to different stress points on your body, boosting a random ability for the duration. When activating this move, roll a d6 and gain the following boost based on the result. When activated on subsequent turns, any previous effect ends. <div style='column-count:2'> | d6 | Effect | |:---:|:-----------:| | 1 | +1 to attack rolls | | 2 | +2 to damage rolls | | 3 | +10 temporary HP | | d6 | Effect | |:---:|:-----------:| | 4 | +1 to saving throws | | 5 | Critical Hit range +1 | | 6 | +1 to Armor Class | </div>
  • Rock
    Wide Guard
    3
    Rock
    50ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You have the ability to guard your allies from area-of-effect moves. As a reaction, when a creature activates a damaging move that damages multiple allies within range, you may halve the damage dealt. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll or forfeit the reaction with no effect
  • Normal
    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.
  • 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.
  • Psychic
    Kinesis
    10
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Steel

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You celebrate your impending victory with a little jig. Prize money awarded at the end of battle is doubled.
  • Normal
    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.
  • 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
    Work Up
    3
    Normal
    Self
    1 Bonus Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    Varies

    Move Time

    1 Bonus Action

    Duration

    Varies

    Save

    -


    You call upon the help of another active creature in your party. When activating this Move, another creature may immediately take an action in place of your own, if you have not already taken an action this turn.
  • 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.
  • 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.
  • Fairy
    Crafty Shield
    3
    Fairy
    5ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Fairy

    Range

    5ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You summon forth a mysterious power that blocks an incoming status condition. When you or an ally within 5 feet of you are subject to a status condition from a move, you may use your reaction to nullify the condition.
  • Ice
    Sheer Cold
    3
    Ice
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a chill down the spine of a creature, freezing its core. Choose a target in range and roll a d20. On a 20, the target faints. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • 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.
  • Water
    Rain Dance
    3
    Water
    Self
    1 Action
    5 rounds

    Move Power
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


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

    Move Power
    PP

    15

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a haze of light snow that washes over creatures in a 60 foot circle, centered on you. Any stat changes, status effects, shields or other outside forces affecting creatures in range are removed. This includes things like Leech Seed, Focus Energy, Substitute, Iron Defense, Disable, etc.
  • 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.
  • Psychic
    Magic Room
    5
    Psychic
    Self
    1 Action
    5 rounds

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    On an instance of taking damage that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • 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.
  • Normal
    Recycle
    5
    Normal
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    You employ your psychic power to switch your own attack and defense. Until the end of your next turn, switch your AC with an ability score of your choice (Constitution not included)
  • Normal
    Copycat
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, you may switch out, passing along all negative status effects or stat changes to the new creature. This includes existing battle effects from moves such as Substitute, Swords Dance, Ingrain, Aqua Ring, etc. Effects from moves that require concentration may also be transferred, with concentration now dependent on the new creature.
  • Normal
    Horn Drill
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    20

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You are filled with an incredible rage, grabbing the head of a target creature in an attempt to squeeze the life from it. Roll a d20. On a 20, you instantly cause the creature to faint. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • 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.
  • 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.
  • Normal
    Block
    3
    Normal
    50ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If a creature within range attempts to flee or switch out, you may use your reaction to stop it dead in its tracks, keeping this from happening.
  • Fighting
    Mat Block
    3
    Fighting
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You spend time to absorb the natural energy around you, sharply increasing your effect in battle. When you activate this move, your speed increases by 10 feet and all of your attacks and saving throws are rolled with advantage for three rounds.
  • Normal
    Me First
    3
    Normal
    40ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When targeted by or in the area of effect of a move activated by a creature in range, you may use your reaction to copy the creature's move after activation but before the effects of the creature's move. If the move requires an attack roll, you have disadvantage on the attack. If the move requires a saving throw, the target(s) have advantage on the roll. If the move causes damage, double the damage dice. The damage/effect tier for the move is based off of your level, not the target's.
  • Normal
    Protect
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
  • 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.
  • Normal
    Sing
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sing a beautiful song in an attempt to put creatures to to sleep. Roll 5d8; the total is how many hit points of creature this move can affect. creatures within 30 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this move falls asleep. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  • Normal
    Helping Hand
    5
    Normal
    60ft
    1 Bonus Action
    10 minutes

    Move Power
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Bonus Action

    Duration

    10 minutes

    Save

    -


    You can use a bonus action on your turn to choose one ally other than yourself within 60 feet of you who can hear you. That ally can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes, before the result of the roll is called by the DM. An ally being helped can only have one d6 available at a time.
  • Normal
    After You
    3
    Normal
    50ft
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, choose a creature in range that has not yet taken its turn in the current round. The target must immediately take its turn now, and return to normal initiative order in the next round.
  • Normal
    Lock-On
    3
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hone in on your target, ready to strike. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.
  • Normal
    Splash
    20
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You pierce the air with an intimidating howl. Until the beginning of your next turn, allies (and you) have advantage on any melee attack rolls they make against a creature within 5 feet of you.
  • Normal
    Lucky Chant
    3
    Normal
    30ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When a creature scores a critical hit on you or an ally in range, you may use your reaction to quickly recite a magical incantation that treats the attack like a normal hit, preventing the extra damage and/or effect of the crit.
  • Dark
    Flatter
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send mixed signals to a creature. Select a target in range. They become confused, but during this confusion, they double their proficiency bonus when making attack rolls.
  • Normal
    Bestow
    3
    Normal
    30ft
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, you may pass your held item to a willing creature in range, if the target is not currently holding an item.
  • 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.
  • Psychic
    Teleport
    10
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and reappear at an unoccupied point within range. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
  • Normal
    Psych Up
    5
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sync up with a creature, copying any positive or negative stat changes affecting them due to weather or moves this combat.
  • Normal
    Camouflage
    10
    Normal
    Self
    1 Action
    1 minute

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You blend in with your surroundings, taking on a new type for resistances/vulnerabilities/immunities. The type is dependent on the terrain, and up to the DMs discretion. (Ex: Forest = Grass, Beach = Water, Desert = Ground/Fire, Mountain = Rock, etc.)
  • 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.
  • Rock
    Rock Polish
    3
    Rock
    Self
    1 Action
    3 rounds

    Move Power
    PP

    3

    Type

    Rock

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    3

    Type

    Ice

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    3 rounds (Concentration)

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    10

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You use magnetic power within yourself to raise yourself from the ground, becoming immune to ground moves for the duration.
  • Normal
    Hold Hands
    20
    Normal
    Melee
    1 Reaction
    Instantaneous

    Move Power
    PP

    20

    Type

    Normal

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If you are within melee range of an ally, you grasp its hand to spread happiness. Use this reaction when an ally is attacking to add +1 to its attack rolls, or when it is targeted by an attack to add +1 to its AC. This reaction can be used only before the result of either attack roll (by ally or creature) is called.
  • 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
    Lunar Dance
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


    Until the beginning of your next turn, take on a new type for resistances/vulnerabilities/immunities equal to one of the types of a move you currently know.
  • 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.
  • Ground
    Fissure
    3
    Ground
    100ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crack open the ground with devastating force. Choose a target in range and roll a d20. On a 20, the target falls into the crack and vanished into the abyss. On any other roll, or if targeting a flying creature, this move has no effect. The area in a 20 foot radius around the target becomes difficult terrain. If the target's level is 10 more than your own, this move automatically fails.
  • Psychic
    Wonder Room
    5
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are subject to a ranged attack, use your reaction to take half the damage dealt now and on any ranged attack that targets you until the beginning of your next turn.
  • Psychic
    Heal Block
    3
    Psychic
    40ft
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When a creature within range attempts to use an HP recovery move, item, or ability, you may use your reaction to send psychic waves into the mind of the target, preventing the recovery of health.
  • 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.
  • Grass
    Cotton Guard
    5
    Grass
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your action to store energy for a Spit Up or Swallow move, increasing your defense. Raise your AC by 1 until you use one of those two moves. This move may be stacked a maximum of 3 times before the energy is used.
  • 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
    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.
  • Psychic
    Ally Switch
    10
    Psychic
    50ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use a strange psychic power to teleport yourself and one willing creature in range, switching places on the battlefield.
  • Psychic
    Healing Wish
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sense the motives and moves of a creature around you. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.
  • Normal
    Hidden Power
    Any
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    Any
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CHA
    PP

    10

    Type

    Dark

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    WIS Save


    You deliver a brutal parting threat just before switching out. Force a creature in range to make a WIS save against your Move DC, then switch out immediately. On a failure, the target deals half damage on their next turn if using a damaging move.
  • Normal
    Attract
    CHA
    5
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    CHA
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    As a reaction, when dealt damage by an attack, you may force the attacker to make a CHA save against your Move DC. On a fail, the creature must roll the damage again and use the lower result.
  • Normal
    Play Nice
    CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


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

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You sing an ancient song that damages creatures in range with the chance to put them asleep. Any creature in a 40 foot circle, centered on you, must make a CON save against your Move DC, taking 1d12 + MOVE normal damage on a failure, or half as much ona success. Any creature that fails the save by 5 or more is put to sleep.
  • Normal
    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
    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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Bug
    Powder
    CON
    5
    Bug
    30ft
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly coat a creature in an explosive powder. When a creature in range activates a fire-type move, you may use your reaction to release a spray of flammable powder that explodes and automatically deals 2d8 + MOVE typeless damage to the target.
  • Normal
    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
    Milk Drink
    CON
    5
    Normal
    10ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    10ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a tasty drink that heals your or an ally's wounds. The recipient gains 2d6 + MOVE hit points.
  • Grass
    Seed Flare
    CON
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You increase your defense, able to reduce incoming damage. After activating this move, reduce any damage dealt to you by 1d4 + MOVE until the beginning of your next turn.
  • Grass
    Stun Spore
    CON
    3
    Grass
    Melee
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    When you are subject to a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail.
  • Normal
    Flash
    CON
    10
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    10

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You emit an immense flash of light in a 20 foot radius circle, centered on you. Creatures in the area must make a CON save against your Move DC. On a fail, they are blinded until the end of their next turn. Outside of combat, this move can be used to light a dim area, much like the "Light" cantrip.
  • Fairy
    Floral Healing
    CON
    10
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    10

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to recover the hit points of a creature in range. The target gains 2d8 + MOVE hit points. If the terrain is grassy, double your MOVE modifier.
  • Ground
    Shore Up
    CON
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use the power of the earth around you to help heal your wounds, recovering 2d8 + MOVE hit points.  If used during a Sandstorm, your MOVE modifier is doubled.
  • Poison
    Poison Gas
    CON
    10
    Poison
    30ft
    1 Action
    1 round

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


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

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


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

    Move Power
    CON
    PP

    10

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You pierce the ground with roots, absorbing natural energy and fixing you in place. At the end of each of your next three turns (including this one), heal yourself for 1d6 + MOVE hit points. For the duration of this move, your movement speed drops to zero and you may not flee or be switched out by your trainer unless forced by an opponent's moves or abilities.
  • Normal
    Smelling Salts
    CON
    5
    Normal
    20ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You procure a handful of strong smelling salt, damaging a creature's senses. Make a ranged attack against a target, dealing 1d8 + MOVE normal damage on a hit. If the target is paralyzed, double the dice roll for the damage.
  • 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
  • Grass
    Strength Sap
    CON
    3
    Grass
    15ft
    1 Reaction
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    15ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    If a creature attempts to use a move that boosts its stats, you may use your reaction to negate the increase and convert it into healing energy, recovering regain 1d10 + MOVE hit points.  This includes critical hit bonuses, AC increases, speed, attack and damage boosts, etc.
  • Normal
    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
    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
    Sweet Scent
    CON, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You release a sweet smell directed at a target in range. The target must make a CHA save against your Move DC. On a fail, you have advantage on your next two attacks against that target.
  • Grass
    Grass Whistle
    CON, CHA
    15
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    15

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You make a shrill sound that has the chance to put a creature to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Normal
    Pain Split
    CON, CHA
    3
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You split pain from your injuries with your attacker. Target a creature in range, forcing them to make a CON save against your Move DC. On a fail, both you and your attacker change your current health points to the average of the two. If this causes either creature to go above maximum health, they take their maximum health instead.
  • Bug
    Rage Powder
    CON, CHA
    3
    Bug
    Self
    1 Action
    1 minute

    Move Power
    CON, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You scatter a cloud of irritating powder, drawing attacks to yourself. Any creature in a 15 foot cone must make a WIS saving throw against your Move DC. On a failure, the creature(s) can only use damaging moves that target you for the duration. Any creature affected can repeat the save at the end of each of its turns to shake off the effect.
  • Normal
    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.
  • Poison
    Toxic Spikes
    CON, DEX
    3
    Poison
    50ft
    1 Reaction
    Instantaneous

    Move Power
    CON, DEX
    PP

    3

    Type

    Poison

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    You quickly summon a trap of poisonous spikes around a creature that enters the battle. When a creature is switched into battle, you may use your reaction to force a creature to make a CON save against your Move DC, becoming poisoned on a failure.
  • Ice
    Frost Breath
    CON, DEX
    5
    Ice
    15ft
    1 Action
    Instantaneous

    Move Power
    CON, DEX
    PP

    5

    Type

    Ice

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You blow a gust of freezing cold air at a creature in range. Make a ranged attack roll, dealing 1d12 + MOVE ice damage on a hit. This move scores a critical hit on natural attack rolls of 16 and higher.
  • 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.
  • Psychic
    Heal Pulse
    CON, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You emit a healing pulse that restores a target's HP. Choose a target in range (cannot be yourself). The target regains 4d4 + MOVE hit points.
  • Psychic
    Mirror Coat
    CON, WIS
    3
    Psychic
    40ft
    1 Reaction
    Instantaneous

    Move Power
    CON, WIS
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When subject to a ranged attack, you can attempt to decrease the damage and send some back at the attacker in range. Using this reaction, the damage is decreased by 1d6 + MOVE. If this causes the damage to fall below zero, the attack is deflected and you may make a ranged attack roll to send it back at the attacker for 1d6 + MOVE psychic damage.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Grass
    Leaf Blade
    DEX
    10
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to slash a creature with a sharp leaf. Make a melee attack against a target, dealing 2d8 + MOVE grass damage on a hit. This attack scores a critical on 19 and 20.
  • Ice
    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.
  • 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.
  • 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.
  • Electric
    Volt Switch
    DEX
    3
    Electric
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with a quick, electric strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE electric damage on a hit. After this move is activated, a trainer must switch out the user as a free action.
  • Poison
    Toxic Thread
    DEX
    15
    Poison
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a collection of poisonous threads at a creature in range. Make a ranged attack roll against a target, covering them with threads on a hit. So long as the threads make contact with the target, the target is poisoned and its speed is reduced by 10. This move is stackable to any amount however the poison effect does not affect the target more than once. If this reduction in speed causes their speed to be 0, the target is restrained. The target may use an action to remove the threads from its body, healing the poisoned status.
  • Grass
    Energy Ball
    DEX
    5
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw in power from nature in a concentrated ball that you send towards a creature. Make a ranged attack, dealing 2d8 + MOVE grass damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Normal
    Hold Back
    DEX
    10
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with force, but contain your strike to a glancing blow, leaving a creature conscious. Make a melee attack on a target, dealing 1d6 + MOVE normal damage on a hit. This attack will always leave its target with 1 hp if it would otherwise cause the target to faint.
  • Bug
    Signal Beam
    DEX
    10
    Bug
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A flashing beam strikes a creature in range. Make a ranged attack roll against a creature, dealing 1d12 + MOVE bug damage on a hit. On a natural attack roll of 19 or 20, the beam confuses the target.
  • Dark
    Knock Off
    DEX
    10
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You touch a creature with your electrified cheeks, sending electricity coursing through their veins. Make an attack roll against a creature. On a hit, the target takes 1d4 + MOVE electric damage and is forced to make a CON save against your Move DC, becoming paralyzed on a failure.
  • Flying
    Acrobatics
    DEX
    5
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You nimbly attack a target with acrobatic prowess. Make a melee attack, dealing 3d6 + MOVE flying damage on a hit. If you are holding an item when you activate this move, the damage is halved.
  • Dark
    Snatch
    DEX
    5
    Dark
    30ft
    1 Reaction
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Dark

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    You call upon dark energy to steal an effect from a creature. When a creature in range activates a move with a positive effect on itself (curing negative status effect, boosting stats, healing, etc.), force it to make a WIS save against your Move DC. On a failure, you gain the positive effect and the target's move fails.
  • Grass
    Frenzy Plant
    DEX
    3
    Grass
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a whirlwind of jagged branches and razor sharp leaves that batter all creatures in a 30 foot circle, centered on you. All creature caught in the flurry must make a DEX saving throw against your Move DC, taking 3d8 + MOVE grass damage on a failure, and half as much on a success. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • Normal
    Egg Bomb
    DEX
    5
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a hard egg at a creature that explodes on impact. Make a ranged attack on a creature, doing 4d4 + MOVE normal damage on a successful hit.
  • Grass
    Needle Arm
    DEX
    10
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your arms turn to jagged, thorny needles as you strike a creature. Make a melee attack on a creature, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is a 15 or more, the target flinches.
  • Electric
    Electro Ball
    DEX
    5
    Electric
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl an electric orb at a target in range. Make a ranged attack roll, dealing 1d6 + MOVE electric damage on a hit. Compare the target and user's highest speed type (walking, flying, etc.). If the user's speed is higher, roll the next tier's damage dice for this move. In the case of level 17 or higher, double the damage dice.
  • Grass
    Magical Leaf
    DEX
    5
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a sharp, magical leaf that strikes a creature. This move is guaranteed to hit for 1d6 + MOVE grass damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • 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.
  • Water
    Bubble
    DEX
    15
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a series of quickly moving bubbles at a target. Make three ranged attacks, doing 1d4 water damage on each successful hit.
  • Normal
    Covet
    DEX
    15
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with quick and sticky hands. Make a melee attack roll against a creature, doing 1d10 + MOVE normal damage on a hit. On a successful attack, you steal the creatures held item if you are not currently holding one.
  • Flying
    Gust
    DEX
    20
    Flying
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Flying

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a strong wind that batters a target in range. Make a ranged attack, doing 1d6 + MOVE flying damage on a hit.
  • Ice
    Ice Shard
    DEX
    15
    Ice
    50ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You flash freeze chunks of ice and quickly hurl them at a creature. As a bonus action, you fire a shard of ice at a creature in range. Make a ranged attack roll, dealing 1d4 ice damage on a hit.
  • Poison
    Cross Poison
    DEX
    10
    Poison
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dive at a creature with such speed that it is impossible for them to avoid. This move is guaranteed to hit for 1d6 + MOVE flying damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Flying
    Air Slash
    DEX
    10
    Flying
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash at a creature with a blade of sharp air. Make a ranged attack on a creature, dealing 1d12 + MOVE flying damage on a hit. On a natural attack roll of 15 or higher, the target flinches.
  • Bug
    Twineedle
    DEX
    5
    Bug
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    CON Save


    You turn your melee attack into a playful tickle. As a bonus action at the end of a turn in which you used a melee attack, force a creature to make a CON saving throw against your Move DC. On a failure, the target flinches.
  • Bug
    U-Turn
    DEX
    3
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with a quick strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE bug damage on a hit. After this move is activated, a trainer must switch out the user as a free action.
  • Rock
    Accelerock
    DEX
    15
    Rock
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Rock

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You smash into a target at high speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 rock damage on a hit.
  • Electric
    Shock Wave
    DEX
    10
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A burst of electric energy glides forward, striking anything in a 15 foot cone. This move is guaranteed to hit all creatures caught in the wave for 1d4 + MOVE electric damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Bug
    Silver Wind
    DEX
    3
    Bug
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target with a battering wind of silver dust. Make a ranged attack roll against a creature, doing 1d10 + MOVE bug damage on a hit. On a natural roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
  • Grass
    Bullet Seed
    DEX
    15
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your fire a series of high-speed seeds at a creature. Make a ranged attack roll, doing 1d4 + MOVE grass 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 grass damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Bug
    First Impression
    DEX
    5
    Bug
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You make quite the entrance, quickly attacking a creature. This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 2d8 + MOVE bug damage on a hit.
  • Grass
    Leech Seed
    DEX
    5
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a seed at a creature in range that implants itself in their hide. Make a ranged attack roll. On a hit, a seed implants into their skin. The target takes 1d4 grass damage at the end of each of its subsequent turns until it faints or is switched out. Half of the damage is restored by the attacker, or any other active creature the trainer has in battle, even if the original attacker faints or is returned to its Pokéball. Only one creature can be seeded by the attacker at a time. Grass-type creatures are immune to the damage from this move.
  • Fighting
    Vacuum Wave
    DEX
    20
    Fighting
    25ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Fighting

    Range

    25ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You whirl your fists with a fast attack that pushes a quick burst of wind at a creature in range. Make a ranged attack on a creature, dealing 1d4 fighting damage on a hit.
  • Ice
    Powder Snow
    DEX
    15
    Ice
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a blast of cold snow at a creature. Make a ranged attack roll on a creature, doing 1d6 + MOVE ice damage on a hit. If the natural attack roll is 18 or higher, the target is frozen.
  • Fire
    Mystical Fire
    DEX
    5
    Fire
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Fire

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a pair of mystical flames that dance around a target, dealing damage. Make a ranged attack roll against a target, dealing 1d12 + MOVE fire damage on a hit. If the target is hit with this attack, any attack roll it makes before the end of its next turn is rolled at disadvantage.
  • 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
    Extreme Speed
    DEX
    15
    Normal
    Melee
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You rush to attack with incredible speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d6 normal damage on a hit.
  • Bug
    Lunge
    DEX
    10
    Bug
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You make a lunge at the target, attacking with full force.  Make a melee attack, doing 2d6 + MOVE bug damage on a hit.  If the natural attack roll is 15 or more, the target has disadvantage on its next attack.
  • Flying
    Pluck
    DEX
    10
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You peck at a target, attempting to grab their held berry. Make a melee attack on a creature, dealing 1d10 + MOVE flying damage on a hit. On a hit, if the target is holding a berry, you swallow it immediately and gain its effect.
  • Poison
    Gunk Shot
    DEX
    3
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a wad of icky gunk at a creature. Make a ranged attack, dealing 1d10 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • Bug
    Leech Life
    DEX
    5
    Bug
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to suck away some of a creature's life force. Make a melee attack roll, doing 2d6 + MOVE bug damage on a hit. Half of the damage done is restored to the user.
  • Water
    Water Shuriken
    DEX
    10
    Water
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a barrage of sharp shurikens at a target. Make a ranged attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another shuriken strikes the target for an additional 1d4 water damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • 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.
  • Fighting
    Sky Uppercut
    DEX
    3
    Fighting
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a devastating uppercutting fist that continues to strike skyward with force. Make a ranged attack roll against a creature, dealing 2d6 + MOVE fighting damage on a hit. This move can target creatures in the invulnerable stages of Fly, Bounce and Sky Drop, if the target used that move within range.
  • Dark
    Thief
    DEX
    15
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You lash out with a quick attack that may steal a creature's held item. Make a melee attack against a creature, doing 1d10 + MOVE dark damage on a hit. If the user does not have an item held, the target must make a DEX save against your Move DC or have their item stolen by the user.
  • Flying
    Air Cutter
    DEX
    15
    Flying
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a gust of razor-like wind to slash a creature. Make a ranged attack against a creature, doing 1d10 + MOVE flying damage on a hit. This move scores a critical hit on 19 and 20.
  • Electric
    Discharge
    DEX
    10
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You let loose a flare of electricity in a 20 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by 5 or more, it is paralyzed.
  • 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.
  • 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.
  • 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.
  • 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.
  • Fairy
    Moonblast
    DEX, CHA
    10
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a powerful moonbeam that strikes a creature. Make a ranged attack on a target in range, dealing 2d8 + MOVE fairy damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.
  • Electric
    Eerie Impulse
    DEX, CHA
    3
    Electric
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    Your body generates a strange pulsating sound that can disrupt creature's ability to attack. When you activate this move, any creature within 30 feet of you must make a CON saving throw against your Move DC. Any creature that fails flinches for 1d4 rounds.
  • Ghost
    Spirit Shackle
    DEX, CHA
    5
    Ghost
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You employ dark energy to stitch a creature's shadow to the ground.  Make a ranged attack, dealing 2d6 + MOVE ghost damage on a hit.  On hit, the target is unable to flee or switch out while the user remains in battle.
  • Normal
    Present
    DEX, CHA
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out at a target with an aggressive dance.  Make a melee attack, dealing 2d8 + MOVE damage on a hit. Revelation Dance deals damage with a different type depending on the style of Oricorio: | Style | Damage Type | |:---:|:-----------:| | Baile Style | Fire | | Pom-Pom Style | Electric | | Pa'u Style | Psychic | | Sensu Style | Ghost |
  • Normal
    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.
  • Fairy
    Fairy Wind
    DEX, CHA
    15
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    15

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stir up a series of vicious fairy winds that fly towards a creature in range. Make a ranged attack roll against a target, dealing 1d6 + MOVE fairy damage on a hit.
  • Fairy
    Draining Kiss
    DEX, CHA
    5
    Fairy
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fairy

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to zap the target's energy with a kiss. Make a melee attack roll on a creature, dealing 1d8 + MOVE fairy damage on a hit. The user is then healed for half the damage dealt.
  • Fire
    Fiery Dance
    DEX, CHA
    5
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You dance and flap your wings, sending flames in a 30 foot circle, centered on you. Anyone caught in the blaze must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, double the MOVE modifier when adding damage
  • Rock
    Power Gem
    DEX, CHA
    10
    Rock
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of light bursts out of your gemstone, damaging a creature in range. Make a ranged attack, dealing 2d6 + MOVE rock damage on a hit.
  • 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.
  • Fairy
    Dazzling Gleam
    DEX, CHA
    5
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You emit a powerful flash that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE fairy damage on a failure, or half as much on a success.
  • Grass
    Petal Dance
    DEX, CHA
    5
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dance around, releasing a flurry of sharp leaf attacks against a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. On the following turn, you may choose to use this action again to hit automatically, but if you do, you become confused at the end of your turn.
  • Fairy
    Play Rough
    DEX, CHA
    5
    Fairy
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Fairy

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You spew poisonous sludge at a target creature in range. Make a ranged attack, doing 1d10 + MOVE poison damage on a hit. The creature must make a CON save against your Move DC or become poisoned.
  • Poison
    Venom Drench
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You drench a creature with an odd, poisonous liquid. Force a creature to make a CON save against your Move DC, becoming poisoned on a failure. If the target is already poisoned, this move automatically hits, causing the creature to now take double the base poison damage at the end of each of its turns.
  • Poison
    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.
  • 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.
  • Poison
    Sludge Bomb
    DEX, CON
    5
    Poison
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a wave of poisonous sludge at a creature in range. Make a ranged attack, dealing 2d8 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the target is poisoned.
  • Water
    Muddy Water
    DEX, CON
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a stream of muddy water at a creature in range. Make a ranged attack against a creature, dealing 2d8 + MOVE water damage. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack.
  • Grass
    Spore
    DEX, CON
    3
    Grass
    Melee
    1 Reaction
    Instantaneous

    Move Power
    DEX, CON
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    When you are targeted by a melee attack, you can use your reaction to release a spore that attempts to put your attacker to sleep. The creature must make a CON save against your Move DC, falling asleep on a fail.
  • Poison
    Acid Spray
    DEX, CON
    10
    Poison
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


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

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drench a creature in poisonous liquid. Make a ranged attack on a creature, dealing 1d10 + MOVE poison damage on a hit. If the target is already poisoned, double the dice roll for the damage
  • 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.
  • Fighting
    Counter
    DEX, STR
    5
    Fighting
    Melee
    1 Reaction
    Instantaneous

    Move Power
    DEX, STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    When you are hit by a melee attack, you can use your reaction to make a melee attack against the creature, doing 1d4 + MOVE fighting damage on a successful hit.
  • Psychic
    Psycho Cut
    DEX, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


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

    Move Power
    DEX, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute, concentration

    Save

    -


    When you activate this move, a sword appears and dances around you, increasing your AC by 1. As a bonus action on a future turn, you may drop concentration to release this sword and roll a ranged attack at a target within 30 feet of you, dealing 2d6 + MOVE normal damage on a hit.
  • Normal
    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.
  • Ghost
    Shadow Punch
    DEX, WIS
    5
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a punch from the surrounding shadows, unavoidable by any creature. This move is guaranteed to hit for 1d6 + MOVE ghost damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Ghost
    Shadow Force
    DEX, WIS
    3
    Ghost
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Ghost

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and prepare to surprise a target with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use may your action to reappear at a point within range and make a melee attack against a creature, with advantage, dealing 4d6 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Dark
    Night Daze
    DEX, WIS
    5
    Dark
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Dark

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A pitch black shockwave of dark energy rushes towards a target. Make a ranged attack roll, dealing 2d6 + MOVE dark damage on a hit. If the natural attack roll is 13 or more, the target rolls its next attack with disadvantage. If it activates a move that requires a saving throw, the target(s) have advantage on the roll.
  • Ghost
    Lick
    DEX, WIS
    15
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    15

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You reach out and lick a target. Make a melee attack roll. On a hit, do 1d6 + MOVE ghost damage. On a natural attack roll of 18 or higher, the target becomes paralyzed.
  • Ghost
    Shadow Sneak
    DEX, WIS
    20
    Ghost
    15ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    20

    Type

    Ghost

    Range

    15ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You extend your shadow to strike a creature from behind. As a bonus action, you can control your shadow to make a ranged attack roll against a target within range dealing 1d4 ghost damage on a hit.
  • Ground
    Thousand Arrows
    DEX, WIS
    5
    Ground
    100ft
    1 Action
    Instataneouus

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instataneouus

    Save

    DEX Save


    You summon forth a volley of green arrows to pierce creatures in range. All creatures in a 30 ft radius, centered on a point within range, must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a hit, or half as much on a save. Flying-type creatures or ones with Levitate, Magnet Rise, or similar ability CAN be hit by this move. Any creature that fails the saving throw falls to the ground and is now "grounded". Grounded creatures are susceptible to to ground-type moves until they raise up, regardless of their type or ability.
  • Ghost
    Phantom Force
    DEX, WIS
    3
    Ghost
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You disappear from view and prepare to surprise your target with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use your action to reappear and make a melee attack against a creature, with advantage, dealing 2d8 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Ghost
    Spectral Thief
    DEX, WIS
    5
    Ghost
    100ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You succumb to darkness and transport yourself into a creature's shadow. Immediately teleport to a point in range and make a melee attack on a creature. On hit, you steal all positive stat changes affecting the creature and deal 4d6 + MOVE ghost damage.
  • 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.
  • Ground
    Thousand Waves
    DEX, WIS
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    A wave of green energy courses through the battlefield in a 60 foot cone, centered on you. Any creature caught in the wave must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success. Any creature that fails the saving throw cannot flee or be switched out as long as you remain in battle.
  • Fire
    Will-O-Wisp
    DEX, WIS
    10
    Fire
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Fire

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a sinister, white-hot flame at a creature attempting to inflict a burn. Make a ranged attack roll on a target, causing burn on a hit.
  • Dark
    Torment
    DEX, WIS
    3
    Dark
    30ft
    1 Reaction
    Instantaneous

    Move Power
    DEX, WIS
    PP

    3

    Type

    Dark

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    You send a dark energy to torment a creature in range that attacks you. When hit by a melee or ranged attack, force the target to make a WIS saving throw against your Move DC. On a failure, the target cannot use the same move that hit you on its next turn.
  • Psychic
    Prismatic Laser
    DEX, WIS
    5
    Psychic
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You emit a sinister ray that explodes out from you in a 100 foot line, 5 feet wide.  All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ghost damage on a failure or half as much on a success.  This attack ignores any of the creatures abilities that would affect the user's ability to hit or deal full damage.
  • Ghost
    Astonish
    DEX, WIS
    10
    Ghost
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Ghost

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You startle a creature with a loud shout . Make a ranged attack roll against a creature doing 1d6 + MOVE ghost damage on a hit. On a natural attack roll of 15 or more, the target flinches.
  • Psychic
    Speed Swap
    INT, WIS
    5
    Psychic
    40ft
    1 Action
    1 minute

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


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

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Psychic
    Psychic
    INT, WIS
    5
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    INT, WIS
    PP

    5

    Type

    Ghost

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You target a creature in range with a sinister ray of ghostly light. Make a ranged attack against a creature. On a hit, they become confused.
  • Psychic
    Psyshock
    INT, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Psychic
    Confusion
    INT, WIS
    15
    Psychic
    50ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    15

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to enter the mind of a target and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.
  • Fighting
    Hammer Arm
    STR
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a target with a fierce blow. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. If a target is immune to the damage from critical hits, halve the damage dealt by this attack.
  • Ground
    Magnitude
    STR
    5
    Ground
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    3

    Type

    Steel

    Range

    30ft

    Move Time

    1 Action

    Duration

    2 turns

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR
    PP

    5