You offer protection from an incoming wide attack. When you or an ally within 5 feet of you is targeted by an attack that would hit 2 of you, you pull up a guard to block it completely. You and all allies within range take no damage from moves that can target more than one creature for the duration.
You stab the target from below using sharpened stones. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 5d8 Rock damage. This attack scores a critical hit on a natural roll of 19 or 20.
You launch several sharp rocks at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Rock damage. The target is splintered, taking 1d6 Rock damage at the end of it's turn for 1d4 number of rounds.
You summon a vicious sandstorm for the duration. All creatures except Rock-, Ground-, and Steel-types take 1d6 damage at the end of your turns, and Rock-type Pokémon get advantage on all Special Defense/Constitution rolls.
You continually roll over a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Rock damage. You gain the Fixated condition.
You launch a huge boulder at a creature you can see within range. The creature must make a Defense/Strength saving throw. The target takes 10d12 Rock damage on a failed save, or half as much damage on a successful one.
You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is grappled and restrained.
You pick up and throw a small rock at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Rock damage.
At Higher Levels. When you use this move using a move slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. If you use a move slot of 2nd level or higher, a flying creature will fall to the ground when it's hit and is prone.
You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw. A target takes 2d6 Rock damage and is stunned on a failed save, aor half as much damage and is not stunned on a successful one.
At Higher Levels. When you use this move using a move slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You polish your body to reduce drag. Your Speed is increased by 2 stages for the duration.
You hurl several hard rocks a creature you can see within range. Make a Physical attack roll. On a hit, you deal 1d6 Rock damage. The target is splintered, taking 1d6 Rock damage at the end of it's turn for 1d4 number of rounds.
You attack with a ray of light that sparkles like gems at a creature you can see within range. The target must make a Special Defense/Constitution saving throw. The target takes 5d6 Rock damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you use this move using a move slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
You attack a creature you can see within range with a deadly, life-endangering headbutt. Make a Physical attack roll. On a hit, the target takes 8d12 Rock damage, and you expend 4 hit dice as recoil damage.
You whip up a storm of diamonds to attack all creatures within range. Each target must make a Speed/Dexterity saving throw. A target takes 7d10 Rock damage on a failed save, or half as much on a successful one.
Additionally, if there was at least one failed save, the next incoming attack on you before the start of your next turn does half damage.
You attack a creature you can see within range with prehistoric power. Make a Special attack roll. On a hit, the target takes 2d6 Rock damage. Additionally, you have a 10% chance of having all your stat modifiers raise by 1 while you remain in battle.
You smash into your target at high speed. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Rock damage. This move allows you to bypass allies that might be within range.