Common Moves
Common Moves
Name Category AP Power Accuracy
Shove Strength 30 Special +0
Make a Melee attack, on hit, target is pushed 10ft in any direction and is knocked prone.
Parry Special 20 Special +0
This effect lasts for 1d4+1 rounds. The next time you are hit with a Melee attack, raise your AC by 4 and potentially causing the attack to miss. Once this effect is triggered it is removed.
Missile Snare Special 20 Special +0
This effect lasts for 1d4+1 rounds. The next time you are hit with a Ranged attack, raise your AC by 4 and potentially causing the attack to miss. Once this effect is triggered it is removed.
Guidance Special 30 Special +0
You touch one willing creature. Once before the end of 2d4+2 rounds, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The effect then ends.
Gust Special 30 Special +0
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
Light INT/CHA/WIS 30 Special +0
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the effect.
Mending Special 30 Special +0
This effect repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This effect can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Minor Illusion Special 30 Special +0
You create a sound or an image of an object within range that lasts for 2d4+2 rounds. The illusion also ends if you dismiss it as an action or make this attack again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your INT/WIS/CHA save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Resistance Special 30 Special +0
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The effect then ends.
Shape Water Special 30 Special +0
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
True Strike Special 30 Special +0
You extend your hand and point a finger at a target in range. Your granted a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this effect hasn't ended. This effect lasts for 2d4+2 rounds. Once used this effect ends.
Absorb Elements Special 20 Special +0
This effect captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. For the next 1d4+1 rounds this creature has resistance to the triggering damage type until the start of its next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends.
Bane CHA/WIS 20 Special +0
Up to three creatures of your choice that you can see within 60ft must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This effect lasts for 1d4+1 rounds.
Bless Special 20 Special +0
You bless up to three creatures of your choice within 60ft. Whenever a target makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. This effect lasts for 1d4+1 rounds.
Cause Fear INT/CHA 20 Special +0
You awaken the sense of mortality in one creature you can see within 60ft. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the effect ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect lasts for 2d4+2 rounds.
Charm Person CHA/WIS 20 Special +0
You attempt to charm a humanoid you can see within 30ft. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the effect ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. This effect lasts for 2d4+2 rounds.
Cure Wounds INT/CHA/WIS 20 1d8 +0
A creature you touch regains a number of hit points equal to 1d8. This attack has no effect on undead or constructs.
Expeditious Retreat Special 20 Special +0
This effect allows you to move at an incredible pace. When you use this attack, and then as a bonus action on each of your turns until the effect ends, you can take the Dash action. This effect lasts for 2d4+2 rounds.
Faerie Fire CHA/WIS 20 Special +0
Each object in a 20-foot cube within 60ft is outlined in blue, green, or violet light (your choice). Any creature in the area when the attack is used is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. This effect lasts for 1d4+1 rounds.
Feather Fall Special 20 Special +0
Choose up to five falling creatures within 60ft. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the effect ends for that creature. This effect lasts for 2d4+2 rounds.
Fog Cloud Special 20 Special +0
You create a 20-foot-radius sphere of fog centered on a point within 120ft. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Grease Intelligence 20 Special +0
Slick grease covers the ground in a 10-foot square centered on a point within 60ft and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Healing Word CHA/WIS 20 1d4 +0
A creature of your choice that you can see within 60ft regains hit points equal to 1d4. This effect has no effect on undead or constructs.
Jump Special 20 Special +0
You touch a creature. The creature's jump distance is tripled until the effect ends. This effect lasts for 2d4+2 rounds.
Longstrider Special 20 Special +0
You touch a creature. The target's speed increases by 10 feet until the effect ends. This effect lasts for 2d4+2 rounds.
Mage Armor Special 20 Special +0
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the effect ends. The target's base AC becomes 13 + its Dexterity modifier. The effect ends if the target dons armor or if you dismiss the spell as an action. This effect lasts until the end of battle.
Hideous Laughter CHA/INT 20 Special +0
A creature of your choice that you can see within 30ft perceives everything as hilariously funny and falls into fits of laughter if this effect affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends. This effect lasts for 2d4+2 rounds.
Shield Special 5 Special +0
As a Reaction, an Invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering Attack, and you take no damage from Magic Missile.
Blindness CHA/INT/WIS 20 Special +0
You can blind a foe. Choose one creature that you can see within 30ft to make a Constitution saving throw. If it fails, the target is blinded for 2d4+2 rounds. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
Deafness CHA/INT/WIS 20 Special +0
You can deafen a foe. Choose one creature that you can see within 30ft to make a Constitution saving throw. If it fails, the target is deafened for 2d4+2 rounds. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
Blur Special 20 Special +0
Your body becomes blurred, shifting and wavering to all who can see you. For 1d4+1 rounds, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Gust of Wind CHA/INT/WIS 20 Special +0
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the effects duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
Hold Person CHA/INT/WIS 10 Special +0
Choose a humanoid that you can see within 60ft. The target must succeed on a Wisdom saving throw or be paralyzed for 1d4+1 rounds. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
Invisibility Special 10 Special +0
A creature you touch becomes invisible for 1d4+1 rounds. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The effect ends for a target that uses an attack.
Silence Special 15 Special +0
For 2d4+2 rounds, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within 120ft. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Counterspell CHA/INT 5 Special +0
You attempt to interrupt a creature in the process of making an attack. For one round, the next attack target creature within 60ft makes triggers this effect. If a a creature is equal to or below your level the attack fails and has no effect. If the creature is a higher level, make an ability check using your attack ability. The DC equals 10 + the difference in level. On a success, the creature's attack fails and has no effect.
Fly Special 30 Special +0
This creature gains a flying speed of 60 feet for the 2d4+2 rounds while in combat. Out of combat, it lasts for 8 hours. If this creature enters its dungeball or enters combat, this effect ends. When the effect ends, the target falls if it is still aloft, unless it can stop the fall.
Haste Special 5 Special +0
For the next 2d4+2 rounds, this creatures speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take, Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Energy Protection Special 10 Special +0
For the next 2d4+2 rounds, this creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Revivify Special 5 Special +0
You touch a creature that has fainted within the last minute. That creature returns to life with 1 hit point. This attack can target a creature in a dungeball.
Hold Monster CHA/INT 5 Special +0
Choose a creature that you can see within 90ft. The target must succeed on a Wisdom saving throw or be paralyzed for 1d4+1 rounds. This effect has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
Heal Special 5 Special +0
Choose a creature that you can see within 60ft. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This effect also ends blindness, deafness, and any diseases affecting the target. This effect has no effect on constructs or undead.
Foresight Special 5 Special +0
For the next 2d4+2 rounds the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
Snarl Charisma 30 Special +0
Target a creature within 60ft, that creature must make a Wisdom saving throw. On a failure, that creature gets a -1 to hit (max 6) until the end of battle.
Howl Charisma 30 Special +0
Target a creature withing 60ft, that creature must make a Wisdom saving throw. On a failure, that creatures gets a -1 to AC (max 6) until the end of battle.
Moan Charisma 30 Special +0
Target a creature withing 60ft, that creature must make a Wisdom saving throw. On a failure, that creatures gets a -1 to damage (max 6) until the end of battle. This cannot reduce it below 1.
Swift Move Special 30 Special +0
This creature increases its AC by 1 (max 6) until the end of battle.
Keening Stone Special 30 Special +0
This creature gains +1 to hit (max 6) until the end of battle.
Get Some Special 30 Special +0
This creature gains +1 to damage (max 6) until the end of battle.
Regeneration Special 10 Special +0
This creature restores its own hit points equal to twice its Constitution Modifier.
Petrify Charisma 5 Special +0
Target a creature within 30ft of you that can see you, it must make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly Petrified. Otherwise, a creature that fails the save begins to turn to stone and is Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrify lasts until the end of battle.
Limited Attack Immunity Special 10 Special +0
This creature can't be affected or damaged by attacks with only 1 dice (ie. 1d4, 1d6 etc.) unless it wishes to be. It has advantage on Saving Throws against all other attacks and magical Effects. This effect lasts until the end of battle.
Pack Tactics Special 30 Special +0
This creature has advantage on an Attack roll against a creature if at least one of this creatures allies is within 5 ft. of the creature and the ally isn't Incapacitated. This effect lasts for the entire battle.
Evasion Special 30 Special +0
If this creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, this creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. This effect lasts until the end of battle.
Sneak Attack Special 30 Special +0
This creature deals an extra Xd6 damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of this creature that isn't Incapacitated and this creature doesn't have disadvantage on the Attack roll. X equals 1/4 the creatures level and this effect lasts until the end of battle. This effect cannot stack and only triggers once per turn.
Immunity X Special 30 Special +0
This creature gains immunity X (X equals the listed type or condition). This effect lasts until the battle ends. If this is used out of combat it lasts for 8 ours or until it returns to its dungeonball or enters combat.