Using a punch, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Fighting damage. Additionally at level 5+, the moves 'Reflect', 'Light Screen', and 'Aurora Veil' are immediately ended if active.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Using a punch, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Fighting damage. Additionally at level 5+, the moves 'Reflect', 'Light Screen', and 'Aurora Veil' are immediately ended if active.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Using a punch, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Fighting damage. Additionally at level 5+, the moves 'Reflect', 'Light Screen', and 'Aurora Veil' are immediately ended if active.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Using a punch, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Fighting damage. Additionally at level 5+, the moves 'Reflect', 'Light Screen', and 'Aurora Veil' are immediately ended if active.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Using a punch, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Fighting damage. Additionally at level 5+, the moves 'Reflect', 'Light Screen', and 'Aurora Veil' are immediately ended if active.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Using a punch, you attack a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Fighting damage. Additionally at level 5+, the moves 'Reflect', 'Light Screen', and 'Aurora Veil' are immediately ended if active.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You kick a creature you can see within range twice. Make a two separate Physical attack rolls for each kick. On each hit, the target takes 1d6 Fighting damage.
You block quick-strike moves. When you're targeted by a damaging move that takes a bonus action to execute, it is blocked completely. Quick Guard stays up until the start of your next turn, continuing to block all bonus action moves. This move cannot be used consecutively.
You make a swift attack to your target's legs. Make a Finesse attack roll against a creature you can see within range. On a hit, you deal 2d6 Fighting damage, and the target is knocked prone.
You make a swift attack to your target's legs. Make a Finesse attack roll against a creature you can see within range. On a hit, you deal 2d6 Fighting damage, and the target is knocked prone.
You tense your muscles to bulk up your body. You increase both your Attack and Defense by 1 stage for the duration.
You tense your muscles to bulk up your body. You increase both your Attack and Defense by 1 stage for the duration.
You retaliate against a Physical attack you received with a move slot of level 4 or lower. If the attack doesn't make you unconscious, you return the damage done to you back to the attacker twice fold. The creature must make a HP/Constitution saving throw. It takes double the damage done to you on a failed save, or half as much on a successful one.
Using a Higher-Level Move Slot. Using a move slot of level 5+ enables you to retaliate if the move's level is less than or equal to the level of the move slot you used.
You unleash an all-out attack. Make a Momentum attack roll against a creature you can see within range. On a hit, the target takes 3d6 Fighting damage.
If you have less then half remaining hit dice, the target takes 6d6 Fighting damage instead.
You unleash an all-out attack. Make a Momentum attack roll against a creature you can see within range. On a hit, the target takes 3d6 Fighting damage.
If you have less then half remaining hit dice, the target takes 6d6 Fighting damage instead.
You throw a creature you can see. Make a Physical attack roll. On a hit, the target takes 2d6 Fighting damage and must make an Athletics check against your attack roll. If it fails, it is thrown 15 feet in a straight line away from you.
You get revenge for earlier damage. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Fighting damage. If you have been previously damaged by the target in this round, the target takes 4d6 Fighting damage instead.
You get revenge for earlier damage. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d6 Fighting damage. If you have been previously damaged by the target in this round, the target takes 4d6 Fighting damage instead.
You strike a creature you can see within range with a fierce blow. Make a Physical attack roll. On a hit, the target takes 1d8 Fighting damage. This move always applies critical hit damage.
You attack at the end of the initiative order. You deal 3d8 Fighting damage to a creature you can see within range.
You throw your target using the power of gravity. The target must succeed on a Defense/Strength saving throw taking Fighting damage equal to twice your level, or half as much damage on a successful one. This move's damage is unaffected by the target's weaknesses or resistances.
You attack a creature you can see within range with your horn. Make a Physical attack roll. On a hit, you deal 4d8 Fighting damage. This move is unaffected by any penalties to its attack and damage roll, and any bonuses to the target's AC.
An energy-draining punch. Make a Physical attack roll against a creature you can see within range. On a hit, you deal 3d6 Fighting damage, and regain hit points equal to half of the damage dealt.
An energy-draining punch. Make a Physical attack roll against a creature you can see within range. On a hit, you deal 3d6 Fighting damage, and regain hit points equal to half of the damage dealt.