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Psych Up TM203

  • casting time Action
  • range 60 feet

  • components 7 Move Points
  • duration Instantaneous

You hypnotize yourself into copying any stat bonuses a Pokémon that you can see within range has.

Normal-type 3rd-level Status

Hyper Beam TM163

  • casting time Action
  • range Self (100-foot line)

  • components 13 Move Points
  • duration Instantaneous

You unleash a 100-foot-long, 5-foot-wide beam of destruction. Each creature in range must make a Speed/Dexterity saving throw. The creature takes 12d12 Normal damage on a failed save, or half as much damage on a successful one.

Normal-type 9th-level Special

Endeavor TM205

  • casting time Action
  • range 50 feet

  • components 9 Move Points
  • duration Instantaneous

You project your pain onto another. Choose a creature you can see within range to make a HP/Constitution saving throw. On a failed save, its current HP becomes equal to yours. This move fails automatically and your move is wasted if your current HP is greater than or equal to the target's.

Normal-type 5th-level Physical

Swift TM032 (Magic Missile spell)

  • casting time Action
  • range 120 feet

  • components 3 Move Points
  • duration Instantaneous

You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.

Normal-type 2nd-level Astute

Swift TM032 (Magic Missile spell)

  • casting time Action
  • range 120 feet

  • components 3 Move Points
  • duration Instantaneous

You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.

Normal-type 2nd-level Astute

Swift TM032 (Magic Missile spell)

  • casting time Action
  • range 120 feet

  • components 3 Move Points
  • duration Instantaneous

You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.

Normal-type 2nd-level Astute

Take Down TM001 (+Double-Edge TM204)

  • casting time Action
  • range Touch

  • components 7 Move Points
  • duration Instantaneous

You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 7d10 Normal damage, and you expend and take 2 hit dice of damage as recoil.

Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5, and you take one additional hit dice of recoil damage.

Normal-type 5th-level Physical

Take Down TM001 (+Double-Edge TM204)

  • casting time Action
  • range Touch

  • components 7 Move Points
  • duration Instantaneous

You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 7d10 Normal damage, and you expend and take 2 hit dice of damage as recoil.

Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5, and you take one additional hit dice of recoil damage.

Normal-type 5th-level Physical

Take Down TM001 (+Double-Edge TM204)

  • casting time Action
  • range Touch

  • components 7 Move Points
  • duration Instantaneous

You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 7d10 Normal damage, and you expend and take 2 hit dice of damage as recoil.

Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5, and you take one additional hit dice of recoil damage.

Normal-type 5th-level Physical

3 3
9 9
5 5
2 2
2 2
2 2
5 5
5 5
5 5

False Swipe TM057

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.

Normal-type Innate Physical

False Swipe TM057

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.

Normal-type Innate Physical

False Swipe TM057

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.

Normal-type Innate Physical

False Swipe TM057

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.

Normal-type Innate Physical

False Swipe TM057

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.

Normal-type Innate Physical

Round TM76

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.

Normal-type 2nd-level Special

Round TM76

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.

Normal-type 2nd-level Special

Round TM76

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.

Normal-type 2nd-level Special

Round TM76

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.

Normal-type 2nd-level Special

0 0
0 0
0 0
0 0
0 0
2 2
2 2
2 2
2 2

Round TM76

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn, add 2d6 to the damage dice.

Normal-type 2nd-level Special

Helping Hand TM130 (Bless spell)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.

Normal-type 1st-level Status

Helping Hand TM130 (Bless spell)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.

Normal-type 1st-level Status

Helping Hand TM130 (Bless spell)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.

Normal-type 1st-level Status

Helping Hand TM130 (Bless spell)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.

Normal-type 1st-level Status

Helping Hand TM130 (Bless spell)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.

Normal-type 1st-level Status

Helping Hand TM130 (Bless spell)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.

Normal-type 1st-level Status

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

2 2
1 1
1 1
1 1
1 1
1 1
1 1
3 3
3 3

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Facade TM025

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. If you are affected by a negative status condition, the target instead takes 6d6 Normal damage.

Normal-type 3rd-level Physical

Attract (Charm Monster spell)

  • casting time Action
  • range 30 feet

  • components 6 Move Points
  • duration 1 hour

You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.

Normal-type 4th-level Status

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
4 4

Attract (Charm Monster spell)

  • casting time Action
  • range 30 feet

  • components 6 Move Points
  • duration 1 hour

You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.

Normal-type 4th-level Status

Attract (Charm Monster spell)

  • casting time Action
  • range 30 feet

  • components 6 Move Points
  • duration 1 hour

You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.

Normal-type 4th-level Status

Attract (Charm Monster spell)

  • casting time Action
  • range 30 feet

  • components 6 Move Points
  • duration 1 hour

You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.

Normal-type 4th-level Status

Attract (Charm Monster spell)

  • casting time Action
  • range 30 feet

  • components 6 Move Points
  • duration 1 hour

You wink at a creature (of the same egg group?) that you can see within range, causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away.. When the move ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.

Normal-type 4th-level Status

Scary Face TM006

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.

The effect ends on a creature if it takes any damage from you, or it can repeat the saving throw at the end of each of its turns ending the effect on a success.

Normal-type 1st-level Status

Scary Face TM006

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.

The effect ends on a creature if it takes any damage from you, or it can repeat the saving throw at the end of each of its turns ending the effect on a success.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

4 4
4 4
4 4
4 4
1 1
1 1
1 1
1 1
1 1

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Protect TM007 (+Detect)

  • casting time Reaction, which you take when you are hit by an attack roll
  • range Self

  • components 2 Move Points
  • duration 1 round

You guard yourself from an incoming attack. When you're hit by an imcoming attack, using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.

Normal-type 1st-level Status

Snore

  • casting time Action
  • range Self (30-foot radius)

  • components 2 Move Points
  • duration Instantaneous

You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.

Normal-type 1st-level Special

Snore

  • casting time Action
  • range Self (30-foot radius)

  • components 2 Move Points
  • duration Instantaneous

You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.

Normal-type 1st-level Special

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Snore

  • casting time Action
  • range Self (30-foot radius)

  • components 2 Move Points
  • duration Instantaneous

You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.

Normal-type 1st-level Special

Snore

  • casting time Action
  • range Self (30-foot radius)

  • components 2 Move Points
  • duration Instantaneous

You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.

Normal-type 1st-level Special

Snore

  • casting time Action
  • range Self (30-foot radius)

  • components 2 Move Points
  • duration Instantaneous

You snore loudly, making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save, or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.

Normal-type 1st-level Special

Giga Impact TM152

  • casting time Action
  • range Self (60-foot line)/Touch

  • components 13 Move Points
  • duration Instantaneous

You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save, or half as much damage on a successful one. You end your turn at the end of the 60-foot line.

Normal-type 9th-level Physical

Giga Impact TM152

  • casting time Action
  • range Self (60-foot line)/Touch

  • components 13 Move Points
  • duration Instantaneous

You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save, or half as much damage on a successful one. You end your turn at the end of the 60-foot line.

Normal-type 9th-level Physical

Giga Impact TM152

  • casting time Action
  • range Self (60-foot line)/Touch

  • components 13 Move Points
  • duration Instantaneous

You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save, or half as much damage on a successful one. You end your turn at the end of the 60-foot line.

Normal-type 9th-level Physical

Mega Punch (+Mega Kick)

  • casting time Action
  • range Melee/Touch

  • components 6 Move Points
  • duration Instantaneous

You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 5d8 Normal damage.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. When you use a move slot level of 6+, the target must make a Defense/Constitution saving throw taking full damage on a failed save, or half as much damage on a successful one.

Normal-type 4th-level Physical

Mega Punch (+Mega Kick)

  • casting time Action
  • range Melee/Touch

  • components 6 Move Points
  • duration Instantaneous

You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 5d8 Normal damage.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. When you use a move slot level of 6+, the target must make a Defense/Constitution saving throw taking full damage on a failed save, or half as much damage on a successful one.

Normal-type 4th-level Physical

Fake Out

  • casting time Bonus Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You attempt to startle your target. Make a Finesse attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage, and is stunned. This move only works on the first round of combat.

Normal-type Innate Finesse

1 1
1 1
1 1
9 9
9 9
9 9
4 4
4 4
0 0

Slam (+Body Slam TR01)

  • casting time Action
  • range Melee/Touch

  • components 6 Move Points
  • duration Instantaneous

You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage, and is also knocked prone on a natural roll of 15+.

This move does double damage to minimized creatures

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.

Normal-type 4th-level Physical

Slam (+Body Slam TR01)

  • casting time Action
  • range Melee/Touch

  • components 6 Move Points
  • duration Instantaneous

You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage, and is also knocked prone on a natural roll of 15+.

This move does double damage to minimized creatures

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.

Normal-type 4th-level Physical

Covet

  • casting time Action
  • range Melee/Touch

  • components 3 Move Points
  • duration Instantaneous

You endearingly approach a target, and attempt to steal an item. Make a Finesse Attack roll. On a hit, the target takes 1d8 Normal damage. If this move hits, you can make a Sleight of Hand check with advantage against the target's AC. If the check is successful, you steal a random item off the target (if any).

Normal-type 2nd-level Finesse

Pain Split TM202

  • casting time Action
  • range 60 feet

  • components 9 Move Points
  • duration Instantaneous

You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.

If the creature successfully saves, this move slot is not used up.

Normal-type 6th-level Status

Pain Split TM202

  • casting time Action
  • range 60 feet

  • components 9 Move Points
  • duration Instantaneous

You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.

If the creature successfully saves, this move slot is not used up.

Normal-type 6th-level Status

Double Team (Mirror Image Spell)

  • casting time Action
  • range Self

  • components 3 Move Points
  • duration 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Normal-type 2nd-level Status

Mimic(+Copycat/Mirror Move)

  • casting time Action
  • range 60 feet

  • components 2 Move Points
  • duration 5 minutes

You copy the last move used of the same move slot level by a Pokémon you can see within range. The copied move replaces this move for the duration.

This move will fail and your turn is wasted if you attempt to copy Sketch, Metronome, or Z-Moves.

Using a Higher-Level Move Slot. You can copy moves of the corresponding move slot of level 2+

Normal-type 1st-level Status

Scratch

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You attack your opponent with hard, sharp, pointed claws. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Normal-type Innate Physical

Screech

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Normal-type 2nd-level Status

4 4
4 4
2 2
6 6
6 6
2 2
1 1
0 0
2 2

Screech

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Normal-type 2nd-level Status

Screech

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Normal-type 2nd-level Status

Screech

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Normal-type 2nd-level Status

Growl

  • casting time Action
  • range 60 feet

  • components 0 Move Points
  • duration Instantaneous

You growl endearingly at a creature you can see within range, forcing it to succeed on a Special Attack/Charisma saving throw or reduces it's Attack by 1 stage.

Normal-type Innate Status

Swords Dance TR00

  • casting time Action
  • range Self

  • components 6 Move Points
  • duration 1 minute

You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.

Normal-type 4th-level Status

Swords Dance TR00

  • casting time Action
  • range Self

  • components 6 Move Points
  • duration 1 minute

You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.

Normal-type 4th-level Status

Swords Dance TR00

  • casting time Action
  • range Self

  • components 6 Move Points
  • duration 1 minute

You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.

Normal-type 4th-level Status

Swords Dance TR00

  • casting time Action
  • range Self

  • components 6 Move Points
  • duration 1 minute

You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.

Normal-type 4th-level Status

Slash

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.

Normal-type 3rd-level Physical

2 2
2 2
2 2
0 0
4 4
4 4
4 4
4 4
3 3

Slash

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.

Normal-type 3rd-level Physical

Slash

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.

Normal-type 3rd-level Physical

Slash

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.

Normal-type 3rd-level Physical

Slash

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.

Normal-type 3rd-level Physical

Headbutt

  • casting time Action
  • range 10 feet/Touch

  • components 5 Move Points
  • duration Instantaneous

You stick out your head and charge your opponent. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d6 Normal damage. This also stuns the target on a natural roll of 15+.

Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level 3+.

Normal-type 3rd-level Physical

Tackle

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Normal-type Innate Physical

Tackle

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Normal-type Innate Physical

Tackle

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Normal-type Innate Physical

Tackle

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Normal-type Innate Physical

3 3
3 3
3 3
3 3
3 3
0 0
0 0
0 0
0 0

Tackle

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Normal-type Innate Physical

Bind

  • casting time Action
  • range Melee/Touch

  • components 0 Move Points
  • duration Instantaneous

You attempt to wrap yourself around a Pokémon you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Normal damage. The target is grappled if you aren't already grappling a creature. Until this grapple ends, the target is restrained. As an action on each of your turns while the target is restrained by you, you can deal 1d6 Normal damage to the target automatically.

On each of it's turns, an affected creature can use an action to attempt to escape the grapple.

Normal-type Innate Physical

Endure TR26

  • casting time Action
  • range Self

  • components 0 Move Points
  • duration Instantaneous

You brace yourself for pain. Until the start of your next turn, your movement speed is reduced by half, and you can't take any actions or reactions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.

Normal-type Innate Status

Endure TR26

  • casting time Action
  • range Self

  • components 0 Move Points
  • duration Instantaneous

You brace yourself for pain. Until the start of your next turn, your movement speed is reduced by half, and you can't take any actions or reactions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.

Normal-type Innate Status

Endure TR26

  • casting time Action
  • range Self

  • components 0 Move Points
  • duration Instantaneous

You brace yourself for pain. Until the start of your next turn, your movement speed is reduced by half, and you can't take any actions or reactions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.

Normal-type Innate Status

Retaliate

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.

Normal-type 3rd-level Physical

Retaliate

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.

Normal-type 3rd-level Physical

Retaliate

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.

Normal-type 3rd-level Physical

Retaliate

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.

Normal-type 3rd-level Physical

0 0
0 0
0 0
0 0
0 0
3 3
3 3
3 3
3 3

Retaliate

  • casting time Action
  • range Melee/Touch

  • components 5 Move Points
  • duration Instantaneous

You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn, the target instead takes 6d8 Normal damage.

Normal-type 3rd-level Physical

Focus Energy TR13 (+Laser Focus) [2/2]

  • casting time Action
  • range Self

  • components 3 Move Points
  • duration 1 minute

You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.

For the duration, you have advantage on concentration saving throws.

Using a Higher-Level Move Slot. Your concentration can't be broken as a result of taking damage when using a move slot level of 5+.

Using this move again will end the previous effects of this move, replacing it with the new chosen effect.

Normal-type 2nd-level Status

Focus Energy TR13 (+Laser Focus) [1/2]

  • casting time Action
  • range Self

  • components 3 Move Points
  • duration 1 minute

You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.

For the duration, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Using a Higher-Level Move Slot. The number is reduced by an additional 1 for every two move slot levels of 4+.

Using this move again will end the previous effects of this move, replacing it with the new chosen effect.

Normal-type 2nd-level Status

Leer

  • casting time Action
  • range Self (15-foot cone)

  • components 0 Move Points
  • duration Instantaneous

You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.

Normal-type Innate Status

Leer

  • casting time Action
  • range Self (15-foot cone)

  • components 0 Move Points
  • duration Instantaneous

You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.

Normal-type Innate Status

Leer

  • casting time Action
  • range Self (15-foot cone)

  • components 0 Move Points
  • duration Instantaneous

You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.

Normal-type Innate Status

Focus Energy TR13 (+Laser Focus) [1/2]

  • casting time Action
  • range Self

  • components 3 Move Points
  • duration 1 minute

You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.

For the duration, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Using a Higher-Level Move Slot. The number is reduced by an additional 1 for every two move slot levels of 4+.

Using this move again will end the previous effects of this move, replacing it with the new chosen effect.

Normal-type 2nd-level Status

Focus Energy TR13 (+Laser Focus) [2/2]

  • casting time Action
  • range Self

  • components 3 Move Points
  • duration 1 minute

You take a deep breath and focus. This move can produce different effects, you choose the produced effect before using the move.

For the duration, you have advantage on concentration saving throws.

Using a Higher-Level Move Slot. Your concentration can't be broken as a result of taking damage when using a move slot level of 5+.

Using this move again will end the previous effects of this move, replacing it with the new chosen effect.

Normal-type 2nd-level Status

3 3
2 2
2 2
0 0
0 0
0 0
2 2
2 2