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Based on: 12/20/2020

  • 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.
  • Psychic
    Mist Ball
    DEX, WIS
    5
    Psychic
    100ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    5

    Type

    Psychic

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire an explosive ball of damaging mist at a creature in range. Make a ranged attack against a target, doing 5d6 + MOVE psychic damage on a hit. If the natural attack roll is higher than 10, the target has disadvantage on any attack it makes before the end of its next turn..
  • Psychic
    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
    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.
  • 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.
  • Normal
    Growl
    CHA, STR
    20
    Normal
    100ft
    1 Action
    1 minute

    Move Power
    CHA, STR
    PP

    20

    Type

    Normal

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You target a creature with an intimidating growl. The creature must make a WIS save against your Move DC. On a fail, it adds -1 to any attack it makes for the duration. This modifier can be stacked if it fails multiple growl saves, up to a maximum of -5.
  • 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.
  • Rock
    Rock Throw
    STR, DEX
    10
    Rock
    100ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Rock

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a rock at a target in range. Make a ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
  • 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.
  • 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.
  • Ground
    Thousand Arrows
    DEX, WIS
    5
    Ground
    100ft
    1 Action
    Instataneouus

    Move Power
    DEX, WIS
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instataneouus

    Save

    DEX Save


    You summon forth a volley of green arrows to pierce creatures in range. All creatures in a 30 ft radius, centered on a point within range, must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a hit, or half as much on a save. Flying-type creatures or ones with Levitate, Magnet Rise, or similar ability CAN be hit by this move. Any creature that fails the saving throw falls to the ground and is now "grounded". Grounded creatures are susceptible to to ground-type moves until they raise up, regardless of their type or ability.
  • Ghost
    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.
  • 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.
  • 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.
  • 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
    Tail Whip
    CHA, DEX
    15
    Normal
    100ft
    1 Action
    1 minute

    Move Power
    CHA, DEX
    PP

    15

    Type

    Normal

    Range

    100ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You shake your tail at a target, distracting it and opening up its defenses. The creature must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple tail whip saves, up to a maximum of +5.
  • Normal
    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.
  • 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.
  • 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.
  • Ground
    Precipice Blades
    STR
    5
    Ground
    100ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    100ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You gather in the natural energy of the land around you and manifest all of the power into fearsome blades of stone. Make three ranged attack rolls against any creature(s) in range, dealing 1d10 + MOVE ground damage on each successful hit.
  • 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.
  • 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.
  • Fire
    Fire Lash
    DEX, WIS
    10
    Fire
    10ft
    1 Action
    1 minute

    Move Power
    DEX, WIS
    PP

    10

    Type

    Fire

    Range

    10ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You strike out at a target in range with a burning lash,  Make a melee attack on a creature, doing 2d6 + MOVE fire damage.  On a successful attack, the targeted creature must make a CON save against your Move DC.  On a fail, allies add +1 to any attack targeted at the creature for the duration.  This modifier can be stacked if it fails multiple Fire Lash saves, up to a maximum of +5.
  • Normal
    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.
  • Electric
    Volt Tackle
    STR, DEX
    10
    Electric
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    15

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to remove all status effects from a target. If a status effect is healed, it also restores the user's current hit points by twice its level. The user of this move cannot target itself.
  • Fire
    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.
  • 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.
  • Grass
    Vine Whip
    STR, DEX
    15
    Grass
    15ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a sharp vine to whip the target with. Make a ranged attack roll, doing 1d6 + MOVE grass damage on a hit.
  • Ghost
    Shadow Sneak
    DEX, WIS
    20
    Ghost
    15ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    20

    Type

    Ghost

    Range

    15ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You extend your shadow to strike a creature from behind. As a bonus action, you can control your shadow to make a ranged attack roll against a target within range dealing 1d4 ghost damage on a hit.
  • 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.
  • 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.
  • Bug
    Lunge
    DEX
    10
    Bug
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You make a lunge at the target, attacking with full force.  Make a melee attack, doing 2d6 + MOVE bug damage on a hit.  If the natural attack roll is 15 or more, the target has disadvantage on its next attack.
  • 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.
  • Poison
    Venoshock
    DEX, CON
    5
    Poison
    15ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    15ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drench a creature in poisonous liquid. Make a ranged attack on a creature, dealing 1d10 + MOVE poison damage on a hit. If the target is already poisoned, double the dice roll for the damage
  • Steel
    Anchor Shot
    STR, DEX
    15
    Steel
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Steel

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt to entangle a target with your anchor chain while attacking. Choose a target within range and make a ranged attack on that creature, dealing 2d6 + MOVE steel damage on a hit. On a hit, the target becomes restrained and cannot flee or be switched out.  The target may make a STR saving throw against your Move DC at the beginning of each of its turns to attempt to release themselves from the chain.
  • Ice
    Freeze-Dry
    STR, DEX
    10
    Ice
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instantly boil water within you to a damaging temperature, blasting a creature with its heat. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. On a natural attack roll of 16 or more, the target is burned.
  • 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".
  • Poison
    Sludge
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You spew poisonous sludge at a target creature in range. Make a ranged attack, doing 1d10 + MOVE poison damage on a hit. The creature must make a CON save against your Move DC or become poisoned.
  • Electric
    Thunder Shock
    STR, DEX
    15
    Electric
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Electric

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You deliver an electric shock to a target in range. Make a ranged attack, doing 1d6 + MOVE electric damage on a hit.
  • Ice
    Icicle Spear
    DEX
    15
    Ice
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your pummel a creature in range with multiple sharp shards of ice. Make a ranged attack roll, doing 1d4 + MOVE ice damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ice damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • 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.
  • Poison
    Venom Drench
    DEX, CON
    10
    Poison
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You drench a creature with an odd, poisonous liquid. Force a creature to make a CON save against your Move DC, becoming poisoned on a failure. If the target is already poisoned, this move automatically hits, causing the creature to now take double the base poison damage at the end of each of its turns.
  • Poison
    Gastro Acid
    DEX, CON
    5
    Poison
    20ft
    1 Action
    1 minute

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    20ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You hurl stomach acid towards a target. Make a ranged attack. On a hit, the target is covered in the disgusting substance and cannot benefit from the effect of any of its abilities for the duration.
  • Ghost
    Shadow Claw
    STR, DEX
    10
    Ghost
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ghost

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike with a sharp claw made from shadows in range. Make a ranged attack, dealing 1d12 + MOVE ghost damage on a hit. This moves scores a critical hit on natural attack rolls of 19 and 20.
  • Normal
    Smelling Salts
    CON
    5
    Normal
    20ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Normal

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You procure a handful of strong smelling salt, damaging a creature's senses. Make a ranged attack against a target, dealing 1d8 + MOVE normal damage on a hit. If the target is paralyzed, double the dice roll for the damage.
  • Ghost
    Astonish
    DEX, WIS
    10
    Ghost
    20ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Ghost

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You startle a creature with a loud shout . Make a ranged attack roll against a creature doing 1d6 + MOVE ghost damage on a hit. On a natural attack roll of 15 or more, the target flinches.
  • Bug
    Attack Order
    STR, DEX
    10
    Bug
    20ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    20ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon your underlings to attack a target. Make a ranged attack on a creature, dealing 2d8 + MOVE bug damage on a hit. This move scores a critical hit on rolls of 19 or 20.
  • Fighting
    Vacuum Wave
    DEX
    20
    Fighting
    25ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Fighting

    Range

    25ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You whirl your fists with a fast attack that pushes a quick burst of wind at a creature in range. Make a ranged attack on a creature, dealing 1d4 fighting damage on a hit.
  • 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.
  • Psychic
    Psycho Cut
    DEX, WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You save an attack to unleash at a later time. When you activate this move, you may choose to attack on this turn, or delay the attack. You may use the attack as a free action at any time during the next three rounds. When you make the attack, make a ranged attack roll, dealing 2d10 + MOVE psychic damage on a hit.
  • 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.
  • 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.
  • 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.
  • Water
    Water Pulse
    DEX
    10
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a wave of ultrasonic aquatic energy at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE water damage on a hit. On a natural attack roll of 17 or higher, the target is confused.
  • 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.
  • 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.
  • Flying
    Chatter
    WIS, CHA
    5
    Flying
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    CON, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Heal a creature in range for 2d6 + MOVE hitpoints.
  • Normal
    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.
  • Bug
    Pollen Puff
    DEX, CON
    10
    Bug
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    10

    Type

    Bug

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send forth a flurry of pollen at a target in range. Make a ranged attack roll, dealing 2d8 + MOVE bug damage on a hit. If the target is an ally, this move automatically hits and heals for the amount of damage instead.
  • Psychic
    Psystrike
    INT, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, CON
    PP

    10

    Type

    Ground

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You kick up a cloud of sand in an attempt to blind a target in range. The target must make a CON save against your Move DC. On a fail, for the remainder of the encounter, they add -1 to all of their attack rolls. This move can be stacked for a maximum of -5 to attack rolls.
  • Grass
    Grass Knot
    DEX
    10
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to ensnare a creature with vines that sprout from the ground, causing it to trip. Make a ranged attack, dealing 1d10 + MOVE grass damage on a hit. If the targets size is Large or bigger, double the dice roll for the damage. On a natural attack roll of 19 or 20, the target falls prone.
  • Electric
    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.
  • Normal
    Hyper Voice
    DEX, CHA
    5
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a loud and startling, high-pitched sound that only a creature can hear. Make a ranged attack roll against a creature in range, doing 2d8 + MOVE normal damage on a hit.
  • Fairy
    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.
  • Dark
    Dark Pulse
    WIS, CHA
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You target a creature with a dark aura filled with horrible thoughts. Make a ranged attack on a creature, dealing 2d6 + MOVE dark damage on a hit. On natural attack rolls of 17 or higher, the target flinches.
  • Normal
    Sweet Scent
    CON, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


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

    Move Power
    CON, CHA
    PP

    15

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You make a shrill sound that has the chance to put a creature to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • 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.
  • 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.
  • Normal
    Smokescreen
    CON
    10
    Normal
    30ft
    1 Action
    1 minute

    Move Power
    CON
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You conjure a line of smoke on the battlefield, 60 feet long and 5 feet thick, that extends in any direction from a point within range. The area on either side is obscured and imposes disadvantage on any ranged attacks made by a creature targeting another on the opposite side. Any creature inside the wall of smoke, when it is conjured, must make a CON save against your Move DC or become blinded for the duration. A blinded creature can repeat the save at the beginning of its turns to remove the effect on a success.
  • Dark
    Topsy-Turvy
    WIS
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You unleash a dark energy that has the power to reverse the stat changes of a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, any stat changes currently affecting the target have the opposite effect.
  • 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.
  • 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
    Cotton Spore
    DEX, CON
    20
    Grass
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CON
    PP

    20

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You unleash spores of thick cotton that covers the target. Force a target in range to make a CON save against your Move DC. On a fail, the target's speed is reduced by 10 for the duration. If this reduction in speed causes their speed to be 0, they are restrained for the duration.
  • 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
    Extrasensory
    WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You materialize a set of large fangs that bite at a creature with psychic energy. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.  On a hit, this move bypasses and ends Aurora veil, and is not affected by Light Screen and Reflect.
  • Psychic
    Power 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.
  • 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.
  • Normal
    Recover
    WIS, CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to recover the hit points of a creature in range. The target regains 1d6 + MOVE hit points.
  • Normal
    Growth
    20
    Normal
    30ft
    1 Action
    1 minute

    Move Power
    PP

    20

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You increase the size of a target. When you use this move, a creature in range (or you) grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration.
  • Fairy
    Moonblast
    DEX, CHA
    10
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a powerful moonbeam that strikes a creature. Make a ranged attack on a target in range, dealing 2d8 + MOVE fairy damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.
  • 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)
  • Psychic
    Heal Pulse
    CON, WIS
    5
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    CON, WIS
    PP

    5

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    INT, WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Make a ranged attack on a creature, rolling 1d4 on a hit. You attack with a barrage of ranged strikes equal to the number shown. Each projectile deals 1d4 normal damage.
  • 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.
  • 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
  • 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
  • Ground
    Sand Tomb
    STR
    10
    Ground
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Ground

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You attempt to summon a wave of sand that surrounds the target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE ground damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the end of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE ground damage.
  • 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.
  • Rock
    Rock Tomb
    STR
    10
    Rock
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You summon a collection of boulders that attempt to surround a target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE rock damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the end of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE rock damage.
  • Dark
    Embargo
    WIS
    10
    Dark
    30ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You surround a creature in range with a dark aura. Force a creature to make a WIS save against your Move DC. On a failure, the target cannot gain the effect of any held item or trainer item given to it for the duration.
  • Normal
    Sing
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You slash at a creature with a blade of sharp air. Make a ranged attack on a creature, dealing 1d12 + MOVE flying damage on a hit. On a natural attack roll of 15 or higher, the target flinches.
  • 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.
  • Fairy
    Floral Healing
    CON
    10
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    10

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend a healing energy to recover the hit points of a creature in range. The target gains 2d8 + MOVE hit points. If the terrain is grassy, double your MOVE modifier.
  • 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.
  • Fairy
    Fairy Wind
    DEX, CHA
    15
    Fairy
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    15

    Type

    Fairy

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You stir up a series of vicious fairy winds that fly towards a creature in range. Make a ranged attack roll against a target, dealing 1d6 + MOVE fairy damage on a hit.
  • Dark
    Flatter
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    3

    Type

    Normal

    Range

    30ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    As a bonus action, you may pass your held item to a willing creature in range, if the target is not currently holding an item.
  • Poison
    Poison Gas
    CON
    10
    Poison
    30ft
    1 Action
    1 round

    Move Power
    CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    CON Save


    You create a fog of poisonous gas in a 15 foot radius, centered on a point within range. Creatures that begin their turn in the area take 1d4 + MOVE poison damage and must succeed on a CON save against your Move DC or become poisoned. The area of gas is considered difficult terrain, and any attacks made from inside it are done at disadvantage. The gas cloud dissipates at the beginning of your next turn.
  • Psychic
    Dream Eater
    WIS
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX, WIS
    PP

    10

    Type

    Fire

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a sinister, white-hot flame at a creature attempting to inflict a burn. Make a ranged attack roll on a target, causing burn on a hit.
  • Dark
    Quash
    STR, WIS
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send dark energy at a creature in range, reducing their will to fight. The target must make a WIS save against your Move DC. On a failure, it must move to the bottom of the initiative order for this round only. Targets that have already taken their turn in this round are unaffected.
  • Grass
    Bullet Seed
    DEX
    15
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    Your fire a series of high-speed seeds at a creature. Make a ranged attack roll, doing 1d4 + MOVE grass damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 grass damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Psychic
    Hypnosis
    WIS, INT
    10
    Psychic
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    10

    Type

    Psychic

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Poison
    Toxic
    CON
    5
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a downpour of potent, poisonous rain in a 5 foot radius, centered on a point within range. Targets in the area must make a CON save against your MOVE DC or become poisoned. Creatures poisoned by this move take double the normal poison damage.
  • Poison
    Sludge Wave
    DEX, CON
    5
    Poison
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    5

    Type

    Fire

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a pair of mystical flames that dance around a target, dealing damage. Make a ranged attack roll against a target, dealing 1d12 + MOVE fire damage on a hit. If the target is hit with this attack, any attack roll it makes before the end of its next turn is rolled at disadvantage.
  • 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.
  • Normal
    Hidden Power
    Any
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    Any
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash a wave of force of unknown power at a creature in range. Make a ranged attack on a creature, doing 1d10 + MOVE damage of a random type. Roll a d20 to determine which type of damage is dealt. |d20|Type|d20|Type |:-:|:-:|:-:|:-: |1 |Normal|11 |Psychic |2 |Fire|12 |Bug |3 |Water |13 |Rock |4 |Electric |14 |Ghost |5 |Grass |15 |Dragon |6 |Ice |16 |Dark |7 |Fighting |17 |Steel |8 |Poison |18 |Fairy |9 | Ground |19 |Roll Again |10| Flying|20|Roll Again
  • Water
    Muddy Water
    DEX, CON
    5
    Water
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX, CON
    PP

    5

    Type

    Water

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a stream of muddy water at a creature in range. Make a ranged attack against a creature, dealing 2d8 + MOVE water damage. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack.
  • Dark
    Snarl
    WIS, CHA
    10
    Dark
    30ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You release a harsh growl at a creature, damaging their willpower. Force a creature to make a WIS save against your Move DC. On a failure, the target takes 1d8 + MOVE dark damage. If you are the target of its next attack, the attack is rolled at disadvantage.
  • Grass
    Worry Seed
    DEX, CHA
    5
    Grass
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    5

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


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

    Move Power
    PP

    15

    Type

    Ice

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    A light mist surrounds a target, offering a protective barrier. The target is immune to negative stat changes for the duration, but any current effects are still in place.
  • 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.
  • 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
    Yawn
    5
    Normal
    30ft
    1 Action
    1 round

    Move Power
    PP

    5

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You release a big yawn that causes a creature to become very drowsy. Choose a target in range. If that target is still in the battle after the end of its next turn, it falls asleep.
  • Poison
    Acid Spray
    DEX, CON
    10
    Poison
    30ft
    1 Action
    1 minute

    Move Power
    DEX, CON
    PP

    10

    Type

    Poison

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CON Save


    You spit a spray of acidic fluid that works to melt away a creature's defense. Make a ranged attack against a target, dealing 1d6 + MOVE poison damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target's AC is reduced by 1 for the duration. This decrease may be stacked on a creature, up to a maximum of -3 to its AC.
  • Grass
    Seed Bomb
    STR, DEX
    10
    Grass
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Grass

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a series of hard seeds that crash down on top of a creature in range. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit.
  • Rock
    Rock Blast
    STR
    10
    Rock
    30ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a series of rocks that fire their way towards a creature. Make a ranged attack roll, doing 1d4 + MOVE rock damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 rock damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • 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.
  • Flying
    Air Cutter
    DEX
    15
    Flying
    30ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Flying

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a gust of razor-like wind to slash a creature. Make a ranged attack against a creature, doing 1d10 + MOVE flying damage on a hit. This move scores a critical hit on 19 and 20.
  • Ghost
    Trick-or-Treat
    WIS, CHA
    5
    Ghost
    30ft
    1 Action
    3 rounds

    Move Power
    WIS, CHA
    PP

    5

    Type

    Ghost

    Range

    30ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CHA Save


    You attempt to scare the spirit right out of a creature in range. Force a creature in range to make a CHA save against your Move DC. On a failure, its type is changed to Ghost through their next three turns in battle.
  • Normal
    Play Nice
    CHA
    10
    Normal
    30ft
    1 Action
    Instantaneous

    Move Power
    CHA
    PP

    10

    Type

    Normal

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CHA Save


    You convince a creature that you mean it no harm. Force a creature to make a CHA saving throw against your Move DC. On a failure, any attack the target makes on its next turn is rolled at disadvantage. If the target activates a move that requires a saving throw, you have advantage on the roll.
  • Steel
    Gear Up
    15
    Steel
    30ft
    1 Action
    1 minute

    Move Power
    PP

    15

    Type

    Steel

    Range

    30ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You engage your gears to raise the attack of ally creatures in range with the Plus or Minus ability. While you maintain your concentration, Pokémon under the affects of Gear Up have advantage on all attack rolls.
  • Fighting
    Aura Sphere
    STR, DEX
    5
    Fighting
    30ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fighting

    Range

    30ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You focus your aura into a concentrated blast that strikes a creature in range. This move is guaranteed to hit for 1d6 + MOVE fighting damage, except when targeting a creature in the invulnerable stages of Fly, Dig, Bounce, etc.
  • Normal
    Tearful Look
    WIS, CHA
    15
    Normal
    35ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    15

    Type

    Normal

    Range

    35ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You fill your eyes with tears to make all creatures in range lose their combative spirit.  All creatures in range must make a CHA save against your Move DC.  On a fail, they add -1 to any attack they makes for the duration.  This modifier can be stacked if an affected creature fails multiple Tearful Look saves, up to a maximum of -5.
  • Fire
    Fire Pledge
    STR
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a plume of flame towards a creature. Make a ranged attack, dealing 2d6 + MOVE fire damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • Poison
    Poison Powder
    CON
    20
    Poison
    40ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    20

    Type

    Poison

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a cluster of poisonous spores that burst into the air above a target. The creature must succeed on a CON save against your Move DC, becoming poisoned on a fail.
  • Normal
    Round
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You attack a creature's mind with a harsh song. Select a target in range and force them to make a WIS save against your Move DC. On a failure, the target takes 1d10 + MOVE normal damage. If an ally in range also knows this move, they can join in the song as a reaction to add an additional damage dice.
  • 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.
  • 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.
  • Electric
    Electroweb
    STR, DEX
    10
    Electric
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You unleash an electric net of web upon a creature. Make a ranged attack roll, dealing 1d8 + MOVE electric damage on a hit, and reducing the target's speed by 5 feet. The target can use an action on its turn remove any web from its body. A target whose speed is reduced to 0 is restrained.
  • Grass
    Sleep Powder
    CON
    10
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    CON
    PP

    10

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You release a cluster of spores at a creature in range, attempting to put them to sleep. The target must make a CON saving throw against your Move DC or fall asleep.
  • Normal
    Supersonic
    DEX, WIS
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You emit a high pitched screech heard only by the target. Choose a target in range. The target must pass a WIS saving throw against your Move DC or become confused.
  • 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.
  • 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.
  • Grass
    Leafage
    DEX
    20
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon a flurry of leaves to pelt a target. Make a ranged attack, doing 1d6 + MOVE grass damage on a hit.
  • Normal
    Echoed Voice
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You release a shout that echoes across the battlefield towards a creature. Make a ranged attack, dealing 1d6 + MOVE normal damage on a hit. Until the beginning of your next turn, if any other creature in range uses this move, they may double their damage dice on a hit. This multiplier can continue to stack to a maximum of 8x the damage dice, resetting if any of the attacks miss.
  • Dark
    Taunt
    WIS, CHA
    10
    Dark
    40ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    10

    Type

    Dark

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You taunt a creature to only attack you with damaging attacks. Choose a target in range and force it to make a WIS saving throw against your Move DC. On a failure, the target can only use damaging attacks that target you for the duration.
  • 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.
  • 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.
  • Steel
    Mirror Shot
    STR, DEX
    5
    Steel
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a quick spurt of water at a creature in range. Make a ranged attack roll, doing 1d6 + MOVE water damage on a hit.
  • Normal
    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.
  • 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.
  • Grass
    Energy Ball
    DEX
    5
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    5

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw in power from nature in a concentrated ball that you send towards a creature. Make a ranged attack, dealing 2d8 + MOVE grass damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Normal
    Reflect Type
    3
    Normal
    40ft
    1 Action
    1 minute

    Move Power
    PP

    3

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


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

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You whisper an untold secret into the mind of a creature in range. The target must make a WIS save against your Move DC, becoming confused on a failure.
  • Fire
    Flame Burst
    STR, DEX
    10
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    You release a fireball that explodes on contact. Choose a point in range. Any creature within 5 feet of that point must make a DEX save against your Move DC, taking 1d12 + MOVE fire damage on a hit, or half as much on a success.
  • Varies
    Natural Gift
    STR, DEX
    10
    Varies
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Varies

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You draw in power from your held berry, releasing it into a ranged attack. Make a ranged attack, dealing 1d12 + MOVE damage on a hit. The type is dependant on what berry you are holding, according to the chart below: <div style='column-count:2'> | Type | Berry| |:---:|:-----------:| | Normal | Chilan | | Fire | Cherri, Occa | | Water | Chesto, Passho | | Electric | Pecha, Waccan | | Grass | Rawst, Rindo | | Ice | Aspear, Yache | | Fighting | Leppa, Chople | | Poison | Oran, Kebia | | Ground | Persim, Shucca | | Type | Berry | |:---:|:-----------:| | Flying | Lum, Coba | | Psychic | Sitrus, Payapa | | Bug | Tanga | | Rock | Charti | | Ghost | Kasib | | Dragon | Haban | | Dark | Colbur | | Steel | Babiri, Razz | | Fairy | Roseli | </div>
  • 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.
  • 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.
  • Fire
    Fire Spin
    DEX
    10
    Fire
    40ft
    1 Action
    3 rounds

    Move Power
    DEX
    PP

    10

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


    You release a series of moving flames that dance around a target. Make a ranged attack roll, doing 1d6 + MOVE fire damage on a hit. As long as you maintain concentration, the target takes an additional 1d6 fire damage at the end of each of its next three turns.
  • 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.
  • Flying
    Gust
    DEX
    20
    Flying
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    20

    Type

    Flying

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a strong wind that batters a target in range. Make a ranged attack, doing 1d6 + MOVE flying damage on a hit.
  • 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.
  • Psychic
    Mirror Coat
    CON, WIS
    3
    Psychic
    40ft
    1 Reaction
    Instantaneous

    Move Power
    CON, WIS
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    3

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create a hyperspace portal that allows you to instantly teleport to a creature in range and strike out with a melee attack. This move is guaranteed to hit for 2d6 + MOVE psychic damage. Reactions that negate damage such as Protect or Detect cannot be used.
  • 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.
  • 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
    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.
  • 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.
  • Steel
    Gear Grind
    STR, DEX
    10
    Steel
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Steel

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a pair of steel gears at a target(s) in range. Make two ranged attacks, dealing 1d8 + MOVE steel damage with each hit.
  • Normal
    Swagger
    WIS, CHA
    10
    Normal
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    Force a target in range to make a WIS save against your Move DC. On a fail, the target is confused, but it adds +2 to its attack rolls while confused.
  • Psychic
    Teleport
    10
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sync up with a creature, copying any positive or negative stat changes affecting them due to weather or moves this combat.
  • 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).
  • 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.
  • 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.
  • Ice
    Powder Snow
    DEX
    15
    Ice
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a blast of cold snow at a creature. Make a ranged attack roll on a creature, doing 1d6 + MOVE ice damage on a hit. If the natural attack roll is 18 or higher, the target is frozen.
  • 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.
  • Rock
    Power Gem
    DEX, CHA
    10
    Rock
    40ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Rock

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    A ray of light bursts out of your gemstone, damaging a creature in range. Make a ranged attack, dealing 2d6 + MOVE rock damage on a hit.
  • Fire
    Fire Blast
    STR, DEX
    5
    Fire
    40ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Fire

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


    Two pillars of raging hot flames explode out from you and leap towards up to two creature in range. The creature(s) targeted must succeed on a DEX save against your Move DC for each pillar, taking 1d8 + MOVE fire damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more become burned.
  • Psychic
    Guard Swap
    WIS, INT
    5
    Psychic
    40ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    CHA Save


    You use your psychic power to swap defenses with a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, switch armor class with the target for the duration.
  • Grass
    Grass Pledge
    STR
    5
    Grass
    40ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Grass

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a column of thick grass towards a creature. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • 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.
  • Electric
    Magnetic Flux
    10
    Electric
    40ft
    1 Action
    1 round

    Move Power
    PP

    10

    Type

    Electric

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 round

    Save

    -


    You use your electric energy to manipulate magnetic fields. Until the beginning of your next turn, any creature in range with the Plus or Minus ability gains a bonus to their AC equal to your proficiency modifier, and any saving throw they are forced to make is rolled with advantage.
  • Bug
    Spider Web
    DEX
    5
    Bug
    40ft
    1 Action
    1 minute

    Move Power
    DEX
    PP

    5

    Type

    Bug

    Range

    40ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


    You fire a sticky web that attempts to restrain a creature. Make a ranged attack roll on a target in range. On a hit, the target is covered in web. While covered, it is restrained and cannot flee or be switched out, except by item, Move, or ability. The target can use an action on its turn to escape with a STR save against your Move DC.
  • 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.
  • Psychic
    Psycho Shift
    WIS, INT
    5
    Psychic
    40ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    5

    Type

    Psychic

    Range

    40ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You employ your psychic power to transfer a status condition to someone else. Choose a willing ally (or yourself) and a creature in range. Force the target to make a WIS save against your Move DC. on a failure, a status affecting the ally (or you) is transferred to the target instead.
  • 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.
  • Normal
    Safeguard
    15
    Normal
    50ft
    1 Action
    3 rounds

    Move Power
    PP

    15

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    -


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

    Move Power
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    -


    You attempt to morph into a near-exact copy of a creature in range. The base SR of the target must be able to be controlled by your trainer or the move fails. For the duration, you copy the target's type, ability scores, skills, speeds, senses, abilities, and current moves. You retain your own feats, level, and HP (Changed CON does not impact your HP).
  • Psychic
    Miracle Eye
    WIS, INT
    20
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    20

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You flash your eyes at the target, stunning them briefly and lowering their defenses. When activating this move, choose a target in range and force them to make a WIS save against your Move DC. On a failure, any modifiers to their AC are reset, and if they are Dark or Ghost-type, their immunities are relinquished for the duration. If, when losing immunity, the target's secondary type gives it vulnerability or resistance to an attack of that type, it follows the secondary type for that effect.
  • 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.
  • 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.
  • 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.
  • Bug
    Sticky Web
    DEX
    3
    Bug
    50ft
    1 Reaction
    Instantaneous

    Move Power
    DEX
    PP

    3

    Type

    Bug

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    STR Save


    You quickly fire a sticky web at a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack on the creature. On a hit, the target is restrained. The creature may make a STR save against your Move DC at the beginning of each of its turns to escape the web.
  • Psychic
    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.
  • 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
  • Water
    Soak
    STR, CON
    10
    Water
    50ft
    1 Action
    3 rounds

    Move Power
    STR, CON
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    3 rounds

    Save

    CON Save


    You fire a torrent of water at a creature that leaves lasting effects. Force a target in range to make a CON save against your Move DC. On a failure, its type changes to water through its next three full turns in battle.
  • 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.
  • 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.
  • 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
    Parting Shot
    CHA
    10
    Dark
    50ft
    1 Bonus Action
    Instantaneous

    Move Power
    CHA
    PP

    10

    Type

    Dark

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    WIS Save


    You deliver a brutal parting threat just before switching out. Force a creature in range to make a WIS save against your Move DC, then switch out immediately. On a failure, the target deals half damage on their next turn if using a damaging move.
  • Normal
    Skull Bash
    STR
    3
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    STR
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    STR Save


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

    Move Power
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You mimic a target that you can see, in range. When you activate this move, choose a target in range and fully execute the most recent move used by the creature, using your own ability scores, level, and typing for saving throw DC, attack, and damage.
  • 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 .
  • 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.
  • Psychic
    Skill Swap
    WIS
    3
    Psychic
    50ft
    1 Action
    1 minute

    Move Power
    WIS
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to swap abilities with a creature for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, choose which abilities to switch for the duration.
  • Normal
    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.
  • 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.
  • Grass
    Mega Drain
    STR, DEX
    10
    Grass
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Grass

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drain the life force of a target. Make a ranged attack on a target, doing 1d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.
  • Ice
    Ice Shard
    DEX
    15
    Ice
    50ft
    1 Bonus Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Ice

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


    You flash freeze chunks of ice and quickly hurl them at a creature. As a bonus action, you fire a shard of ice at a creature in range. Make a ranged attack roll, dealing 1d4 ice damage on a hit.
  • Normal
    Present
    DEX, CHA
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a booby-trapped gift to a creature. Make a ranged attack on a creature in range. On a hit, the present explodes, doing 1d6 + MOVE normal damage. If the natural attack roll is 2 or lower, however, regardless if it hits, the present provides the target with 1d6 + MOVE hit points instead.
  • 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.
  • 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.
  • Flying
    Mirror Move
    Varies
    10
    Flying
    50ft
    1 Action
    Instantaneous

    Move Power
    Varies
    PP

    10

    Type

    Flying

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You mimic a target that you can see, in range. When you activate this move, choose a target in range and fully execute the most recent move used by the creature, using your own ability scores, level, and typing for saving throw DC, attack, and damage.
  • Normal
    After You
    3
    Normal
    50ft
    1 Bonus Action
    Instantaneous

    Move Power
    PP

    3

    Type

    Normal

    Range

    50ft

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    2-3 rounds

    Save

    -


    You embrace the damage done to you, waiting for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before your next turn. On your next turn, you use your action to lash out at a target with a normal ranged attack, striking them for double the amount of typeless damage you took on a successful hit. At 10th Level, you can choose to hold Bide for a second turn for the chance to add additional damage to the attack.
  • Normal
    Snore
    STR, WIS
    10
    Normal
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, WIS
    PP

    10

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    While you are asleep, you may activate this move to create a harsh noise that damages all creature within range for 1d8 + MOVE normal damage.
  • 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.
  • 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.
  • Psychic
    Magic Coat
    WIS, CON
    3
    Psychic
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CON
    PP

    3

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    -


    A flash of magical energy forms between you and a creature, reflecting negative energy back at an attacker in range. When an attack from a creature causes you to suffer from a negative status condition, they are also affected by the same condition.
  • Psychic
    Confusion
    INT, WIS
    15
    Psychic
    50ft
    1 Action
    Instantaneous

    Move Power
    INT, WIS
    PP

    15

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to enter the mind of a target and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.
  • Grass
    Giga Drain
    STR, DEX
    5
    Grass
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You attempt to drain the life force of a target. Make a ranged attack on a target, doing 2d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.
  • Normal
    Follow Me
    WIS, CHA
    5
    Normal
    50ft
    1 Reaction
    Instantaneous

    Move Power
    WIS, CHA
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CHA Save


    You act quickly to entice an enemy to attack you. When a creature in range activates a Move, you may use your reaction to force the creature to make a CHA save against your Move DC. On a fail, the Move must target you. If the target's Move cannot target a creature other than itself, it fails. If the Move's range is melee, the creature is forced to immediately use their remaining movement to move in a straight line towards you before making the attack (does not provoke attacks of opportunity).
  • Water
    Water Shuriken
    DEX
    10
    Water
    50ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Water

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a barrage of sharp shurikens at a target. Make a ranged attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another shuriken strikes the target for an additional 1d4 water damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Fire
    Incinerate
    STR, DEX
    10
    Fire
    50ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You summon forth a burning hot flame that surrounds a creature. Make a ranged attack, dealing 1d10 + MOVE fire damage on a hit. On a hit, if the target is holding a berry, it is immediately burned to ash, becoming unusable.
  • Psychic
    Ally Switch
    10
    Psychic
    50ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Psychic

    Range

    50ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You use a strange psychic power to teleport yourself and one willing creature in range, switching places on the battlefield.
  • Flying
    Feather Dance
    DEX, CHA
    10
    Flying
    50ft
    1 Action
    1 minute

    Move Power
    DEX, CHA
    PP

    10

    Type

    Flying

    Range

    50ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You distract a creature in range with a beautiful dance. The target must make a WIS saving throw against your Move DC. On a fail, the target cannot add proficiency to its attack rolls for the duration.
  • Normal
    Wish
    WIS, CHA
    5
    Normal
    50ft
    1 Action, Charge
    1 round

    Move Power
    WIS, CHA
    PP

    5

    Type

    Normal

    Range

    50ft

    Move Time

    1 Action, Charge

    Duration

    1 round

    Save

    -


    You send forth a healing wish that takes time to come true. At the end of your next turn, as a free action, heal a target in range for 3d8 + MOVE hit points.
  • 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.
  • 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.
  • Bug
    Pin Missile
    DEX
    10
    Bug
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Bug

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You strike a creature with sharp projectiles in quick succession. Make a ranged attack roll, doing 1d4 + MOVE bug damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another projectile hits again for an additional 1d4 bug damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Bug
    String Shot
    DEX
    20
    Bug
    60ft
    1 Action
    1 minute

    Move Power
    DEX
    PP

    20

    Type

    Bug

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    STR Save


    You unleash sticky string at a creature in range, slowing it down. Make a ranged attack roll against a target. On a hit, the target's speed is reduced by 10 for the duration. The move is stackable to any amount. The target may take an action to attempt to get rid of any string with a STR save against your Move DC. If this reduction in speed causes their speed to be 0, they are restrained.
  • Ghost
    Shadow Ball
    DEX, WIS
    10
    Ghost
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX, WIS
    PP

    10

    Type

    Ghost

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a sphere of magical darkness at a creature. Make a ranged attack, doing 2d6 + MOVE ghost damage on a hit. On a hit, the ball expands and covers the creatures face, granting them a -2 to hit on any attack they make before the end of their next turn.
  • Normal
    Swift
    10
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire two projectiles at any creature you choose in range. They do not have to target the same creature. Each hit for 1d4 normal damage. This move also targets creature during the invulnerable stages of Dig, Fly, Bounce, etc.
  • 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
    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.
  • Fire
    Ember
    STR, DEX
    15
    Fire
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Fire

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hurl a ball of flame at a target within range. Make a ranged attack, doing 1d6 + Move fire damage on a successful hit. If the natural attack roll is 19 or 20, the target is burnt.
  • 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.
  • Electric
    Thunder Wave
    STR, DEX
    10
    Electric
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


    You send a wave of electric energy that surrounds a creature in range. The target must make a CON save against your Move DC or become paralyzed.
  • Psychic
    Psybeam
    DEX, INT, WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX, INT, WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    WIS Save


    You send a beam of invisible, psychic energy at a target in range. The target must make a WIS saving throw against your Move DC, taking 1d10 + MOVE psychic damage and becoming confused on a fail, and half as much without becoming confused on a save.
  • Ground
    Mud Shot
    DEX
    10
    Ground
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Ground

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a glob of mud at a creature, dealing damage with a chance to hinder the target's movement. Make a ranged attack against a creature in range, dealing 1d8 + MOVE ground damage on a hit. If the natural attack roll is higher than 15, the target's speed becomes 0 until the end of its next turn.
  • Normal
    Glare
    STR, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


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

    Move Power
    WIS, CHA
    PP

    15

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You stare down a target, reducing its will. The creature must make a WIS save against your Move DC. On a fail, allies may add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple leer saves, up to a maximum of +5.
  • Psychic
    Instruct
    WIS
    10
    Psychic
    60ft
    1 Action
    Instantaneous

    Move Power
    WIS
    PP

    10

    Type

    Psychic

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You instruct a creature to act again. As an action, choose a target in range. The target must immediately repeat the move they used in their last action or bonus action, without spending the PP.
  • Poison
    Toxic Thread
    DEX
    15
    Poison
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Poison

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a collection of poisonous threads at a creature in range. Make a ranged attack roll against a target, covering them with threads on a hit. So long as the threads make contact with the target, the target is poisoned and its speed is reduced by 10. This move is stackable to any amount however the poison effect does not affect the target more than once. If this reduction in speed causes their speed to be 0, the target is restrained. The target may use an action to remove the threads from its body, healing the poisoned status.
  • 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.
  • 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.
  • 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.
  • Water
    Whirlpool
    STR
    10
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    10

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create a wave of water that swirls around a creature in range. Make a ranged attack roll. On a hit, the target takes 1d6 + MOVE water damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On each successive turn, if the creature is still restrained, you may use this move again (as an action) and automatically hit.
  • Electric
    Thunderbolt
    STR, DEX
    10
    Electric
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a powerful bolt of electricity at a target in range. Make a ranged attack roll, doing 2d8 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Water
    Bubble
    DEX
    15
    Water
    60ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    15

    Type

    Water

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a series of quickly moving bubbles at a target. Make three ranged attacks, doing 1d4 water damage on each successful hit.
  • Ghost
    Night Shade
    WIS, INT
    10
    Ghost
    60ft
    1 Action
    Instantaneous

    Move Power
    WIS, INT
    PP

    10

    Type

    Ghost

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You hit a target with a necrotic wave of dark energy. Make a ranged attack against a target. On a hit, the ghost damage is equal to 1d6 + the user's level.
  • 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).
  • 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.
  • Normal
    Scary Face
    STR, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    STR, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You put on your scariest face in an attempt to frighten a creature. The creature must make a WIS saving throw against your Move DC or become frightened for the duration. A creature frightened in this way must make a WIS save against your Move DC at the end of each of its turns to remove the effect.
  • Normal
    Entrainment
    WIS, CHA
    10
    Normal
    60ft
    1 Action
    1 minute

    Move Power
    WIS, CHA
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You dance with a strange rhythm that causes a creature to mimic you. Choose a target in range and force them to make a WIS save against your Move DC. On a failure, choose one of their abilities to replace with one of your own for the duration.
  • Normal
    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
    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.
  • 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.
  • Normal
    Spike Cannon
    STR, DEX
    10
    Normal
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You fire a series of sharp spikes at a creature in range. Make a ranged attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • 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.
  • Flying
    Oblivion Wing
    STR, DEX
    5
    Flying
    60ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Flying

    Range

    60ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You extend your wings and use a dark beam of energy to absorb the target's life force. Make a ranged attack against a creature, dealing 3d8 + MOVE flying damage on a hit, recovering your own hit points by the amount of damage dealt.
  • Normal
    Simple Beam
    WIS, INT
    10
    Normal
    80ft
    1 Action
    1 minute

    Move Power
    WIS, INT
    PP

    10

    Type

    Normal

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You use a mysterious psychic energy to change a target's ability to Simple. Force a target in range to make a WIS saving throw against your Move DC. On a failure, choose one of the target's abilities and change it to Simple for the duration.
  • Ice
    Icy Wind
    DEX
    10
    Ice
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX
    PP

    10

    Type

    Ice

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You create an icy wind that gusts towards a creature in range. Make a ranged attack against a creature, doing 1d8 + MOVE ice damage on a hit. On a natural attack roll of 18 or more, the target falls prone.
  • 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.
  • Ground
    Dig
    STR, DEX
    10
    Ground
    80ft
    1 Action
    1 round, charge

    Move Power
    STR, DEX
    PP

    10

    Type

    Ground

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Rock

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You throw a solid piece of stone at a creature in an attempt to bring them to the ground. Make a ranged attack, dealing 1d8 + MOVE rock damage on a hit. On a hit, any "Raised" creature is knocked prone and loses its flying speed and immunity to ground-type moves until it can move again. This move can target creatures in the invulnerable stage of Fly or Bounce.
  • 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.
  • 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.
  • 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.
  • 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.
  • Grass
    Razor Leaf
    STR, DEX
    15
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    15

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a razor sharp leaf at a creature in range at tremendous speed. Make a ranged attack roll, doing 1d8 + MOVE grass damage on a hit. Razor Leaf results in a critical hit on 19s and 20s
  • Flying
    Fly
    STR, DEX
    10
    Flying
    80ft
    1 Action
    1 round, charge

    Move Power
    STR, DEX
    PP

    10

    Type

    Flying

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    You fly high into the air to prepare for a dive bomb attack. When you activate this move, you use 10 feet of your movement to vanish and fly upwards, remaining in an invulnerable state until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, you use your action to reappear and make a diving melee attack on a creature in range, with advantage, dealing 2d8 + MOVE flying damage on a successful hit.
  • 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.
  • 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.
  • 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.
  • 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.
  • Water
    Bubble Beam
    STR, DEX
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You shoot a concentrated stream of bubbles at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. On natural attack rolls of 19 or 20, the target's speed is halved until the end of their next turn.
  • Water
    Waterfall
    STR, CON
    10
    Water
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, CON
    PP

    10

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


    You create an intense waterfall that crashes down on creatures in a 10 foot radius, centered on a point within range. Creatures in the area must make a STR save against your Move DC or take 2d6 + MOVE water damage and fall prone on a fail, or half as much on a save.
  • 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.
  • 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.
  • Dragon
    Twister
    STR, DEX
    10
    Dragon
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Dragon

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a gust of swirling wind that tears through a creature. Make a ranged attack on a creature, doing 1d6 + MOVE dragon damage on a hit. If the natural attack roll is 16 or higher, the target flinches.
  • 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.
  • 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.
  • Water
    Dive
    DEX
    5
    Water
    80ft
    1 Action
    1 round, charge

    Move Power
    DEX
    PP

    5

    Type

    Water

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 round, charge

    Save

    -


    When you activate this move, you use 10 feet of your movement to disappear into a magical space beneath your feet, remaining in an invulnerable state until your next turn. During this time, you are immune to the damage and effects of any move. If you have no remaining movement or are grappled/restrained before activating this move, the move fails. On your next turn, as an action, you reappear and attempt to attack a creature from below. Make a melee attack roll on a creature in range, with advantage, doing 2d8 + MOVE water damage on a hit.
  • Ice
    Aurora Beam
    STR, DEX
    10
    Ice
    80ft
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You send a concentrated beam of freezing ice at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE ice damage on a hit. On natural attack rolls of 15 or higher, the target has disadvantage on any attack it makes on its next turn.
  • Grass
    Petal Dance
    DEX, CHA
    5
    Grass
    80ft
    1 Action
    Instantaneous

    Move Power
    DEX, CHA
    PP

    5

    Type

    Grass

    Range

    80ft

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You dance around, releasing a flurry of sharp leaf attacks against a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. On the following turn, you may choose to use this action again to hit automatically, but if you do, you become confused at the end of your turn.
  • Fairy
    Charm
    CHA, WIS
    10
    Fairy
    80ft
    1 Action
    1 minute

    Move Power
    CHA, WIS
    PP

    10

    Type

    Fairy

    Range

    80ft

    Move Time

    1 Action

    Duration

    1 minute

    Save

    WIS Save


    You attempt to charm a creature, sharply decreasing its attack. A target you choose in range must make a WIS save against your Move DC. On a fail, the target adds -2 to all attacks against you for the duration.
  • Fighting
    Hammer Arm
    STR
    5
    Fighting
    Melee
    1 Action
    Instantaneous

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Dragon

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    DEX Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Water

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    5

    Type

    Ground

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Poison

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    5

    Type

    Grass

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You sink your horns into a creature, draining some of their power. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. Half the damage dealt is recovered by the user (rounded down).
  • Dark
    Darkest Lariat
    STR, DEX
    5
    Dark
    Melee
    1 Action
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Dark

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Electric

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Fire

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


    You really know how to use your head. Make a melee attack roll, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target falls prone.
  • Electric
    Electrify
    STR, DEX
    5
    Electric
    Melee
    1 Reaction
    Instantaneous

    Move Power
    STR, DEX
    PP

    5

    Type

    Electric

    Range

    Melee

    Move Time

    1 Reaction

    Duration

    Instantaneous

    Save

    CON Save


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Ice

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    10

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    15

    Type

    Fighting

    Range

    Melee

    Move Time

    1 Bonus Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR, DEX
    PP

    10

    Type

    Bug

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    -


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

    Move Power
    STR
    PP

    15

    Type

    Normal

    Range

    Melee

    Move Time

    1 Action

    Duration

    Instantaneous

    Save

    STR Save


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

    Move Power
    STR, DEX
    PP