-
-
Absorb
STR, DEX
15
Grass
Melee
1 Action
Instantaneous
You attempt to absorb some of a target's health. Make a melee attack. On a hit, the creature takes 1d4 + MOVE grass damage. Half the damage done is restored by the user.
-
Accelerock
DEX
15
Rock
Melee
1 Bonus Action
Instantaneous
You smash into a target at high speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 rock damage on a hit.
-
Acid
DEX
15
Poison
Self
1 Action
Instantaneous
You create a stream of hot acid in a 30 foot cone, centered on you. Creatures caught in the cone must make on a DEX save, taking 1d6 + MOVE poison damage on a fail, and half as much on a success.
-
Acid Armor
CON
10
Poison
Self
1 Action
1 minute
You are surrounded by a shield of thick acid for the duration. During this time, your AC increases by 2, and any creature that hits you with a melee attack must succeed on a CON save or take 1d6 poison damage.
-
Acid Spray
DEX, CON
10
Poison
30ft
1 Action
1 minute
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.
-
Acrobatics
DEX
5
Flying
Melee
1 Action
Instantaneous
You nimbly attack a target with acrobatic prowess. Make a melee attack, dealing 3d6 + MOVE flying damage on a hit. If you are holding an item when you activate this move, the damage is halved.
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Acupressure
20
Normal
Self
1 Action
1 minute
You apply pressure to different stress points on your body, boosting a random ability for the duration. When activating this move, roll a d6 and gain the following boost based on the result. When activated on subsequent turns, any previous effect ends.
<div style='column-count:2'>
| d6 | Effect |
|:---:|:-----------:|
| 1 | +1 to attack rolls |
| 2 | +2 to damage rolls |
| 3 | +10 temporary HP |
| d6 | Effect |
|:---:|:-----------:|
| 4 | +1 to saving throws |
| 5 | Critical Hit range +1 |
| 6 | +1 to Armor Class |
</div>
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Aerial Ace
DEX
5
Flying
Melee
1 Action
Instantaneous
You dive at a creature with such speed that it is impossible for them to avoid. This move is guaranteed to hit for 1d6 + MOVE flying damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
-
Aeroblast
STR, DEX
5
Flying
Self
1 Action
Instantaneous
You shoot out a powerful vortex of air that shreds through creatures. Any creature caught in a 50 foot line, 5 feet wide, must make a DEX save against your Move DC, taking 3d10 + MOVE flying damage on a fail, and half as much on a save.
-
After You
3
Normal
50ft
1 Bonus Action
Instantaneous
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.
-
Agility
15
Psychic
Self
1 Bonus Action
1 minute
You hone your abilities and feel a surge of speed course through your veins. Increase your movement speed by 20 feet for the duration. Applicable to any movement type the creature has.
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Air Cutter
DEX
15
Flying
30ft
1 Action
Instantaneous
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.
-
Air Slash
DEX
10
Flying
30ft
1 Action
Instantaneous
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.
-
Ally Switch
10
Psychic
50ft
1 Action
Instantaneous
You use a strange psychic power to teleport yourself and one willing creature in range, switching places on the battlefield.
-
Amnesia
10
Psychic
Self
1 Bonus Action
1 minute
Your mind elevates to a new level of focus. Add +2 to any saving throw you make for the duration, but select one of your moves that is not Amnesia. You forget that move and cannot use it for the duration.
-
Anchor Shot
STR, DEX
15
Steel
20ft
1 Action
Instantaneous
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.
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Ancient Power
STR, DEX
3
Rock
Melee
1 Action
Instantaneous
You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
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Aqua Jet
DEX
15
Water
Melee
1 Bonus Action
Instantaneous
You lunge at a creature with incredible speed. Choose a target within 10 feet of you. A burst of water propels you towards that creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 water damage on a hit.
-
Aqua Ring
5
Water
Self
1 Bonus Action
1 minute
You surround yourself with a veil of healing water. At the end of each of your turns, as long as you hold concentration, regain a number of hit points equal to your proficiency bonus.
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Aqua Tail
STR, DEX
5
Water
Melee
1 Action
Instantaneous
You lash out with your tail to strike a creature. Make a melee attack, dealing 2d8 + MOVE water damage on a hit.
-
Arm Thrust
STR, DEX
10
Fighting
Melee
1 Action
Instantaneous
You unleash a flurry of fists on a creature. Make a melee attack roll, doing 1d4 + MOVE fighting 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 fighting 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.
-
Aromatherapy
3
Grass
Self
1 Action
Instantaneous
You release a pleasant aroma that empowers your allies. All allies within a 20 foot circle, centered on you, are cured of all negative status ailments.
-
Aromatic Mist
5
Fairy
5ft
1 Action
1 minute
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.
-
Assist
10
Normal
Varies
1 Bonus Action
Varies
You call upon the help of another active creature in your party. When activating this Move, another creature may immediately take an action in place of your own, if you have not already taken an action this turn.
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Assurance
STR, DEX
5
Dark
Melee
1 Action
Instantaneous
You strike a creature where it already hurts. Make a melee attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target has already taken damage in the same round, double the damage dice.
-
Astonish
DEX, WIS
10
Ghost
20ft
1 Action
Instantaneous
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.
-
Attack Order
STR, DEX
10
Bug
20ft
1 Action
Instantaneous
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.
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Attract
CHA
5
Normal
Self
1 Reaction
Instantaneous
As a reaction, when dealt damage by an attack, you may force the attacker to make a CHA save against your Move DC. On a fail, the creature must roll the damage again and use the lower result.
-
Aura Sphere
STR, DEX
5
Fighting
30ft
1 Action
Instantaneous
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.
-
Aurora Beam
STR, DEX
10
Ice
80ft
1 Action
Instantaneous
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.
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Aurora Veil
3
Ice
Self
1 Bonus Action
3 rounds (Concentration)
You use the environment to create a shield of ice around your body. Only able to be activated while it is hailing, this move can be used as a bonus action to halve all damage dealt to you for three rounds.
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Autotomize
10
Steel
Self
1 Action
1 minute
You shed away part of your body to make yourself lighter and increase your speed. For the duration, your speed increases by 10 feet. This move may be stacked to a maximum speed increase of 30 feet.
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Avalanche
STR
5
Ice
30ft
1 Action
Instantaneous
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.
-
Baby-Doll Eyes
3
Fairy
30ft
1 Reaction
Instantaneous
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.
-
Baneful Bunker
3
Poison
Self
1 Reaction
Instantaneous
You sense incoming danger and are able to quickly create a barrier to avoid it. When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. If Baneful Bunker was successful in avoiding' a melee attack, the attacker becomes poisoned. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
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Barrage
STR, DEX
10
Normal
30ft
1 Action
Instantaneous
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.
-
Barrier
10
Psychic
Self
1 Action
1 minute
You create a transparent shield of psychic energy. While active, the barrier grants +2 to AC for you and any companions within 5 feet of you for the duration.
-
Baton Pass
5
Normal
Self
1 Bonus Action
Instantaneous
As a bonus action, you may switch out, passing along all negative status effects or stat changes to the new creature. This includes existing battle effects from moves such as Substitute, Swords Dance, Ingrain, Aqua Ring, etc. Effects from moves that require concentration may also be transferred, with concentration now dependent on the new creature.
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Beak Blast
STR, DEX
10
Flying
Melee
1 Action
Instantaneous
You heat up your beak and strike out at a target. When you activate this move, you spend your action to charge up your beak. If you are hit with a melee attack before the action of your next turn, the target is burned. On your next turn, spend an action to make a melee attack on a creature, dealing 3d8 + MOVE flying damage on a hit.
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Beat Up
STR
5
Dark
Melee
1 Action
Instantaneous
You use strength in numbers to attack a creature. Make a melee attack on a creature, and an additional attack for each conscious creature you are currently carrying, doing 1d6 + MOVE dark damage on each hit.
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Belch
STR, CON
5
Poison
15ft
1 Action
Instantaneous
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.
-
Belly Drum
5
Normal
Self
1 Action
While in battle
You sacrifice health for attack. When using this move, decrease your current HP by half your maximum, but increase your Strength score by 10 while you remain in battle. The effect ends if your current HP rises above half your maximum.
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Bestow
3
Normal
30ft
1 Bonus Action
Instantaneous
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.
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Bide
STR, DEX
5
Normal
50ft
1 Action
2-3 rounds
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.
-
Bind
STR
15
Normal
Melee
1 Action
Instantaneous
You attempt to grapple a target into submission. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is grappled, you may continue this move, as a bonus action, to do an automatic 1d4 normal damage without having to make an attack roll.
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Bite
STR, DEX
15
Dark
Melee
1 Action
Instantaneous
You sink your teeth into a target creature. Make a melee attack roll, doing 1d10 + MOVE dark damage on a successful hit. On natural attack rolls of 19 or 20, the target flinches
-
Blast Burn
STR, DEX
3
Fire
50ft
1 Action, Recharge
Instantaneous
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.
-
Blaze Kick
STR, DEX
5
Fire
Melee
1 Action
Instantaneous
Flames burst from your feet as you deliver a powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned. This move scores a critical hit on 19s and 20s.
-
Blizzard
STR, DEX
3
Ice
100ft
1 Action
Instantaneous
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.
-
Block
3
Normal
50ft
1 Reaction
Instantaneous
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.
-
Blue Flare
STR, DEX
3
Fire
Self
1 Action
Instantaneous
You unleash an intense and beautiful line of blue flames in a 50 foot line, 5 feet wide. Any creature caught in the line must make a DEX save against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, they are burned.
-
Body Slam
STR
10
Normal
Melee
1 Action
Instantaneous
You thrust yourself towards a creature in an attempt to crush them with your physical size. Make a melee attack on a target. On a hit, the target takes 2d6 + MOVE normal damage, and must succeed on a STR saving throw against your Move DC or be knocked prone.
-
Bolt Strike
STR, DEX
3
Electric
50ft
1 Action
Instantaneous
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.
-
Bone Club
STR, DEX
10
Ground
Melee
1 Action
Instantaneous
You strike a creature with a club of bone, doing 1d10 + MOVE ground damage on a successful hit. If the natural attack roll is 18 or more, the target flinches.
-
Bone Rush
STR
5
Ground
Melee
1 Action
Instantaneous
You rush forward to deliver a series of hard hits against a target. Make a melee attack roll, doing 1d4 + MOVE ground damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ground damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
-
Bonemerang
DEX
5
Ground
80ft
1 Action
Instantaneous
You throw a boomerang and make two ranged attacks against a target. On each successful hit, do 1d4 + MOVE ground damage.
-
Boomburst
STR, CHA
5
Normal
Self
1 Action
Instantaneous
You create a deafening, explosive sound that damages all creatures within 20 feet of you. Force any creature in range to make a CON save against your Move DC, taking 2d12 + MOVE normal damage on a failure, or half as much on a success.
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Bounce
DEX
5
Flying
80ft
1 Action
1 round, charge
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.
-
Brave Bird
STR, DEX
10
Flying
Melee
1 Action
Instantaneous
You tuck in your wings and dive at a creature. Make a melee attack, dealing 2d10 + MOVE flying damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.
-
Brick Break
STR
10
Fighting
Melee
1 Action
Instantaneous
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.)
-
Brine
STR, DEX
5
Water
40ft
1 Action
Instantaneous
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.
-
Brutal Swing
STR
10
Dark
Self
1 Action
Instantaneous
You swing your arms around violently, attacking anything within a 10 foot circle, centered on yourself. All creatures in range must make a DEX saving throw against your Move DC, taking 1d10 + MOVE dark damage on a failure, or half as much on a success.
-
Bubble
DEX
15
Water
60ft
1 Action
Instantaneous
You shoot a series of quickly moving bubbles at a target. Make three ranged attacks, doing 1d4 water damage on each successful hit.
-
Bubble Beam
STR, DEX
10
Water
80ft
1 Action
Instantaneous
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.
-
Bug Bite
STR, DEX
10
Bug
Melee
1 Action
Instantaneous
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.
-
Bug Buzz
DEX, CHA
3
Bug
Self
1 Action
Instantaneous
You vibrate your wings, creating a harsh sound that damages any creature in range. All creatures within 20 feet of you must make a CON save against your Move DC, taking 2d8 + MOVE bug damage on a fail. If a creature fails the save by 5 or more, they have disadvantage on their next attack.
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Bulk Up
10
Fighting
Self
1 Action
1 minute
You pump yourself up, increasing your adrenaline. For the next minute, choose to add +1 to your attack rolls OR +1 to AC. This move can be stacked to a maximum of +5 for either choice.
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Bulldoze
STR
10
Ground
Self
1 Action
Instantaneous
You strike the ground so hard that it ripples out from you in a 30 foot circle. Any creature caught in the area must make a DEX save against your Move DC, taking 1d10 + MOVE ground damage on a failure, or half as much on a success. Raised creatures are immune to the effects and damage of this move.
-
Bullet Punch
STR, DEX
15
Steel
Melee
1 Bonus Action
Instantaneous
You strike with a punch that is quick as a bullet. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.
-
Bullet Seed
DEX
15
Grass
30ft
1 Action
Instantaneous
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.
-
Burn Up
STR, DEX
3
Fire
Self
1 Action
Instantaneous
You use up all the fire energy you have to inflict massive damage in a 30 foot circle, centered on you. Creatures within the area must make a DEX save against your Move DC. On a failure, the creature take 5d4 + MOVE fire damage and become burned. On a success, they take half as much damage without being burned. After using this move, the user burns itself out and loses its fire-typing for the remainder of combat. Dual-type fire Pokemon change to their single other type, and single-type Pokemon become typeless, losing STAB and all vulnerabilites, resistances, and immunities.
-
Calm Mind
10
Psychic
Self
1 Action
1 minute
You clear your mind of all distractions. For the duration, double your STAB bonus when dealing damage of your type.
-
Camouflage
10
Normal
Self
1 Action
1 minute
You blend in with your surroundings, taking on a new type for resistances/vulnerabilities/immunities. The type is dependent on the terrain, and up to the DMs discretion. (Ex: Forest = Grass, Beach = Water, Desert = Ground/Fire, Mountain = Rock, etc.)
-
Captivate
WIS, CHA
3
Normal
40ft
1 Reaction
Instantaneous
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.
-
Charge
10
Electric
Self
1 Action
1 round
Electricity surges through your body, charging up for your next attack. Until your next turn, boost your AC by 2. On your next turn, double your STAB bonus when dealing damage of your type.
-
Charge Beam
STR, DEX
5
Electric
80ft
1 Action
Instantaneous
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.
-
Charm
CHA, WIS
10
Fairy
80ft
1 Action
1 minute
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.
-
Chatter
WIS, CHA
5
Flying
30ft
1 Action
Instantaneous
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.
-
Chip Away
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You wait for an opening, striking with speed when the moment is right. Ignoring any boosts to the AC of a target, make a melee attack, dealing 1d12 + MOVE normal damage on a hit.
-
Circle Throw
STR
5
Fighting
Melee
1 Action
Instantaneous
You swing the target around and throw it as hard as you can, away from the battlefield. Make a melee attack, dealing 1d10 + MOVE fighting damage on a hit. In wild battles, the target takes the damage and flees from battle if its level is lower than that of the user. In trainer battles, the target takes the damage and must be immediately switched out for another creature in the trainer's party, if any remain.
-
Clamp
STR
10
Water
Melee
1 Action
1 minute
You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE water damage and is grappled. At the beginning of each of its turns, it may attempt to pry itself away with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d6 water damage.
-
Clanging Scales
STR, WIS
3
Dragon
Self
1 Action
Instantaneous
You slam your scaled hands together to create an intense, sound-based shockwave in a 30 foot cone in front of you. Any creature caught in the blast must make a CON save against your Move DC, taking 3d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more reduce their AC by 1 for the remainder of combat.
-
Clear Smog
DEX, CON
10
Poison
20ft
1 Action
Instantaneous
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.
-
Close Combat
STR
3
Fighting
Melee
1 Action
Instantaneous
You get in close for a devastating strike, sacrificing your defenses. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. After activating this move, the target has advantage on any attack it makes against you before the beginning of your next turn.
-
Coil
3
Poison
Self
1 Action
1 minute
You coil up and concentrate your power. For the duration, gain +1 to your attack rolls, damage rolls, and AC.
-
Comet Punch
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You strike out with a lightning fast punch. Make a melee attack roll. The target takes 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
-
Confide
WIS, CHA
10
Normal
40ft
1 Action
Instantaneous
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.
-
Confuse Ray
INT, WIS
5
Ghost
40ft
1 Action
Instantaneous
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.
-
Confusion
INT, WIS
15
Psychic
50ft
1 Action
Instantaneous
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.
-
Constrict
STR
15
Normal
Melee
1 Action
Instantaneous
You wrap yourself around a creature, trying to squeeze the life from them. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.
-
Conversion
10
Normal
Self
1 Bonus Action
1 round
Until the beginning of your next turn, take on a new type for resistances/vulnerabilities/immunities equal to one of the types of a move you currently know.
-
Conversion 2
10
Normal
Self
1 Bonus Action
1 round
If you took damage from an attack since the end of your last turn, you may use a bonus action to change your type to any type that is resistant or immune to the type of move used against you. This effect lasts until the beginning of your next turn.
-
Copycat
10
Normal
50ft
1 Action
Instantaneous
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.
-
Core Enforcer
STR, WIS
5
Dragon
45ft
1 Action
Instantaneous
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.
-
Cosmic Power
10
Psychic
Self
1 Action
1 minute
You call upon a mystic force to come to your aid. For the duration, you have advantage on all saving throws.
-
Cotton Guard
5
Grass
Self
1 Action
1 minute
You protect yourself by wrapping your body up in thick, soft cotton. For the duration, boost your AC by +2.
-
Cotton Spore
DEX, CON
20
Grass
30ft
1 Action
1 minute
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.
-
Counter
DEX, STR
5
Fighting
Melee
1 Reaction
Instantaneous
When you are hit by a melee attack, you can use your reaction to make a melee attack against the creature, doing 1d4 + MOVE fighting damage on a successful hit.
-
Covet
DEX
15
Normal
Melee
1 Action
Instantaneous
You strike out with quick and sticky hands. Make a melee attack roll against a creature, doing 1d10 + MOVE normal damage on a hit. On a successful attack, you steal the creatures held item if you are not currently holding one.
-
Crabhammer
STR
5
Water
Melee
1 Action
Instantaneous
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.
-
Crafty Shield
3
Fairy
5ft
1 Reaction
Instantaneous
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.
-
Cross Chop
STR, DEX
3
Fighting
Melee
1 Action
Instantaneous
You crush a creature with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.
-
Cross Poison
DEX
10
Poison
Melee
1 Action
Instantaneous
You slash at a creature with a poisonous strike. Make a melee attack, dealing 1d12 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the attack is treated as a critical hit and the target is poisoned.
-
Crunch
STR, DEX
10
Dark
Melee
1 Action
Instantaneous
You unleash a powerful blow that has a chance to temporarily lower a target's defense. Make a melee attack against a target, doing 2d6 + MOVE dark damage on a hit. On a natural attack roll of 18 or higher, the target's AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC.
-
Crush Claw
STR
10
Normal
Melee
1 Action
Instantaneous
You strike out with powerful claws. Make a melee attack roll against a creature, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 15 or more, your next attack on the same target is rolled at advantage.
-
Crush Grip
STR
3
Normal
Melee
1 Action
Instantaneous
You clasp your hands around a creature for a crushing blow. Make a melee attack against a target, dealing 3d8 + MOVE normal damage and grappling the target on a hit. If the target is above 50% of its maximum health, add your proficiency bonus to the damage roll.
-
Curse
WIS, CHA
5
Ghost
10ft
1 Action
1 minute
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.
-
Cut
STR, DEX
15
Normal
Melee
1 Action
Instantaneous
You lash out at a target with vine or claw or blade. Make a melee roll on a target, doing 1d8 + MOVE on a successful hit.
-
Dark Pulse
WIS, CHA
10
Dark
30ft
1 Action
Instantaneous
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.
-
Dark Void
WIS
5
Dark
Self
1 Action
Instantaneous
You send the minds of your creatures into a world of darkness, damaging them before putting them to sleep. All creatures within 30 feet of you must make a WIS save against your Move DC, taking 2d10 + MOVE dark damage and falling asleep on a failure, or half as much without falling asleep on a success.
-
Darkest Lariat
STR, DEX
5
Dark
Melee
1 Action
Instantaneous
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.
-
Dazzling Gleam
DEX, CHA
5
Fairy
Self
1 Action
Instantaneous
You emit a powerful flash that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE fairy damage on a failure, or half as much on a success.
-
Defend Order
5
Bug
Self
1 Action
1 minute
You summon forth your underlings to form a natural shield in front of you. For the duration, as long as you keep your concentration, gain +1 to your AC.
-
Defense Curl
20
Normal
Self
1 Action
Instantaneous
You curl up into a tight ball, increasing your defensive stance. Until your next turn, you gain + 4 to your AC and have resistance to normal attacks.
-
Defog
10
Flying
Self
1 Action
Instantaneous
You summon a swift, magical breeze in a 50 foot radius, centered on you, that sweeps away foggy weather and obstacles. When activating this move, any area of effect moves that are still active end immediately (Examples: Misty Terrain, Fog Cloud, Smog, etc.).
-
Destiny Bond
WIS, CHA
3
Ghost
100ft
1 Action
1 minute
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.
-
Detect
3
Fighting
Self
1 Reaction
Instantaneous
You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
-
Diamond Storm
3
Rock
50ft
1 Action
3 rounds
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.
-
Dig
STR, DEX
10
Ground
80ft
1 Action
1 round, charge
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.
-
Disable
CHA, WIS
5
Normal
60ft
1 Action
1 minute
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).
-
Disarming Voice
CHA
10
Fairy
Self
1 Action
Instantaneous
You let out a charming cry, dealing emotional damage to any creature in range that can hear you. This move automatically hits for 1d4 + MOVE fairy damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.
-
Discharge
DEX
10
Electric
Self
1 Action
Instantaneous
You let loose a flare of electricity in a 20 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by 5 or more, it is paralyzed.
-
Dive
DEX
5
Water
80ft
1 Action
1 round, charge
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.
-
Dizzy Punch
STR, DEX
5
Normal
Melee
1 Action
Instantaneous
You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.
-
Doom Desire
STR
3
Steel
30ft
1 Action
2 turns
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.
-
Double Hit
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You lash out quickly with two strikes. Make two melee attacks, dealing 1d6 + MOVE normal damage \on each hit.
-
Double Iron Bash
STR
5
Steel
Melee
1 Action
Instantaneous
You punch twice with two devastating slams of your fist. Make two melee attack rolls, doing 1d6 + MOVE steel damage on each successful hit. If any natural attack roll is 16 or higher, the target flinches.
-
Double Kick
STR, DEX
10
Fighting
Melee
1 Action
Instantaneous
You strike twice with two devastating kicks. Make two melee attack rolls, doing 1d6 + MOVE fighting damage on each successful hit.
-
Double Slap
STR, DEX, CHA
5
Normal
Melee
1 Action
Instantaneous
You reach out to slap a creature with quick strikes. Make a melee attack roll, doing 1d4 + MOVE on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
-
Double Team
3
Normal
Self
1 Bonus Action
1 minute
You create a duplicate image of yourself, 5 feet beside you. The image mimics you and attempt to fool your opponents into attacking it, instead. When subject to any move (attack or saving throw / damaging or non-damaging) with an area of effect of 5 feet wide or less, roll a d4. On a result of 3 or 4, the image absorbs the damage and/or effects of the attack and disappears. Creatures with Truesight bypass the effect of this move. If grappled or restrained by a creature while Double Team is active, Double Team has no effect. (Examples that would trigger the roll include Tackle, Thunder Wave, Rock Slide, Ice Beam, etc.)
-
Double-Edge
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You commit a massive attack against a creature. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit, but taking a quarter of the total damage (rounded down) in typeless recoil.
-
Draco Meteor
STR
3
Dragon
80ft
1 Action
Instantaneous
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.
-
Dragon Ascent
STR, DEX
5
Flying
100ft
1 Action
Instantaneous
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.
-
Dragon Breath
STR, DEX
10
Dragon
Self
1 Action
Instantaneous
You release a powerful breath of energy in a 40 foot cone. All targets caught in the blast must make a DEX save against your Move DC, taking 1d10 + MOVE dragon damage on a fail, and half as much on a save. If a creature fails the save by 5 or more, it is paralyzed.
-
Dragon Claw
STR
10
Dragon
Melee
1 Action
Instantaneous
You strike out with a powerful claw attack. Make a melee attack on a creature, doing 2d6 + MOVE dragon damage on a hit.
-
Dragon Dance
10
Dragon
Self
1 Action
1 minute
You perform a mystical dance, pumping yourself up. For the duration, double your proficiency bonus when making an attack.
-
Dragon Hammer
STR
10
Dragon
Self
1 Action
Instantaneous
You slam your head down like a hammer to attack a creature in range. Make a melee attack roll against the target, dealing 2d8 + MOVE dragon damage on a hit. Hit or miss, any creatures within the line created by the attack (5 feet wide) must make a DEX save against your Move DC, taking the same damage on a failure.
-
Dragon Pulse
DEX
5
Dragon
50ft
1 Action
Instantaneous
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.
-
Dragon Rage
STR
3
Dragon
Self
1 Action
Instantaneous
You unleash a devastating flow of energy in a 100 foot long line, 5 feet wide. Each creature caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE dragon damage on a fail, and half as much on a save.
-
Dragon Rush
STR
5
Dragon
Melee
1 Action
Instantaneous
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.
-
Dragon Tail
STR
3
Dragon
Melee
1 Action
Instantaneous
You whip your dragon tail at a creature in an attempt to send them away. Force a target to make a CON save against your Move DC. On a failure, they take 1d10 + MOVE dragon damage and are too frightened by you to remain in battle. In trainer battles, the target must be switched out if another creature is available. In wild battles, the target only flees if it a lower level than the user.
-
Drain Punch
STR, DEX
5
Fighting
Melee
1 Action
Instantaneous
Your strike a target with an energy-draining punch. Make a melee attack, dealing 1d12 + MOVE fighting damage on a hit, gaining half the damage dealt (rounded down) in HP.
-
Draining Kiss
DEX, CHA
5
Fairy
Melee
1 Action
Instantaneous
You attempt to zap the target's energy with a kiss. Make a melee attack roll on a creature, dealing 1d8 + MOVE fairy damage on a hit. The user is then healed for half the damage dealt.
-
Dream Eater
WIS
10
Psychic
30ft
1 Action
Instantaneous
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.
-
Drill Peck
STR, DEX
10
Flying
Melee
1 Action
Instantaneous
You hammer down on a target with a peck attack. Make a melee attack roll on a target, doing 2d6 + MOVE flying damage on a successful hit. Drill Peck scores a critical hit on 19s and 20s.
-
Drill Run
STR, DEX
5
Ground
Melee
1 Action
Instantaneous
You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d6 + MOVE ground damage on a hit. This attack scores a critical hit on 19s and 20s.
-
Dual Chop
STR, DEX
10
Dragon
Melee
1 Action
Instantaneous
You lash out at a creature(s) with two quick strikes. Make two melee attack rolls, dealing 1d6 + MOVE dragon damage with each hit.
-
Dynamic Punch
STR, DEX
3
Fighting
Melee
1 Action
Instantaneous
You strike out with a twirling punch that confuses a creature. Make a melee attack roll against a creature, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.
-
Earth Power
STR
5
Ground
40ft
1 Action
Instantaneous
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.
-
Earthquake
STR
5
Ground
Self
1 Action
Instantaneous
You create a tremor in the ground in a 20 foot radius, centered on you. Each creature in the area must succeed on a STR save against your Move DC, taking 4d4 + MOVE ground damage on a fail and be knocked prone. On a success, they take half as much damage and are not knocked prone. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. After the move is activated, the area becomes difficult terrain. Raised creatures are immune to the effects and damage of this move.
-
Echoed Voice
WIS, CHA
10
Normal
40ft
1 Action
Instantaneous
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.
-
Eerie Impulse
DEX, CHA
3
Electric
Self
1 Action
Instantaneous
Your body generates a strange pulsating sound that can disrupt creature's ability to attack. When you activate this move, any creature within 30 feet of you must make a CON saving throw against your Move DC. Any creature that fails flinches for 1d4 rounds.
-
Egg Bomb
DEX
5
Normal
60ft
1 Action
Instantaneous
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.
-
Electric Terrain
5
Electric
Self
1 Action
3 rounds
You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area
-
Electrify
STR, DEX
5
Electric
Melee
1 Reaction
Instantaneous
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".
-
Electro Ball
DEX
5
Electric
40ft
1 Action
Instantaneous
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.
-
Electroweb
STR, DEX
10
Electric
40ft
1 Action
Instantaneous
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.
-
Embargo
WIS
10
Dark
30ft
1 Action
1 minute
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.
-
Ember
STR, DEX
15
Fire
60ft
1 Action
Instantaneous
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.
-
Encore
WIS, CHA
3
Normal
100ft
1 Reaction
Instantaneous
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.
-
Endeavor
WIS, CON
3
Normal
30ft
1 Action
Instantaneous
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.
-
Endure
3
Normal
Self
1 Reaction
Instantaneous
On an instance of taking damage that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
-
Energy Ball
DEX
5
Grass
40ft
1 Action
Instantaneous
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.
-
Entrainment
WIS, CHA
10
Normal
60ft
1 Action
1 minute
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.
-
Eruption
STR, DEX
3
Fire
Self
1 Action
Instantaneous
You spew hot magma in a 15 foot cone. Any creature caught in the blast must make a DEX saving throw against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success. If you are at full health when activating this move, double your STAB bonus when dealing damage.
-
Explosion
3
Normal
80ft
1 Action
Instantaneous
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.
-
Extrasensory
WIS
10
Psychic
30ft
1 Action
Instantaneous
-
Extreme Speed
DEX
15
Normal
Melee
1 Bonus Action
Instantaneous
You rush to attack with incredible speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d6 normal damage on a hit.
-
Facade
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You strike out at a creature with revenge. Make a melee attack roll against a target, dealing 1d12 + MOVE normal damage on a hit. If you are poisoned, paralyzed, or burned, double the dice for the damage.
-
Fairy Lock
5
Fairy
Self
1 Bonus Action
1 round
You summon forth a mystical power that locks down the battlefield. Creatures within a 80 foot circle, centered on you, may not flee or be switched out on their next turn.
-
Fairy Wind
DEX, CHA
15
Fairy
30ft
1 Action
Instantaneous
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.
-
Fake Out
STR, DEX
5
Normal
Melee
1 Action
Instantaneous
This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 1d6 + MOVE normal damage on a hit, causing the target to flinch.
-
Fake Tears
WIS, CHA
5
Dark
50ft
1 Action
Instantaneous
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.
-
False Swipe
STR, DEX
20
Normal
Melee
1 Action
Instantaneous
You swipe at a creature but hold back power slightly. Make a melee attack against a creature, doing 1d6 + MOVE normal damage on a hit. If this attack would normally cause a creature to faint, it is reduced to 1HP instead.
-
Feather Dance
DEX, CHA
10
Flying
50ft
1 Action
1 minute
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.
-
Feint
DEX
10
Normal
Melee
1 Action
Instantaneous
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.
-
Feint Attack
STR, DEX, CHA
10
Dark
Melee
1 Action
Instantaneous
You bring a creature close and hit it with a sucker punch. Make a melee attack on a creature, always with advantage, doing 1d10 + MOVE dark damage on a hit.
-
Fell Stinger
STR, DEX
10
Bug
Melee
1 Action
Instantaneous
You lunge at a creature with a devastating sting attack. Make a melee attack on a creature, dealing 1d8 + MOVE bug damage on a hit. If this attack causes the target to faint, double your ability modifier for attack rolls and damage on your next turn.
-
Fiery Dance
DEX, CHA
5
Fire
Self
1 Action
Instantaneous
You dance and flap your wings, sending flames in a 30 foot circle, centered on you. Anyone caught in the blaze must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, double the MOVE modifier when adding damage
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Final Gambit
STR
3
Fighting
30ft
1 Action
Instantaneous
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
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Fire Blast
STR, DEX
5
Fire
40ft
1 Action
Instantaneous
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.
-
Fire Fang
STR, DEX
10
Fire
Melee
1 Action
Instantaneous
You attempt to pierce a creature with flame-cloaked fangs. Make a melee attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned and flinches.
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Fire Lash
DEX, WIS
10
Fire
10ft
1 Action
1 minute
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.
-
Fire Pledge
STR
5
Fire
40ft
1 Action
Instantaneous
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.
-
Fire Punch
STR, DEX
10
Fire
Melee
1 Action
Instantaneous
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.
-
Fire Spin
DEX
10
Fire
40ft
1 Action
3 rounds
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.
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First Impression
DEX
5
Bug
Melee
1 Bonus Action
Instantaneous
You make quite the entrance, quickly attacking a creature. This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 2d8 + MOVE bug damage on a hit.
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Fissure
3
Ground
100ft
1 Action
Instantaneous
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.
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Flail
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You flail about with a wild strike that increases in power the more injured you are. Make a melee attack roll against a creature, doing 1d6 + MOVE normal damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.
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Flame Burst
STR, DEX
10
Fire
40ft
1 Action
Instantaneous
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.
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Flame Charge
STR, DEX
10
Fire
Melee
1 Action
Instantaneous
You cloak yourself with flame and lash out at a creature. Make a melee attack, dealing 1d8 + MOVE fire damage on a hit. With each successful hit from this move, increase your movement speed by 5 until you are incapacitated, are switched out, or the combat ends. (Maximum of +30 to movement speed)
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Flame Wheel
STR, DEX
15
Fire
Self
1 Action
Instantaneous
A wheel of flame explodes out from you in a 10 foot radius. All creature in the area must succeed on a DEX save against your Move DC, taking 1d10 + MOVE fire damage on a fail and half as much on a save. If the user is frozen, this move can still be used, thawing out the creature during the attack
-
Flamethrower
STR, DEX
10
Fire
Self
1 Action
Instantaneous
You shoot a concentrated gout of flame in an 40 foot cone. Any creature caught in the cone must succeed on a DEX save against your Move DC, taking 2d8 + MOVE fire damage on a failure, or half damage on a success. Any creature that fails the save by 5 or more becomes burned.
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Flare Blitz
STR, DEX
10
Fire
Melee
1 Action
Instantaneous
You cloak yourself in fire and charge at a creature with serious damage. Make a melee attack against a creature, dealing 2d10 + MOVE fire damage on a hit. On a hit, you take a quarter of the damage dealt in typeless recoil damage. On a natural attack roll of 19 or 20, the target is burned. If the user is frozen, this move can still be used, thawing out the creature during the attack
-
Flash
CON
10
Normal
Self
1 Action
Instantaneous
You emit an immense flash of light in a 20 foot radius circle, centered on you. Creatures in the area must make a CON save against your Move DC. On a fail, they are blinded until the end of their next turn. Outside of combat, this move can be used to light a dim area, much like the "Light" cantrip.
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Flash Cannon
STR, DEX
5
Steel
60ft
1 Action
Instantaneous
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.
-
Flatter
10
Dark
30ft
1 Action
Instantaneous
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.
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Fleur Cannon
WIS, CHA
3
Fairy
Self
1 Action
Instantaneous
You unleash a beam of energy in a 80 foot line, 5 feet wide. All creatures in its path must make a DEX save against your Move DC, taking 5d4 + MOVE fairy damage on a hit, or half as much on a save. After activating this move, your next attack is rolled at disadvantage. If the next attack requires a saving throw, the target(s) has advantage.
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Fling
STR, DEX
5
Dark
60ft
1 Action
Instantaneous
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.
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Floral Healing
CON
10
Fairy
30ft
1 Action
Instantaneous
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.
-
Flower Shield
5
Fairy
Self
1 Action
1 minute
Large flowers sprout from any grass-type allies in range, boosting their defense. For one minute, as long as you keep your concentration, grass-type allies in a 30 foot circle, centered on you, gain +2 to their AC.
-
Fly
STR, DEX
10
Flying
80ft
1 Action
1 round, charge
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.
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Flying Press
STR, DEX
5
Fighting
Melee
1 Action
Instantaneous
You dive at a creature with quick reaction speed, able to change the type of attack when you reach them. Make a melee attack against a target, dealing 4d4 + MOVE flying OR fighting damage, depending on your choice. STAB can only added to this move if its type is fighting.
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Focus Blast
STR, DEX
3
Fighting
60ft
1 Action
Instantaneous
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.
-
Focus Energy
5
Normal
Self
1 Bonus Action
1 minute
You shut your eyes and focus in on the energy inside you before striking. For the duration, increase your critical range by 2 (From 20 to 18+ , from 19+ to 17+, etc.). This move is not stackable.
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Focus Punch
STR, DEX
10
Fighting
Melee
1 Action
1 round
When activating this move, you spend your action focusing your next attack. If you keep concentration, as an action on your next turn, make an attack roll against a creature, doing 3d8 + MOVE fighting damage on a hit.
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Follow Me
WIS, CHA
5
Normal
50ft
1 Reaction
Instantaneous
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).
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Force Palm
STR
5
Fighting
Melee, 20ft
1 Action
Instantaneous
You thrust your palm outward with such strength that a shockwave is sent towards a creature. Make a ranged or melee attack roll, depending on your target. If used as a melee attack, deal 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed. If used as a ranged attack, the damage is halved with no chance to paralyze.
-
Foresight
15
Normal
Self
1 Bonus Action
Instantaneous
You grant yourself a brief but incredible sixth sense. On the next ghost-, normal-, or fighting-type move you activate, ignore any immunities of the target creature(s) granted by their Pokémon type. If the target's secondary type gives it vulnerability or resistance to the attack, it follows the secondary type for that effect.
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Forest's Curse
CON, WIS
5
Grass
30ft
1 Action
3 rounds
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.
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Foul Play
STR, WIS
5
Dark
Melee
1 Action
Instantaneous
You turn a creature's own power against it. Make a melee attack roll using your MOVE power. On a hit, the target takes an amount of dark damage equal to 2d8 + the target's level.
-
Freeze Shock
DEX
3
Ice
50ft
1 Action, Charge
1 round
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.
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Freeze-Dry
STR, DEX
10
Ice
20ft
1 Action
Instantaneous
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.
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Frenzy Plant
DEX
3
Grass
Self
1 Action, Recharge
Instantaneous
You summon a whirlwind of jagged branches and razor sharp leaves that batter all creatures in a 30 foot circle, centered on you. All creature caught in the flurry must make a DEX saving throw against your Move DC, taking 3d8 + MOVE grass damage on a failure, and half as much on a success. This move saps you of energy, and may not activate it again until after the end of your next turn.
-
Frost Breath
CON, DEX
5
Ice
15ft
1 Action
Instantaneous
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.
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Frustration
STR
10
Normal
Melee
1 Action
Instantaneous
You lash out at a creature, venting your frustration at your trainer. Make a melee attack roll against a creature, doing 1d6 + MOVE normal damage on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are below zero on the Loyalty Chart.This move bypasses the Loyalty penalty roll, except for uncontrollable creatures based on SR limitations.
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Fury Attack
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You reach out and unleash relentless strikes against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
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Fury Cutter
STR, DEX
10
Bug
Melee
1 Action
Instantaneous
You unleash series of cuts against a creature that increase in strength. When you activate this move, make a melee attack on a target in range, doing 1d4 + MOVE bug damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
-
Fury Swipes
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You reach out and unleash relentless claw attacks against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
-
Fusion Bolt
STR
3
Electric
100ft
1 Action
Instantaneous
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.
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Fusion Flare
STR
3
Fire
100ft
1 Action
Instantaneous
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.
-
Future Sight
DEX, WIS
10
Psychic
30ft
1 Action
3 rounds
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.
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Gastro Acid
DEX, CON
5
Poison
20ft
1 Action
1 minute
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.
-
Gear Grind
STR, DEX
10
Steel
40ft
1 Action
Instantaneous
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.
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Gear Up
15
Steel
30ft
1 Action
1 minute
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.
-
Geomancy
5
Fairy
Self
1 Action
3 rounds
You spend time to absorb the natural energy around you, sharply increasing your effect in battle. When you activate this move, your speed increases by 10 feet and all of your attacks and saving throws are rolled with advantage for three rounds.
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Giga Drain
STR, DEX
5
Grass
50ft
1 Action
Instantaneous
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.
-
Giga Impact
STR
3
Normal
Melee
1 Action, Recharge
Instantaneous
You charge at a creature with every ounce of your power. Make a melee attack, dealing 3d8 + MOVE normal damage on a hit. This move cannot be used on consecutive turns by the same creature.
-
Glaciate
DEX
5
Ice
20ft
1 Action
Instantaneous
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.
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Glare
STR, CHA
10
Normal
60ft
1 Action
1 minute
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.
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Grass Knot
DEX
10
Grass
30ft
1 Action
Instantaneous
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.
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Grass Pledge
STR
5
Grass
40ft
1 Action
Instantaneous
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.
-
Grass Whistle
CON, CHA
15
Grass
30ft
1 Action
Instantaneous
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.
-
Grassy Terrain
5
Grass
Self
1 Action
3 rounds
Grass sprouts from the ground in a circle around you, coating the earth with healing energy. For 3 turns, all creatures in the affected area heal for an amount of hit points equal to their proficiency bonus at the end of their turn. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from grass-type moves activated inside the area.
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Gravity
3
Psychic
Self
1 Action
1 minute
You strengthen gravity in an 40 foot circle, centered on you. Any creature in the area cannot use moves like Fly or Bounce, flying types lose their ground immunity, and the Levitate ability is suppressed.
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Growl
CHA, STR
20
Normal
100ft
1 Action
1 minute
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.
-
Growth
20
Normal
30ft
1 Action
1 minute
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.
-
Grudge
WIS, CHA
3
Ghost
50ft
1 Reaction
Instantaneous
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 .
-
Guard Split
WIS, INT
5
Psychic
30ft
1 Action
1 minute
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.
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Guard Swap
WIS, INT
5
Psychic
40ft
1 Action
1 minute
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.
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Guillotine
3
Normal
Melee
1 Action
Instantaneous
You are filled with an incredible rage, grabbing the head of a target creature in an attempt to squeeze the life from it. Roll a d20. On a 20, you instantly cause the creature to faint. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
-
Gunk Shot
DEX
3
Poison
30ft
1 Action
Instantaneous
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.
-
Gust
DEX
20
Flying
40ft
1 Action
Instantaneous
You create a strong wind that batters a target in range. Make a ranged attack, doing 1d6 + MOVE flying damage on a hit.
-
Gyro Ball
STR, DEX
5
Steel
Melee
1 Action
Instantaneous
You tackle a creature with a high-speed spin. Make a melee attack against a creature, dealing 1d6 + MOVE steel damage on a hit. If your DEX score is lower than the target's, double the dice roll for damage.
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Hail
3
Ice
100ft
1 Action
5 rounds
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.
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Hammer Arm
STR
5
Fighting
Melee
1 Action
Instantaneous
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.
-
Happy Hour
15
Normal
Melee
1 Action
Instantaneous
You celebrate your impending victory with a little jig. Prize money awarded at the end of battle is doubled.
-
Harden
CON
5
Normal
Self
1 Bonus Action
Instantaneous
You increase your defense, able to reduce incoming damage. After activating this move, reduce any damage dealt to you by 1d4 + MOVE until the beginning of your next turn.
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Haze
15
Ice
Self
1 Action
Instantaneous
You create a haze of light snow that washes over creatures in a 60 foot circle, centered on you. Any stat changes, status effects, shields or other outside forces affecting creatures in range are removed. This includes things like Leech Seed, Focus Energy, Substitute, Iron Defense, Disable, etc.
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Head Charge
STR
10
Normal
Melee
1 Action
Instantaneous
You lower your head and charge at a creature. Make a melee attack. On a hit, you deal 2d10 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.
-
Head Smash
STR
3
Rock
Melee
1 Action
Instantaneous
You lower your head to deliver a dangerous headbutt. Make a melee attack, dealing 3d8 + MOVE rock damage on a hit. On a hit, the user takes 1/2 the damage dealt in typeless recoil.
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Headbutt
STR
10
Normal
Melee
1 Action
Instantaneous
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.
-
Heal Bell
3
Normal
Self
1 Action
Instantaneous
You ring a bell that chimes beautifully across the battlefield. All active allied creature in a 120 foot circle, centered on you, are healed of their negative status effects.
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Heal Block
3
Psychic
40ft
1 Reaction
Instantaneous
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.
-
Heal Order
CON
5
Bug
Self
1 Action
Instantaneous
You summon forth your underlings to heal your wounds. Regain 4d4 + MOVE hit points.
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Heal Pulse
CON, WIS
5
Psychic
30ft
1 Action
Instantaneous
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.
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Healing Wish
5
Psychic
Self
1 Action
Instantaneous
You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next conscious creature released by its trainer is healed of all status effects and recovers an amount of HP equal to what the user lost by fainting.
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Heart Stamp
WIS, CHA
15
Psychic
Melee
1 Action
Instantaneous
You unleash a vicious blow after acting cute. Make a melee attack against a creature, dealing 1d10 + MOVE psychic damage on a hit.
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Heart Swap
WIS, INT
5
Psychic
80ft
1 Action
Instantaneous
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.
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Heat Crash
STR
5
Fire
Melee
1 Action
Instantaneous
You slam into a creature with your flaming body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE fire damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
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Heat Wave
DEX, CON
10
Fire
Self
1 Action
Instantaneous
You exhale a wave of hot breath in a 30ft. circle, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 2d8 + MOVE fire damage on failure, or half as much on a success. If the creature fails the save by 5 or more, it is burned.
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Heavy Slam
STR
5
Steel
Melee
1 Action
Instantaneous
You slam into a creature with your heavy body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE steel damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
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Helping Hand
5
Normal
60ft
1 Bonus Action
10 minutes
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.
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Hex
WIS
5
Ghost
50ft
1 Action
Instantaneous
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.
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Hidden Power
Any
10
Normal
30ft
1 Action
Instantaneous
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
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High Horsepower
STR
5
Ground
Melee
1 Action
Instantaneous
You fiercely attack the target using your entire body. Make a melee attack, dealing 2d8 + MOVE ground damage on a hit.
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High Jump Kick
STR, DEX
5
Fighting
Melee
1 Action
Instantaneous
You leap into the air to deliver a strong kick to a target. Make a melee attack, doing 2d8 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
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Hold Back
DEX
10
Normal
Melee
1 Action
Instantaneous
You lash out with force, but contain your strike to a glancing blow, leaving a creature conscious. Make a melee attack on a target, dealing 1d6 + MOVE normal damage on a hit. This attack will always leave its target with 1 hp if it would otherwise cause the target to faint.
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Hold Hands
20
Normal
Melee
1 Reaction
Instantaneous
If you are within melee range of an ally, you grasp its hand to spread happiness. Use this reaction when an ally is attacking to add +1 to its attack rolls, or when it is targeted by an attack to add +1 to its AC. This reaction can be used only before the result of either attack roll (by ally or creature) is called.
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Hone Claws
10
Dark
Self
1 Action
1 minute
You sharpen your claws to increase the power of your attacks. For the duration, add an additional +1 to your attack and damage rolls. This move may be stacked to a maximum of +3 to attack and damage rolls.
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Horn Attack
STR
15
Normal
Melee
1 Action
Instantaneous
You strike at a target with your horn. Make a melee attack, doing 1d10 + MOVE normal damage on a hit. If you moved 20 feet or more straight towards a target, immediately before activating this move, force a creature to make a STR save against your Move DC or be knocked prone.
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Horn Drill
3
Normal
Melee
1 Action
Instantaneous
You attempt to drill your horn through a target creature with tremendous strength. Roll a d20. On a 20, the creature is impaled and immediately faints. On any other roll, you miss and this move fails. If the target's level is 10 more than your own, this move automatically fails.
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Horn Leech
STR, DEX
5
Grass
Melee
1 Action
Instantaneous
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).
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Howl
10
Normal
Self
1 Action
1 round
You pierce the air with an intimidating howl. Until the beginning of your next turn, allies (and you) have advantage on any melee attack rolls they make against a creature within 5 feet of you.
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Hurricane
STR, DEX
5
Flying
100ft
1 Action
Instantaneous
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.
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Hydro Cannon
STR, DEX
3
Water
Self
1 Action, Recharge
Instantaneous
You fire a powerful stream of high-speed water at creatures in a 80 foot line, 5 feet wide. Any creature caught in the blast must make a STR saving throw against your Move DC, taking 3d8 + MOVE water damage on a failure, and half as much on a success.. Creatures that fail the save also are pushed back 10 feet and fall prone. This move saps you of energy, and may not activate it again until after the end of your next turn.
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Hydro Pump
STR, DEX
3
Water
Self
1 Action
Instantaneous
You send a surge of powerful water towards creatures in a 80 foot line, 5 feet wide. Creatures caught in the blast must succeed on a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failed save, and half as much on a success.
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Hyper Beam
STR, DEX
3
Normal
Self
1 Action, Recharge
Instantaneous
You unleash a concentrated beam of pure energy in a 80 foot line, 5ft wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.
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Hyper Fang
STR, DEX
10
Normal
Melee
1 Action
Instantaneous
You lash out at a creature with a quick fang attack. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. Hyper Fang scores a critical hit on 19 and 20. If the natural attack roll is 18 or more, the target flinches.
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Hyper Voice
DEX, CHA
5
Normal
30ft
1 Action
Instantaneous
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.
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Hyperspace Fury
STR, DEX
3
Dark
60ft
1 Action
Instantaneous
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.
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Hyperspace Hole
STR, DEX
3
Psychic
40ft
1 Action
Instantaneous
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.
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Hypnosis
WIS, INT
10
Psychic
30ft
1 Action
Instantaneous
You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
-
Ice Ball
STR, DEX
10
Ice
Melee
1 Action
Instantaneous
You roll into a rock-hard ball of ice and continue to pummel a creature. When you activate this move, make a melee attack on a target in range, doing 1d6 + MOVE ice damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
-
Ice Beam
STR, DEX
5
Ice
Self
1 Action
Instantaneous
You create a 80 foot line of freezing ice, 5 feet wide. Any creature caught in the line must succeed on a DEX save against your Move DC or take 2d8 + MOVE ice damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become frozen.
-
Ice Burn
STR, DEX
3
Ice
Self
1 Action
1 round
When you use this move, you charge up an intense power within your body. On your next turn's action, if you keep your concentration, you unleash an ultracold, freezing wind in a 60 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by 5 or more, it is burned.
-
Ice Fang
STR, DEX
10
Ice
Melee
1 Action
Instantaneous
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.
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Ice Hammer
STR
5
Ice
Melee
1 Action
Instantaneous
You swing and hit with your strong, heavy fist. Make a melee attack dealing 4d4 + MOVE ice damage. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.
-
Ice Punch
STR, DEX
10
Ice
Melee
1 Action
Instantaneous
You strike out with ice-infused fists. Make a melee attack roll, doing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen.
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Ice Shard
DEX
15
Ice
50ft
1 Bonus Action
Instantaneous
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.
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Icicle Crash
DEX
5
Ice
30ft
1 Action
Instantaneous
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.
-
Icicle Spear
DEX
15
Ice
20ft
1 Action
Instantaneous
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.
-
Icy Wind
DEX
10
Ice
80ft
1 Action
Instantaneous
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.
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Imprison
WIS, INT
5
Psychic
30ft
1 Action
1 minute
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.
-
Incinerate
STR, DEX
10
Fire
50ft
1 Action
Instantaneous
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.
-
Inferno
STR, DEX
3
Fire
15ft
1 Action
Instantaneous
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.
-
Infestation
CON
5
Bug
30ft
1 Action
1d4 rounds
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.
-
Ingrain
CON
10
Grass
Self
1 Action
3 rounds
You pierce the ground with roots, absorbing natural energy and fixing you in place. At the end of each of your next three turns (including this one), heal yourself for 1d6 + MOVE hit points. For the duration of this move, your movement speed drops to zero and you may not flee or be switched out by your trainer unless forced by an opponent's moves or abilities.
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Instruct
WIS
10
Psychic
60ft
1 Action
Instantaneous
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.
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Ion Deluge
15
Electric
Self
1 Action
Instantaneous
You disperse electric particles that charge the battlefield. Until the beginning of your next turn, any normal-type move activated within 50 feet of you is considered electric-type.
-
Iron Defense
10
Steel
Self
1 Action
1 round
Your body temporarily becomes solid as steel plate. Until the end of your next turn, you gain + 6 to your AC and have resistance to all types of damage. If you were vulnerable, you now take regular damage. If you were already resistant, you become immune.
-
Iron Head
STR
10
Steel
Melee
1 Action
Instantaneous
You slam into the target with your hard head. Make a melee attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 16 or higher, the target flinches.
-
Iron Tail
STR
10
Steel
Melee
1 Action
Instantaneous
You swing your tail out, attempting to crush a creature. Make an attack roll on a creature in range, doing 4d4 + MOVE steel damage on a hit. If the natural attack roll is a 19 or 20, the target's AC is decreased by 1 for the rest of combat.
-
Judgment
STR
5
Varies
100ft
1 Action
Instantaneous
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.
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Jump Kick
STR, DEX
5
Fighting
Melee
1 Action
Instantaneous
You leap into the air to deliver a strong kick to a creature. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
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Karate Chop
STR, DEX
15
Fighting
Melee
1 Action
Instantaneous
You extend a hand towards a target creature for a savage karate chop. Make a melee attack roll, doing 1d8 + MOVE fighting damage on a hit. Karate Chop scores a critical hit on 19s and 20s.
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Kinesis
10
Psychic
Self
1 Action
1 minute
You move with incredible speed. Increase your walking, flying, or swimming speed by 20 if it is greater than 0, and add +2 to AC when targeted by ranged attacks for the duration. This move cannot be stacked.
-
King's Shield
3
Steel
Self
1 Reaction
Instantaneous
Your body is cloaked with a protective shield that negates all damage to you. When targeted by an attack, you may automatically avoid taking damage from this attack and any other damaging move until the beginning of your next turn. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
-
Knock Off
DEX
10
Dark
Melee
1 Action
Instantaneous
You attempt to rid a creature of their held item for the rest of battle. Make a melee attack roll against a target. On a hit, deal 1d10 + MOVE dark damage and any held item of the target disappears. The item appears back in the target's inventory when the battle is over.
-
Land's Wrath
STR
5
Ground
100ft
1 Action
Instantaneous
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.
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Laser Focus
15
Normal
Self
1 Action
1 round
When activating this move, you spend your action concentrating intensely. If you keep your concentration, your first atack on your next turn always results in a critical hit.
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Last Resort
STR, DEX
3
Normal
Melee
1 Action
Instantaneous
You lash out an a creature with a furious strike. This move can only be activated when all other known moves by a user have been activated in the same combat. If the user is switched out, this rule resets. Make a melee attack, dealing 2d12 + MOVE normal damage on a hit.
-
Lava Plume
STR
5
Fire
40ft
1 Action
Instantaneous
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.
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Leaf Blade
DEX
10
Grass
Melee
1 Action
Instantaneous
You attempt to slash a creature with a sharp leaf. Make a melee attack against a target, dealing 2d8 + MOVE grass damage on a hit. This attack scores a critical on 19 and 20.
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Leaf Storm
STR, DEX
3
Grass
60ft
1 Action
Instantaneous
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.
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Leaf Tornado
STR, DEX
5
Grass
40ft
1 Action
Instantaneous
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.
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Leafage
DEX
20
Grass
40ft
1 Action
Instantaneous
You summon a flurry of leaves to pelt a target. Make a ranged attack, doing 1d6 + MOVE grass damage on a hit.
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Leech Life
DEX
5
Bug
Melee
1 Action
Instantaneous
You attempt to suck away some of a creature's life force. Make a melee attack roll, doing 2d6 + MOVE bug damage on a hit. Half of the damage done is restored to the user.
-
Leech Seed
DEX
5
Grass
80ft
1 Action
Instantaneous
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.
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Leer
WIS, CHA
15
Normal
60ft
1 Action
1 minute
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.
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Lick
DEX, WIS
15
Ghost
Melee
1 Action
Instantaneous
You reach out and lick a target. Make a melee attack roll. On a hit, do 1d6 + MOVE ghost damage. On a natural attack roll of 18 or higher, the target becomes paralyzed.
-
Light Screen
3
Psychic
Self
1 Reaction
Instantaneous
When you are subject to a ranged attack, use your reaction to take half the damage dealt now and on any ranged attack that targets you until the beginning of your next turn.
-
Light of Ruin
DEX, CHA
3
Fairy
Self
1 Action
Instantaneous
You draw forth a powerful natural essence, concentrating it into a beam of light 80ft long and 5 feet wide. Any creature caught in the blast must make DEX saving throw against your Move DC, taking 2d12 + MOVE fairy damage on a failure, or half as much on a success. The user takes typeless recoil damage equal to half the damage roll.
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