You strike with large, imposing wings spread out wide. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Flying damage.
At Higher Levels. When you use this move using a move slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You whip up a turbulent whirlwind that doubles the movement speed of you and your allies for a number of turns equal to your Speed modifier (minimum of 1).
When you use this move, make a grapple check (with advantage) of a creature you can see within range. If you succeed, you soar into the air while grappling and restraining the target.
As a bonus action on the same or next turn, you drop the target, dealing Flying damage equal to fall damage the target would've taken with your maximum movement speed as the height. Flying-type Pokémon are immune to this move.
You cloak yourself in a harsh light, aiming for a target you can see within range. When the move ends, either because your concentration is broken or because you decide to end it, the target must make a Defense/Strength saving throw. The target takes 10d12 Flying damage on a failed save, or half as much damage on a successful one. If the target makes a natural roll of 1 or 2, Critical damage applies.
After using this move you appear 15 feet from the target in a line from your origin.
You land and rest your body, regain hit points equal to 2d8 + HP modifier. Until the start of your next turn, you are grounded and lose your Flying-type.
If used as a bonus action, you regain hit points equal to 2d4 + HP modifier instead.
You peck a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 2d6 Flying damage.
At Higher Levels. When you use this move using a move slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You jab a creature you can see within range with a sharp horn or beak. Make a Physical attack roll. On hit, you deal 1d6 Flying damage.
This move's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create life-sapping energy that is fired at your opponent in a violent beam. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 5d8 Flying damage, and you regain health equal to the damage dealt.
You summon wicked, wild winds to wrap your opponents up. Choose a point within range. A 40-foot radius, 30-foot high cylinder of a fierce hurricane appears. You can move it to another point within range as an action on your turns.
Each creature in the hurricane when it appears or enters it for the first time on a turn must make a Special Defense/Constitution saving throw. A target takes 6d10 Flying damage and, if Large size or smaller, must make a Defense/Strength saving throw to avoid being pulled inside on a failed save, or half as much damage and isn't at risk of being pulled inside on a successful one. A creature in the hurricane is dropped to the ground when it vanishes.
A creature pulled inside the hurricane is restrained by it. It can use its action to make a Athletics check to try and break free. If it succeeds, it's flung 3d6 x 5 feet in a random direction out of the hurricane.
You flap your wings to whip up a wind that attacks a creature you can see within range. The target must succeed on a Special Defense/Constitution saving throw or take 1d6 Flying damage.
This move's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You cover your opponent with a mass of down. Choose a creature within you can see within range to make a Speed/Dexterity saving throw. On a failed save, the target must roll a d8 and subtract the number rolled from its attack rolls until the start of your next turn.
You soar upward, then drop down at high speeds toward a point you can see within range. All creatures within a 20-foot radius of that point must make a Defense/Strength saving throw. Each creature takes your choice of any combination of 9d8 Flying/Dragon damage (e.g. 3d8 Dragon + 6d8 Flying) on a failed save, or half as much damage on a successful one.
You flap your wings to whip up a strong wind that blows away any traps and hostile targets' barriers.
You tuck your wings in close and charge from a low altitude. All creatures within range must make a Defense/Constitution saving throw. Each creature takes 8d10 Flying damage on a failed save, or half as much damage on a successful one. Additionally, you expend 4 hit dice as recoil damage to yourself.
You bounce up 30 feet into the air on your turn. As a bonus action on the same or next turn, you can drop down on a creature you can see within 30 feet of where you jumped. The target must make a Defense/Constitution saving throw. The target takes 6d6 Flying damage and is paralyzed on a failed save, or half as much damage and is not paralyzed 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 begin heating your beak, and are unable to move or take reactions. If a creature makes contact with you during this, it's burned. When the move ends, either because your concentration is broken or because you decide to end it, a creature you can see within range must make a Speed/Dexterity saving throw. The target takes 8d10 Flying damage on a failed save, or half as much damage on a successful one.
You attack with a blade of air that slices even the sky. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 2d6 Flying-type damage, and must succeed on a HP/Constitution saving throw or be stunned until the end of it's next turn.
At Higher Levels. When you use this move using a move slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
You launch razor-like whips of wind at a creature, or two creatures within 5 feet of each other, you can see within range. Make a Special attack roll. On a hit, each target takes 1d6 Flying damage. This move scores a critical hit on a roll of 19 or 20.
You summon a massive vortex of wind that blasts all enemies within range. Each creature must make a Special Defense/Strength saving throw. A creature takes 8d10 Flying damage and is knocked prone on a failed save, or half as much damage and is not prone.
A target takes critical damage on a natural 1 failed save.
You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.
You nimbly strike out at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Flying damage. If you are not holding an item, it instead takes 2d8 Flying damage.