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Based on: 12/20/2020

  • 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.
  • 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.
  • Fire
    Mind Blown
    DEX, CON
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    DEX Save


    When you use this move, you charge up an intense power within your body. On your next turn's action, if you keep your concentration, you unleash an ultracold, freezing wind in a 60 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by 5 or more, it is burned.
  • Dragon
    Roar of Time
    STR, WIS
    3
    Dragon
    Self
    1+1D4 Actions, Recharge
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1+1D4 Actions, Recharge

    Duration

    Instantaneous

    Save

    WIS Save


    You unleash a roar that has the power to distort time. All creatures within 40 feet of you must make a WIS save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. For any creature that failed the save by 5 or more, you may immediately take another action against them. Roar of Time may not be used as one of the additional actions. This move drains you of energy, and you may not make any attack until after the end of your next turn.
  • 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
    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.
  • Ghost
    Spite
    WIS
    3
    Ghost
    30ft
    1 Reaction
    Instantaneous

    Move Power
    WIS
    PP

    3

    Type

    Ghost

    Range

    30ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    When hit with an attack, you can spend a reaction to attempt to drain the attacker's PP, if they are in range. Force the attacker to make a WIS save against your Move DC. On a fail, roll a d4. The PP of the move that attacked you is decreased by that number.
  • Fighting
    Cross Chop
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crush a creature with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.
  • 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.
  • Grass
    Synthesis
    CON
    3
    Grass
    Self
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    3

    Type

    Grass

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You coil up and concentrate your power. For the duration, gain +1 to your attack rolls, damage rolls, and AC.
  • Fighting
    Dynamic Punch
    STR, DEX
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a twirling punch that confuses a creature. Make a melee attack roll against a creature, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.
  • Ghost
    Ominous Wind
    WIS, DEX
    3
    Ghost
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, DEX
    PP

    3

    Type

    Ghost

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stir up a gust of repulsive wind that strikes a creature in range. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. On a natural attack roll of 19 or 20, increase all of your ability scores by +1 while you remain in battle.
  • Water
    Hydro Cannon
    STR, DEX
    3
    Water
    Self
    1 Action, Recharge
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    DEX, WIS
    PP

    3

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You quickly summon a trap of sharp rocks that hurts a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack, dealing 1d8 + MOVE rock damage to the incoming creature on a hit.
  • Psychic
    Telekinesis
    WIS, INT
    3
    Psychic
    20ft
    1 Action
    3 rounds

    Move Power
    WIS, INT
    PP

    3

    Type

    Psychic

    Range

    20ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You use your psychic power to attempt to hold a creature above the ground, making it vulnerable to attacks. Force a creature in range to make a CON save against your Move DC. On a failure, the creature is grappled and restrained for the duration, unable to release itself as long as you hold your concentration. While grappled, the creature is considered "Raised".
  • Normal
    Refresh
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    5 rounds

    Save

    -


    You change the weather to harsh sunlight for 5 rounds.
  • Normal
    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.
  • 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.
  • Dragon
    Clanging Scales
    STR, WIS
    3
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You heighten your focus and unleash it upon a creature. Make a ranged attack, dealing 2d10 + MOVE fighting damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Bug
    Bug Buzz
    DEX, CHA
    3
    Bug
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    3

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Searing hot flames lick out at creatures in a 20 foot circle, centered on you. Any creature in range must make a DEX save against your Move DC, taking 4d4 + MOVE fire damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it is burned.
  • Psychic
    Role Play
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to copy a creature's abilities for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, replace one of your own current abilities with one of theirs.
  • Fire
    Inferno
    STR, DEX
    3
    Fire
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Rock

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    PP

    3

    Type

    Grass

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a devastating flow of energy in a 100 foot long line, 5 feet wide. Each creature caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE dragon damage on a fail, and half as much on a save.
  • Poison
    Baneful Bunker
    3
    Poison
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Poison

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Steel

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash a beam of energy in a 80 foot line, 5 feet wide.  All creatures in its path must make a DEX save against your Move DC, taking 5d4 + MOVE fairy damage on a hit, or half as much on a save.  After activating this move, your next attack is rolled at disadvantage. If the next attack requires a saving throw, the target(s) has advantage.
  • 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.
  • 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
    Explosion
    3
    Normal
    80ft
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 minute

    Save

    -


    You go into a fit of rage, attacking with relentless fury. While you are raging, you gain +1 on all damage rolls (only once per move), have resistance to normal damage, and have advantage on all Strength checks. Your rage ends if you drop concentration or if your turn ends and you have not attacked a hostile target since your last turn, or taken any damage since then.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Fire
    Fusion Flare
    STR
    3
    Fire
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Fire

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a gigantic fireball that strikes down from the heavens in a 60 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE fire damage on a failure, or half as much on a success. If Fusion Bolt was already used this round, double the damage dealt. Fusion Flare may be used to thaw out the user from the frozen status before attacking.
  • Fire
    Sacred Fire
    STR, DEX
    3
    Fire
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a devastating, concentrated blast of flame at a single target in range. Make a ranged attack roll, doing 5d6 + MOVE fire damage on a hit. If the natural attack roll is 10 or more, the target is burned.
  • Flying
    Sky Attack
    STR, DEX
    3
    Flying
    80ft
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    3

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    When you use this move, you flap your wings menacingly and prepare to strike a creature within range. On your next turn's action, if you keep your concentration, you dive at a creature in range, ignoring your flying speed and any opportunity attacks you may incur. Make a melee attack roll, doing 3d8 + MOVE flying damage on a hit.
  • Normal
    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.
  • Electric
    Zap Cannon
    STR, DEX
    3
    Electric
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire out an extreme blast of pure electric energy at a creature. Make a ranged attack against a target in range, doing 2d10 + MOVE electric damage. If the natural attack roll is 15 or higher, the target is paralyzed.
  • 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
    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.
  • 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
    Skull Bash
    STR
    3
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    STR Save


    When you use this move, you lower your head and prepare to strike a target within range. On your next turn's action, if you keep your concentration, you charge at a creature in range, ignoring your walking speed and any opportunity attacks you may incur. Make a melee attack roll, doing 5d4 + MOVE normal damage on a hit. A creature hit with this attack must succeed on a STR saving throw against your Move DC or be knocked prone.
  • Rock
    Stone Edge
    STR
    3
    Rock
    60ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    The earth moves beneath a target's feet as sharp stone pierce through the ground underneath them. Creatures in a 10 foot radius centered on a point you choose in range must make a DEX save against your MOVE DC, taking 4d4 + MOVE rock damage on a fail, or half as much on a save.
  • 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.
  • Dark
    Punishment
    STR, WIS
    3
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send dark energy to punish a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target is currently under the influence of a move or ability that boosts its attack, damage, or AC, increase the damage by one damage dice for each effect.
  • Ghost
    Grudge
    WIS, CHA
    3
    Ghost
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    When you take damage from a move that reduces you to zero hit points, you may use your reaction to force the attacker to make a WIS saving throw against your Move DC. On a failure, all PP from the move that caused you to faint is depleted .
  • Normal
    Wring Out
    STR
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Electric

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You send down a powerful strike of lightning from the heavens, surrounding an area of the battlefield with surging electricity. Any creature caught in a 20 foot radius, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE electric damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, it becomes paralyzed.
  • 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.
  • Fire
    Blue Flare
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You unleash an intense and beautiful line of blue flames in a 50 foot line, 5 feet wide. Any creature caught in the line must make a DEX save against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, they are burned.
  • Normal
    Morning Sun
    WIS, CHA
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of sunlight shines upon you, basking you in healing light. The user gains 2d12 + MOVE hit points. If this move is activated at night, halve the total healing.
  • Normal
    Retaliate
    STR, DEX
    3
    Normal
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You rush to avenge a fallen ally. When a creature causes an ally to faint, you may move up to your speed to immediately rush forward and make a melee attack roll on the target, dealing 1d12 + MOVE normal damage on a hit.
  • Psychic
    Skill Swap
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to swap abilities with a creature for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, choose which abilities to switch for the duration.
  • Fire
    Burn Up
    STR, DEX
    3
    Fire
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    DEX, CHA
    PP

    3

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You send a surge of powerful water towards creatures in a 80 foot line, 5 feet wide. Creatures caught in the blast must succeed on a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failed save, and half as much on a success.
  • Electric
    Fusion Bolt
    STR
    3
    Electric
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Electric

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You summon a gigantic lightning bolt that strikes down from the heavens in a 60 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE electric damage on a failure, or half as much on a success. If Fusion Flare was already used this round, double the damage dealt.
  • Fairy
    Moonlight
    WIS, CHA
    3
    Fairy
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of moonlight shines upon you, basking you in healing light. The user gains 2d12 + MOVE hit points. If this move is activated during the day, halve the total healing.
  • Fighting
    Mat Block
    3
    Fighting
    Self
    1 Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Fighting

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You conjure up a ethereal, protective mat to shield you and your allies. Until the end of your next turn, any ally creature within 15 feet of you (including you) is immune to damage from damaging moves. Status-inducing moves can still affect their targets.
  • Bug
    Struggle Bug
    STR, DEX
    3
    Bug
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Bug

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You resist an attack, fighting back against a creature. When hit by a melee attack, you may use a reaction to immediately retaliate with an attack roll of your own, dealing 1d6 + MOVE bug damage on a hit.
  • Water
    Water Spout
    STR, DEX
    3
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a hyperspace portal that allows you to instantly teleport to a creature in range and strike out with a melee attack. This move is guaranteed to hit for 2d6 + MOVE psychic damage. Reactions that negate damage such as Protect or Detect cannot be used.
  • 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.
  • 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.
  • Fighting
    Final Gambit
    STR
    3
    Fighting
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You risk everything and use your own life force to damage a creature in range. When you activate this move, you faint, and force a target in range to make a CON save against your Move DC. The target takes an amount of fighting damage equal to your remaining HP on a failure, or half as much on a success
  • Normal
    Protect
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You summon forth a meteor shower that rains down onto the battlefield. All creatures in a 20 foot circle, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE dragon damage on a hit, or half as much on a save. After activating this move, your next attack is rolled at disadvantage. If that attack requires a saving throw, the target has advantage.
  • Fire
    Blast Burn
    STR, DEX
    3
    Fire
    50ft
    1 Action, Recharge
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fire

    Range

    50ft

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    DEX Save


    Explosive projectiles rain down upon creatures in a 10 foot radius, centered on a point within range. Any creature caught in the blast must make a DEX save against your Move DC, taking 3d8 + MOVE fire damage on a fail and half as much on a success. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • Psychic
    Power Swap
    WIS, INT
    3
    Psychic
    40ft
    1 Bonus Action
    1 round

    Move Power
    WIS, INT
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    WIS Save


    As a bonus action, force a creature in range to make a WIS save against your Move DC. On a failure, you employ your psychic power to swap a single ability score with a creature until the end of their next turn, for purposes of attack and damage rolls.
  • Normal
    Mean Look
    STR, CHA
    3
    Normal
    50ft
    1 Action
    3 rounds

    Move Power
    STR, CHA
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    WIS Save


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

    Move Power
    STR, CON
    PP

    3

    Type

    Fire

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    With a roar, flames burst from your body in a 30 foot circle, centered on you. Any creature in range must roll a DEX saving throw against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.
  • Normal
    Last Resort
    STR, DEX
    3
    Normal
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, choose a creature in range that has not yet taken its turn in the current round. The target must immediately take its turn now, and return to normal initiative order in the next round.
  • Dragon
    Outrage
    STR
    3
    Dragon
    Melee
    1 Action
    3 rounds

    Move Power
    STR
    PP

    3

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Rock

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
  • 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.
  • 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.
  • Ghost
    Destiny Bond
    WIS, CHA
    3
    Ghost
    100ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    3

    Type

    Ghost

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You create a dark, internal bond with a creature. Select a target in range, who must make a WIS save against your Move DC. On a fail, half of any damage dealt to the user is also dealt as typeless damage to the target creature.
  • 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.
  • 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.
  • Ice
    Blizzard
    STR, DEX
    3
    Ice
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Ice

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


    You charge at a creature with every ounce of your power. Make a melee attack, dealing 3d8 + MOVE normal damage on a hit. This move cannot be used on consecutive turns by the same creature.
  • 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.
  • Fairy
    Nature's Madness
    WIS, CHA
    3
    Fairy
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Fairy

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You harness all the power of nature and send it at a creature in range. The target must make a CON save against your Move DC. On a failed save, the target loses half their current HP (minimum of 1 damage).
  • Psychic
    Magic Coat
    WIS, CON
    3
    Psychic
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    A flash of magical energy forms between you and a creature, reflecting negative energy back at an attacker in range. When an attack from a creature causes you to suffer from a negative status condition, they are also affected by the same condition.
  • 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.
  • Steel
    Metal Burst
    STR, DEX
    3
    Steel
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Steel

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You lash out in retaliation with a bust of harsh metal shards. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of steel type damage back at your attacker (maximum of 5x your current level).
  • 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.
  • Water
    Steam Eruption
    STR, DEX
    3
    Water
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You shoot out a cone of intensely hot steam from your body, immersing creatures in range. Any creature in the area must make a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it becomes burned.
  • 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.
  • Dark
    Hyperspace Fury
    STR, DEX
    3
    Dark
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Dark

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Using your many arms, you send a barrage of three balls of furious energy at any creature(s) in range. Each ball automatically deals 1d6 dark damage to any creature(s) you choose. Reactions that negate damage such as Protect or Detect cannot be used. After activating this move, any attacks against you, until the beginning of your next turn, are rolled at advantage.
  • Dragon
    Spacial Rend
    STR, WIS
    3
    Dragon
    Self
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    3

    Type

    Dragon

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a powerful shockwave that tears through creatures and the space around them. All creatures within 30 feet of you must make a CON save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become uncontrollable and are sucked into the Ethereal Plane until the beginning of your next turn, appearing in the same location when they return.
  • Normal
    Encore
    WIS, CHA
    3
    Normal
    100ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    3

    Type

    Normal

    Range

    100ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    WIS Save


    After being targeted by a move, force a creature to make a WIS save against your Move DC as a reaction. On a fail, no other move may be activated by the target creature until after the end of its next turn.
  • 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.
  • Grass
    Leaf Storm
    STR, DEX
    3
    Grass
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Grass

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You whip up a powerful storm of leaves in a 40 foot circle, centered on a point within range. All creatures in the area must make a DEX save against your Move DC, taking 5d4 + MOVE grass damage on a fail, or half as much on a success. After activating this move, you are sapped of energy. Any move you activate before the end of you next turn deals half its normal damage.
  • Fighting
    Revenge
    STR, DEX
    3
    Fighting
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You invoke a fight within to retaliate against a creature that damages you. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of fighting type damage back at your attacker (maximum of 5x your current level).
  • Poison
    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.
  • 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.
  • Normal
    Endeavor
    WIS, CON
    3
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    When you activate this move, select a creature in range. the target must make a WIS saving throw against your Move DC. On a failure, the target's current HP is reduced to be equal to your own. The hit point reduction can be no more than 5x the target's level. This move can not be used in the first round of combat.
  • Normal
    Self-Destruct
    STR
    3
    Normal
    Self
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a massive explosion in a 30 foot radius, fainting immediately before the damage is dealt. Creatures in the area must make a DEX save against your Move DC. If your creature has at least half its hit points left, anyone in range takes 5d6 + MOVE normal damage on a fail, or half as much on a success. If your creature has less than half of its hit points left, the damage is halved for a failed save, and quartered for a success.
  • 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.
  • 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.
  • Rock
    Rock Wrecker
    STR
    3
    Rock
    40ft
    1 Action, Recharge
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action, Recharge

    Duration

    Instantaneous

    Save

    -


    You summon a huge boulder and launch it at a target in range. Make a ranged attack, dealing 3d10 + MOVE rock damage on a hit. This move saps you of energy, and may not activate it again until after the end of your next turn.
  • 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.
  • Dark
    Sucker Punch
    STR, DEX
    3
    Dark
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Dark

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You lay in a quick punch before a creature has a chance to attack. When targeted by a melee attack, you may use your reaction to attempt to strike a creature before its attack is rolled. Make a melee attack, dealing 1d6 + MOVE dark damage on a hit.
  • Normal
    Noble Roar
    STR, CHA
    3
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    STR, CHA
    PP

    3

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You let out a stunning roar that intimidates a target. When targeted by an attack, use this reaction to impose disadvantage on the attack roll.
  • Rock
    Head Smash
    STR
    3
    Rock
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Rock

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You lower your head to deliver a dangerous headbutt. Make a melee attack, dealing 3d8 + MOVE rock damage on a hit. On a hit, the user takes 1/2 the damage dealt in typeless recoil.
  • 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
    Pursuit
    STR, DEX
    3
    Dark
    40ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    3

    Type

    Dark

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    As a reaction, when a creature is fleeing or is switched out by their trainer, you may make a ranged attack roll against it, doing 1d6 + MOVE dark damage on a hit.
  • 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.
  • 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.
  • 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.
  • Fighting
    Close Combat
    STR
    3
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    3

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You get in close for a devastating strike, sacrificing your defenses. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. After activating this move, the target has advantage on any attack it makes against you before the beginning of your next turn.
  • 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.
  • 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.
  • 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).
  • Water
    Aqua Tail
    STR, DEX
    5
    Water
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You shake the ground with an earth-shattering quake. All creature in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. Roll a d100 on the table below to determine damage. Raised creatures are immune to the effects and damage of this move. - | d100 | Damage | |:---:|:-----------:| | 01-05 | 1d4+MOVE | | 06-15 | 1d8+MOVE | | 16-35 | 1d10+MOVE | | 36-65 | 1d12+MOVE | | 66-85 | 2d6+MOVE | | 86-95 | 2d8+MOVE | | 96-100 | 2d12+MOVE |
  • Flying
    Dragon Ascent
    STR, DEX
    5
    Flying
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fiercely attack the target using your entire body.  Make a melee attack, dealing 2d8 + MOVE ground damage on a hit.
  • 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.
  • Grass
    Horn Leech
    STR, DEX
    5
    Grass
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CHA, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    CON
    PP

    5

    Type

    Bug

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth your underlings to heal your wounds. Regain 4d4 + MOVE hit points.
  • Dark
    Darkest Lariat
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dangerously swing both arms at a creature in range, ignoring any positive stat changes the target is affected with.  Make a melee attack, dealing 2d6 + MOVE dark damage on a hit.
  • Water
    Sparkling Aria
    DEX, CHA
    5
    Water
    Self
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Water

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    While in battle

    Save

    -


    You sacrifice health for attack. When using this move, decrease your current HP by half your maximum, but increase your Strength score by 10 while you remain in battle. The effect ends if your current HP rises above half your maximum.
  • Electric
    Electrify
    STR, DEX
    5
    Electric
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


    You suddenly surge with electric energy that transfers to your attacker. When hit by a melee attack, you may instantly use your reaction to force the attacker to make a CON save against your Move DC. On a failure, the attacking move's type is changed to "electric".
  • Water
    Brine
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a harsh blast of salt water at a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE water damage on a hit. If the target has less that 50% of its max HP, double the damage dealt.
  • 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.
  • 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.
  • Fighting
    Force Palm
    STR
    5
    Fighting
    Melee, 20ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee, 20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You thrust your palm outward with such strength that a shockwave is sent towards a creature. Make a ranged or melee attack roll, depending on your target. If used as a melee attack, deal 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed. If used as a ranged attack, the damage is halved with no chance to paralyze.
  • Psychic
    Mist Ball
    DEX, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d6 + MOVE ground damage on a hit. This attack scores a critical hit on 19s and 20s.
  • Fire
    Heat Crash
    STR
    5
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You stir up a maelstrom of fire in a 40 foot circle, centered on a point within range, that continues to rage as long as you hold your concentration. Any creature that enters this area for the first time on their turn, or is in that area at the beginning of their turn must make a CON save against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success.
  • Normal
    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.)
  • Steel
    Magnet Bomb
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature with a razor sharp shell. Make a melee attack on a creature, dealing 1d12 + MOVE water damage on a hit. On natural attack rolls of 18 or higher, lower the creatures AC by 1. This decrease may be stacked, up to a maximum of -5 to AC.
  • 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.
  • Normal
    Swords Dance
    DEX, WIS
    5
    Normal
    Self
    1 Action
    1 minute, concentration

    Move Power
    DEX, WIS
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute, concentration

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 1d6 + MOVE normal damage on a hit, causing the target to flinch.
  • Dark
    Foul Play
    STR, WIS
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    5

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CON, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS
    PP

    5

    Type

    Dark

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send the minds of your creatures into a world of darkness, damaging them before putting them to sleep. All creatures within 30 feet of you must make a WIS save against your Move DC, taking 2d10 + MOVE dark damage and falling asleep on a failure, or half as much without falling asleep on a success.
  • Fighting
    Triple Kick
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with three consecutive kicks. Make three melee attack rolls in order, doing 1d4 + MOVE fighting damage on each hit. As soon as one attack misses, the move is over.
  • Dragon
    Dragon Pulse
    DEX
    5
    Dragon
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Dragon

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Powerful electric energy arcs out from you, hitting any creature in a 20 foot radius, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 3d6 + MOVE electric damage on a fail, and half as much on a success. Creatures that fail the saving throw by 5 or more become paralyzed. Creatures in range that are in flight or in the invulnerable stage of Fly or Bounce take double damage from this move.
  • Normal
    Spit Up
    CON, DEX
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a blast of energy that increases in strength the more it is used. Make a ranged attack on a creature, dealing 1d6 + MOVE normal damage on a hit. Increase the damage by your Move modifier for each PP that has been expended for the move, before the move was activated. Using a restorative to regain PP resets the damage for this attack.
  • Flying
    Sky Drop
    STR, DEX
    5
    Flying
    Melee
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.
  • 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.
  • Normal
    Slack Off
    5
    Normal
    Self
    1 Action
    2 rounds

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    2 rounds

    Save

    -


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

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You leap into the air to deliver a strong kick to a creature. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
  • Ground
    Mud-Slap
    STR, DEX
    5
    Ground
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You put yourself to sleep, but recover 4d6 + MOVE hit points in the process.
  • 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.
  • Electric
    Charge Beam
    STR, DEX
    5
    Electric
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a beam of electric energy at a creature that has a chance to power you up. Make a ranged attack, dealing 1d8 + MOVE electric damage on a hit. If the natural attack roll is 10 or higher and the attack hits, double your MOVE modifier for the damage of this move and any other move you activate before the end of your next turn.
  • Psychic
    Photon Geyser
    STR, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a tremor in the ground in a 20 foot radius, centered on you. Each creature in the area must succeed on a STR save against your Move DC, taking 4d4 + MOVE ground damage on a fail and be knocked prone. On a success, they take half as much damage and are not knocked prone. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. After the move is activated, the area becomes difficult terrain. Raised creatures are immune to the effects and damage of this move.
  • Fairy
    Misty Terrain
    5
    Fairy
    Self
    1 Action
    3 rounds

    Move Power
    PP

    5

    Type

    Fairy

    Range

    Self

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You cover the ground in a thin, healing mist that surrounds a 120 foot circle, centered on you. For 3 turns, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability.
  • Water
    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.
  • 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.
  • Dark
    Assurance
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature where it already hurts. Make a melee attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target has already taken damage in the same round, double the damage dice.
  • Normal
    Hyper Voice
    DEX, CHA
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a punch from the surrounding shadows, unavoidable by any creature. This move is guaranteed to hit for 1d6 + MOVE ghost damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Steel
    Gyro Ball
    STR, DEX
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    5

    Type

    Dark

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You fake a creature out with superficial tears, lowering their defenses. When activating this move, a target must make a WIS saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.
  • Fire
    Lava Plume
    STR
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR
    PP

    5

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You blow a wind of freezing cold air at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE ice damage on a hit. On a hit, reduce the target's speed by 5 feet. A target reduced to a speed of 0 in this manner becomes frozen. The target may use an action at any time (before becoming frozen) to warm its body, resetting its speed.
  • 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.
  • Dragon
    Core Enforcer
    STR, WIS
    5
    Dragon
    45ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Dragon

    Range

    45ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, WIS
    PP

    5

    Type

    Ghost

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    When you activate this move, you use your action gathering in solar energy to prepare to strike with blades.  On your next turn, if you keep your concentration, use an action to make a melee attack, dealing 2d10 + MOVE grass damage on a hit. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.
  • 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.
  • Fire
    Blaze Kick
    STR, DEX
    5
    Fire
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You thrash about wildly, doing several attacks without control. Make a melee attack roll, doing 1d10 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d10 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of two additional hits. At the end of this attack, you become confused.
  • Steel
    Flash Cannon
    STR, DEX
    5
    Steel
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You gather energy from the light around you and send a concentrated beam towards a creature in range. Make a ranged attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • 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.
  • 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.
  • Ground
    Land's Wrath
    STR
    5
    Ground
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You gather in the natural energy of the land around you and focus it into a sudden eruption of earth in a 40 ft radius, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ground damage on a failure, or half as much on a success.
  • Water
    Origin Pulse
    STR, DEX
    5
    Water
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your body glows a bright and brilliant blue, sending three beams of focused light at any creature(s) in range. Make a ranged attack for each beam, dealing 1d10 + MOVE water damage on each successful hit.
  • Normal
    Razor Wind
    STR, DEX
    5
    Normal
    Self
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    DEX Save


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

    Move Power
    STR, INT
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You pinpoint the perfect place to strike a creature with a horn as strong as steel. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Normal
    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.
  • Fighting
    Flying Press
    STR, DEX
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dive at a creature with quick reaction speed, able to change the type of attack when you reach them. Make a melee attack against a target, dealing 4d4 + MOVE flying OR fighting damage, depending on your choice. STAB can only added to this move if its type is fighting.
  • 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.
  • 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.
  • Flying
    Acrobatics
    DEX
    5
    Flying
    Melee
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Flying

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attack with a jolting slap from your palms. Make a melee attack on a creature, dealing 1d12 + MOVE fighting damage on a hit. If the target is asleep, double your Move modifier when adding damage, but the target automatically wakes up.
  • 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.
  • 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
    Synchronoise
    WIS, CHA
    5
    Psychic
    Self
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into the target with the force of a meteor.  Make a melee attack, dealing 5d6 + MOVE steel damage on a hit.  This move ignores any abilities of the target creature that would decrease its ability to hit or deal full damage.
  • Psychic
    Heart Swap
    WIS, INT
    5
    Psychic
    80ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    Force a creature in range to make a CHA save against your Move DC. On a failure, you employ your psychic power to swap any changes in ability modifiers, AC, attack changes, damage boosts, etc. that are currently in affect on you or the target.
  • 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.
  • Normal
    Egg Bomb
    DEX
    5
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out against a creature with a quick-hitting, hard tail. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Ice
    Avalanche
    STR
    5
    Ice
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send forth a heap of powerful snow to pummel a creature. Make a ranged attack on a target, dealing 1d10 + MOVE ice damage on a hit. If the target has dealt any damage to you since the end of your last turn, double the damage you deal.
  • Psychic
    Psychic Fangs
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    1 round

    Save

    -


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

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to change your offense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, choose either your STR, DEX, or WIS. For the duration, replace the chosen ability score with the average of your current score and the target's score.
  • Normal
    Milk Drink
    CON
    5
    Normal
    10ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    10ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a tasty drink that heals your or an ally's wounds. The recipient gains 2d6 + MOVE hit points.
  • Normal
    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.
  • Poison
    Belch
    STR, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use strength in numbers to attack a creature. Make a melee attack on a creature, and an additional attack for each conscious creature you are currently carrying, doing 1d6 + MOVE dark damage on each hit.
  • Varies
    Judgment
    STR
    5
    Varies
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Varies

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You charge at a creature for a devastating horn attack. Make a melee attack roll, doing 2d10 + MOVE bug damage on a hit. If you moved 20 feet or more straight towards a target, immediately before activating this move, force a creature to make a STR save against your Move DC or be knocked prone.
  • 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.
  • Steel
    Double Iron Bash
    STR
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You punch twice with two devastating slams of your fist. Make two melee attack rolls, doing 1d6 + MOVE steel damage on each successful hit. If any natural attack roll is 16 or higher, the target flinches.
  • 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.
  • 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.
  • Ghost
    Curse
    WIS, CHA
    5
    Ghost
    10ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    5

    Type

    Ghost

    Range

    10ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    This Move has a different effect based on your creature type. If you are ghost-type: You attempt to put a curse on a creature. Force a target in range to make a WIS saving throw against your Move DC. On a fail, the target is cursed. You take 1d6 damage initially and the target takes 1d6 ghost damage at the end of each of its turns for the duration. If you are any other type: You place a curse on yourself. For the duration, your STR and CON scores increase by 2, but your DEX score decreases by 4.
  • 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.
  • Psychic
    Stored Power
    STR, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use your psychic energy to attack with stored power. Make a ranged attack, dealing 1d6 + MOVE psychic damage on a hit. Add an additional damage dice for each stat-changing effect currently applied to the user. (For example, if you or an ally has activated a move(s) that is currently boosting the user's AC, speed, and STAB, add three additional damage dice. A move that affects multiple ability scores is considered "one" effect for this boost)
  • Rock
    Rock Slide
    STR
    5
    Rock
    80ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    Large boulders appear above a target creature in range, crashing down on top of them. The target must make a STR save against your Move DC, taking 1d12 + MOVE rock damage and falling prone on a failed save, and half as much without falling prone on a success.
  • Psychic
    Meditate
    5
    Psychic
    Self
    1 Action
    1 minute

    Move Power
    PP

    5

    Type

    Psychic

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You become one with your inner self. For the duration, you gain +1 to attack rolls and saving throws.
  • Fire
    Shell Trap
    STR, DEX
    5
    Fire
    Self
    1 Bonus Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    Self

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    DEX Save


    You set a shell trap that explodes in a 5ft radius. As a bonus action on the initial activation of this move, you set a trap on yourself. Only one trap may be set at a time. When you are hit by an attack, you can use a reaction to detonate the trap. Creatures within 5 feet of you must succeed on a DEX save against your Move DC, rolling at disadvantage, taking 1d10 + MOVE fire damage on a failure, or half as much on a success.
  • 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.
  • 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).
  • 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.
  • Dark
    Fling
    STR, DEX
    5
    Dark
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sacrifice your held item to throw it a creature. Make a ranged attack. On a hit, the amount of dark damage dealt is equal to the price of the item in the manual, divided by 100 (rounded down), plus STAB (if applicable). After activating this move, on a hit or miss, the item disappears.
  • Ground
    Mud Bomb
    STR, DEX
    5
    Ground
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You throw a hard-packed mud ball at a creature. Make a ranged attack, dealing 1d10 + MOVE ground damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll. If activating a move that requires a save, the target(s) have advantage.
  • Water
    Water Pledge
    STR
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a column of water towards a creature. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • 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
    Weather Ball
    STR, DEX
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a powerful ball of energy that changes type based on the surrounding weather, dealing 1d8 + MOVE damage of that type. |Weather|Type| |:--:|:--: |Harsh Sunlight|Fire |Rain|Water |Sandstorm|Rock |Hail or Snow|Ice |Foggy or Cloudy|Normal
  • 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.
  • Ice
    Ice Beam
    STR, DEX
    5
    Ice
    Self
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ice

    Range

    Self

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You create a 80 foot line of freezing ice, 5 feet wide. Any creature caught in the line must succeed on a DEX save against your Move DC or take 2d8 + MOVE ice damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become frozen.
  • Normal
    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.
  • 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.
  • 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.
  • Psychic
    Imprison
    WIS, INT
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You create psychic walls within the mind of a target in range. Force the target to make a WIS saving throw against your Move DC. On a failure, the target is unable to use any Move it knows that is the same as yours for the duration.
  • 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
    Hurricane
    STR, DEX
    5
    Flying
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You whip up a maelstrom of harsh winds. Each creature in a 30 ft radius, centered on a point within range, must make a STR saving throw against your Move DC, taking 3d6 + MOVE flying damage and knocked prone on a failure, or half as much damage without being knocked prone on a success. Targets that fail the saving throw by 5 or more become confused. If this attack is activated during rain, the targets roll their saving throws with disadvantage. If used during harsh sunlight, the targets roll their saves with advantage.
  • 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
    Bide
    STR, DEX
    5
    Normal
    50ft
    1 Action
    2-3 rounds

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    2-3 rounds

    Save

    -


    You embrace the damage done to you, waiting for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before your next turn. On your next turn, you use your action to lash out at a target with a normal ranged attack, striking them for double the amount of typeless damage you took on a successful hit. At 10th Level, you can choose to hold Bide for a second turn for the chance to add additional damage to the attack.
  • 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.
  • Water
    Octazooka
    STR, DEX
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a blast of ink towards your creatures. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. If the natural attack roll is 18 or more, the target must add -1 to attack rolls for the remainder of this combat.
  • Psychic
    Guard Split
    WIS, INT
    5
    Psychic
    30ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to change your defense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, for the duration, your AC changes to become an average of your current AC and the target's, rounded down.
  • Steel
    Heavy Slam
    STR
    5
    Steel
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Steel

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slam into a creature with your heavy body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE steel damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
  • Steel
    Metal Sound
    STR, DEX
    5
    Steel
    50ft
    1 Action
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You violently whirl your tentacles or vines towards a target. Make a melee attack against a creature, dealing 2d10 + MOVE grass damage on a hit
  • 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.
  • Varies
    Multi-Attack
    STR, DEX
    5
    Varies
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Varies

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike out with inner power, depending on your type. Make a melee attack on a target, dealing 2d8 + MOVE damage of your current type.
  • Ghost
    Hex
    WIS
    5
    Ghost
    50ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Ghost

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a ghostly energy at a creature that does additional damage to those affected by status conditions. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. If the target is affected by a status condition, double your MOVE modifier when adding damage.
  • 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.
  • Ground
    Spikes
    STR, DEX
    5
    Ground
    80ft
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Ground

    Range

    80ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    You set a trap of spikes that hurts creature that come into battle. If a trainer is in range and switches out a creature, you can spend a reaction to make a ranged attack on the incoming creature with spikes that come out of the ground, doing 1d6 + MOVE ground damage on a hit.
  • 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.
  • Psychic
    Trick
    WIS
    5
    Psychic
    Melee
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    5

    Type

    Psychic

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You move quickly to attempt to swap held items with a creature. Make a melee attack roll against a creature, swapping held items with them on a hit.
  • Ground
    Bone Rush
    STR
    5
    Ground
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You rush forward to deliver a series of hard hits against a target. Make a melee attack roll, doing 1d4 + MOVE ground 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 ground 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.
  • 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.
  • Normal
    Attract
    CHA
    5
    Normal
    Self
    1 Reaction
    Instantaneous

    Move Power
    CHA
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    As a reaction, when dealt damage by an attack, you may force the attacker to make a CHA save against your Move DC. On a fail, the creature must roll the damage again and use the lower result.
  • Grass
    Solar Beam
    STR, DEX
    5
    Grass
    Self
    1 Action, Charge
    1 round

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Self

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    DEX Save


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    Self

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You appear smaller to your creatures, increasing your evasion. For the duration, you gain an additional +2 to your AC.
  • 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.
  • Ground
    Earth Power
    STR
    5
    Ground
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You cause the ground beneath a creature to erupt with power. Make a ranged attack, dealing 2d8 + MOVE ground damage on a hit. If the natural attack roll is 19 or 20, the next attack against the target is rolled at advantage.
  • 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.
  • 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.
  • 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.
  • Water
    Liquidation
    STR, DEX
    5
    Water
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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