You attempt to plant a seed that causes worry. Choose a creature you can see within range. The target must succeed on a Speed/Dexterity saving throw or have its Ability become Insomnia. Moves or Spells that remove conditions can remove this effect.
You slam your rugged body into your foe. The creature must make a Defense/Strength saving throw. The target takes 9d12 Grass damage on a failed save, or half as much damage on a successful one. You expend 2 hit dice as recoil damage.
You strike with slender, whip-like vines. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Grass damage.
This move's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You land an intense kick of tropical origins on a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 3d6 Grass damage and must roll a d4 and subtract the number from its damage rolls until the end of its next turn.
You scatter numbing powder around you or at a point you can see within range. Each creature within range of you or within 10 feet of the point must succeed on a HP/Constitution saving throw or be paralyzed for the duration.
You drain your target of its strength. Choose a creature you can see within range to make a Attack/Strength saving throw. On a failed save, you regain hit points equal to the target's Attack/Strength score, and the target's Attack/Strength score is reduced by 1d4. On a successful save, you regain hit points equal to half the target's Attack/Strength score instead, and the target suffers no penalty.
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The reduction lasts until the target finishes a short or long rest.
You scatter sleep-inducing dust around you or at a point you can see within range. Each creature within range or within 10 feet of the point must succeed on a HP/Constitution saving throw or fall asleep for the duration.
You scatter a burst of spores to try and send your foes to sleep. Each creature within range must succeed on a HP/Constitution saving throw or fall asleep for the duration.
You take a defensive stance to protect yourself from an incoming attack. When you're targeted with a hostile move, you gain a +5 bonus to your AC, potentially causing the attack to miss. This lasts until the start of your next turn. This move can't be used consecutively.
If attacker would make contact, it expends and takes damage equal to one of its hit die.
You let out a shock wave from your body to attack every creature around you. A creature within range must make a Special Defense/Constitution saving throw. A target takes 9d10 Grass damage on a failed save, or half as much damage on a successful one.
You launch sharp-edged leaves at a creature you can see within range, or two creatures within 5 feet of each other. Make a Physical attack roll. On a hit, you deal 1d6 Grass damage. This attack scores a critical hit on a natural roll of 19 or 20.
At Higher Levels. When you use this move using a move slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You violently whip a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 7d10 Grass damage.
You attack by scattering petals. While dancing, you attack your opponents with the petals in your performance. Each creature within range must make a Speed/Dexterity saving throw. A target takes 7d8 Grass damage on a failed save, or half as much damage on a successful one. You gain the Fixated condition.
You stir a violent petal blizzard to attack everything around you. Each creature within range must make a Speed/Dexterity saving throw. A target takes 6d6 Grass damage on a failed save, or half as much damage on a successful one.
You attack by swinging your thorny arms. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d10 Grass damage, and the target must succeed on a HP/Constitution saving throw or be stunned.
A nutrient-draining attack. Make a Special attack roll against a Pokémon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.
At Higher Levels. When you use this move using a move slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You plant a seed on a creature you can see within range to steal some HP every turn. The target must succeed on a Speed/Dexterity saving throw, or the seed lands. Grass-type Pokémon automatically succeed on this save. A seeded enemy takes 1d6 damage at the end of each of its turns, and you regain HP equal to the amount rolled.
The target is grappled if it isn't already grappled. Until this grapple ends, the target is restrained. The target can make a Attack/Strength saving throw at the end of each of its turns, ending the grapple and effect on a success.
You pelt your target with leaves. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Grass damage.
This move's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You encircle a creature you can see within range with sharp leaves to attack. The target must make a Speed/Dexterity saving throw. A target takes 2d6 Grass damage and disadvantage on it's next attack roll on a failed save, or half as much damage and no disadvantage on a successful one.
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 storm of leaves in a cube 10 feet on each side, centered on a point you choose within range. A creature takes 12d6 Grass damage when it enters the spell's area for the first time on a turn or starts its turn there.
As a bonus action on your turn, you can move the leaves up to 20 feet.
You plant roots into the ground to restore health. At the end of each of your turns, you can regain health points equal to 1 hit dice without expending it. Because of your roots, your speed drops to 0 and moves that affect the terrain have advantage, or you have disadvantage on the saving throw for the duration.
You absorb your opponent's health with your horns. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d6 Grass damage, and you heal for half the amount of damage dealt.
You cause your body to grow all at once. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until the move ends, you also have advantage on Attack and Special Attack checks and Attack and Special Attack saving throws. Your attacks deal 1d4 extra damage.
If this move is used in harsh sunlight, your attacks instead deal 2d4 extra damage.
You cause thick grass to rise out of the ground in a 50-foot square with you at the center. For the duration, any creature that ends its turn on in the area can heal for 1 hit die without expending it. Grass-type moves roll additional 2 damage dice, and the moves Bulldoze, Earthquake, and Magnitude deal half damage.
You play a pleasant melody on a blade of grass in an attempt to lull a creature you can see within range to sleep. It must succeed on a Special Attack/Charisma saving throw or fall asleep.
You summon a column of grass on a point you can see within range. All creatures within 5 feet of that point must make a Special Defense/Dexterity saving throw. The target takes 4d8 Grass damage on a failed save, or half as much damage on a successful one.
If used in the same round, on the same point as Water Pledge, a boggy swamp appears around the target in a 20-foot radius circle. It can't be swam or dug through. This area is difficult terrain.
If used in the same round, on the same point as Fire Pledge, a sea of fire appears around the target in a 20-foot radius circle. Each non-Fire type creature that ends its turn in the fire takes 1d8 Fire damage, and takes 1d4 Fire damage for every 5 feet moved within it.
The ultimate Grass-type move. You unleash vines and roots from the earth to slam creatures around you. All creatures in range must make a Speed/Dexterity saving throw. A target takes 10d12 Grass damage on a failed save, or half as much on a successful one.
You put a forest curse on a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or gain Grass Typing in addition to its current types for the duration. This replaces any third Type the creature might already have.
You release cotton-like spores that attempt to cling to any creatures of your choice around you within range. Each target must succeed on a Defense/Strength saving throw or have the spores hold on, reducing the target's speed by half.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or someone else uses an action to dust the spores off the creature.
You protect yourself by wrapping in soft cotton, reducing the impact of blows. For the duration, all Touch range moves used against you do half damage.
You release a soothing scent that cures you, your party, and all allies within range of all negative conditions.
At Higher Levels. When you use this move using a move slot of 4th level or higher, the range increases by 10 feet for each slot level above 3rd.
A nutrient-draining attack. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 1d4 Grass damage, and you heal for half the amount of damage dealt.
This move's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 10d8 (12d8?). If at the end of your turn the energy has not yet been released, the damage increases by 1d8.
If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.
You strike with a leaf sharpened like a sword. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 4d6 Grass damage. This move scores a critical hit on a natural roll of 19 and 20.
You attack suddenly as if leaping out from tall grass. Choose a point within range, make separate attack roll(s) for each creature within 5 feet of the point. On a hit, a target takes 1d6 Grass damage.
For the duration, your speed increases by 1 stage.
You draw power from nature and use it to attack. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 5d6 Grass damage.
You lay a snare in the grass to trip a moving creature. The creature must make a Speed/Dexterity saving throw. A target becomes grappled and knocked prone by the snare and takes 2d8 Grass damage on failed save, or half as much damage and isn't prone on a successful save. For each weight above Small, add an additional 1d8 damage dice. A Tiny creature takes 1d6 Grass damage.
A creature can make a Attack/Strength (Athletics) check against your move save DC to break free.
You scatter curious leaves that chase a creature you can see within range. The target takes 3d4 Grass damage.
You slam a barrage of hard-shelled seeds down on a point you can see within range from above. All creatures within 5 feet of that point must make a Defense/Dexterity saving throw. A creature takes 4d8 Grass damage on a failed save, or half as much damage on a successful one.
You spit several seed shells at a creature you can see within range. You can hurl them at one target or several. Make 1d4+1 Physical Attack rolls. On a hit, the target takes 1d4 Grass damage per hit.