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Pokémon in 5th Edition


How to run your own Pokémon role-playing game using existing 5e rules.
Including Generations I - IV
Homebrew created by @JOEtheDM

Disclaimer
Based on the original game by Satoshi Taijiri
© Game Freak © Nintendo Company Inc.
We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
No profits are made from the release of this supplement
Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
All others are credited below image.
Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net and are owned by Nintendo
Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
Special Thanks
To the members of the "You Meet in a Tavern" and Pokémon 5e Discord for your support, ideas, and playtesting
To R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, FireWaterSound, Chancela Merkel, Hugh Berry, and Kolkyboi for all
their behind the scenes work in creating this manual.
Made with GM Binder
Ideas/Concerns/Questions?
Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)
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Pokémon 5E Table of Contents


1. Creating a Pokémon Trainer (pg 3)
Introductory Note a. Pokémon Trainer Class
Hello and welcome to Pokémon 5e! My name is Joe and I am b. Starter Pokémon
the creator of this supplement, general D&D and Pokémon c. Pokémon Control
lover, and DM/Host of the "You Meet in a Tavern" D&D d. Specializations
podcast. e. Trainer Paths
2. Catching Pokémon (pg 8)
Pokémon 5e is very different than any other D&D game you 3. Pokémon Care (pg 9)
have played before. No longer is your PC a powerhouse with a a. Active Pokémon
slew of dangerous spells and deadly weapons. You are now a b. Healing
Pokémon trainer – a mortal in control of your Pokémon with c. Pokémon Nature
an iron fist or a gentle heart. As such, player characters have d. Bonding
normal abilities and skills, but your focus is not in hand to e. Loyalty
hand combat. In fact, trainer vs. trainer and trainer vs. 4. Battling Pokémon (pg 12)
Pokémon fighting is strictly prohibited by laws. Your ability to a. Combat
stay in the game is dependent on the status of the Pokémon in b. Moves/Move Power
your control. Although the threat of death is still very real, the c. Trainer Actions
battling and utility in the game is mostly transferred to your d. Attacks of Opportunity
Pokémon. e. Running Away
5. Pokémon and Character Advancement (pg 13)
I set out to create this guide as a way to run a simplified a. Pokémon Experience
Pokémon RPG using basic rules from an already well-known b. Pokémon Advancement
and popular TTRPG system. Many things in 5th Edition do c. Evolution
not transfer well to the Pokémon world we know and love, so d. Character Advancement
do not expect the statistics of Pokémon, effects of moves, etc. e. Features
to play out exactly as they would in the games. This has been 6. Other Changes (pg 14)
a project full of love for the game, and for the people that play a. Death Saving Throws
it, and I hope it brings something new and exciting to your b. Damage Types
table! c. Status Effects
d. Species Rating (SR)
I will be continuing to update things in this manual as more e. Mounts
people playtest the material, so be sure to keep checking the f. A Note on Armor Class
Changelog at the end of the PDF for the latest updates. If you 7. Running a Game (pg 15)
have any questions about the material, or are looking for tips a. Building Encounters
on how to run it, please take advantage of our communities on b. Starting Past Level 1
Reddit (https://reddit.com/r/Pokémon5e) and/or Discord c. Weather
(https://discord.gg/DA9gQAa). d. Abilities
Happy Catching! e. Experience Points
Joe f. Legendary / Boss Battles
8. Additional Items (pg 17)
a. Basic Restoratives
b. Pokéballs
New to this Edition! c. X-Items
This fourth edition of Pokémon 5e contains: d. Vitamins
e. Evolutionary Items
The addition of all 107 new Generation IV Pokémon f. Berries and Held Items
Two additional Trainer Paths: Tactician and Ranger g. Miscellaneous
Split "Monster Manuals" into different PDFs to reduce size h. TMs
and improve functionality 9. Move List (pg 25)
New items, 136 new moves, and updated TM list based on 10. Abilities (pg 88)
Gen VII 11. Pokémon Stat Blocks (pg 95)
Added Hidden Ability feat for Pokémon to gain access to 12. Appendix (pg 96)
an additional ability a. Experience by SR/Level
Added "Legendary / Boss Battles" page for a list of b. Pokémon List by SR
legendary actions that can be given to Pokemon for big c. Digital Pokédex
boss battles. d. Character Sheets
e. DM Pokémon Creator Tool
f. Oak's Parcel: Intro One-Shot
13. Changelog (pg 101)

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1. Creating a Pokémon Trainer


You want to be the very best – that no-one ever was? Follow
these guidelines to create your first Pokémon Trainer! Any
existing 5e race from the PHB can be chosen, but players The Pokémon Trainer
must play the class of Pokémon Trainer.
Prof Max
Class Features Level Bonus Features Pokéslots SR
Starter Pokémon,
The Pokémon Trainer class has the following features: 1st +2
Specialization
3 1/2

Hit Points 2nd +2 Trainer Path 3 1/2


Hit Dice: 1d8 per level 3rd +2 Control Upgrade 3 3
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution 4th +2 Ability Score Improvement 3 3
modifier. 5th +3 Trainer Path Feature, Control 4 6
Upgrade, Pokéslot
Proficiencies
6th +3 4 6
Armor: None
Weapons: None 7th +3 Specialization 4 6
Saving Throws: Charisma Ability Score Improvement,
Skill Proficiencies: Animal Handling and choose two from 8th +3
Control Upgrade
4 8
Acrobatics, Athletics, Insight, Intimidation, Investigation,
Medicine, Nature, Perception, Performance, Persuasion, 9th +4 Trainer Path Feature 4 8
Sleight of Hand, Stealth, or Survival. 10th +4 Trainer's Resolve, Pokéslot 5 8
Equipment 11th +4 Control Upgrade 5 10
You start with the following equipment, in addition to the 12th +4 Ability Score Improvement 5 10
equipment granted by your background: 13th +5 Pokémon Tracker 5 10
5 Pokéballs 14th +5 Control Upgrade 5 12
1 potion
(a) a dungeoneer’s pack or (b) explorer’s pack 15th +5 Trainer Path Feature,
Pokéslot
6 12
Trainer's License
A Pokédex 16th +5 Ability Score Improvement 6 12
A starter Pokémon 17th +6 Control Upgrade 6 14
₽ 1000 + ₽ 100 x 4d4
18th +6 Specialization 6 14
Trainer License 19th +6 Ability Score Improvement 6 14
Only licensed trainers are permitted to capture Pokémon, and 20th +6 Control Upgrade, Master 6 15
this license identifies you as having such authorization. It also Trainer
allows trainers to gain access to special services at Pokémon
centers and to purchase goods at the Poké Mart. Trainers can
lose their license for attacking other trainers or their
Pokémon, or failing to take care of their own Pokémon.
Pokéslots
Starter Pokémon A Trainer’s Pokéslots are the number of Pokémon a Trainer
A trainer must begin with any single unevolved Pokémon of can carry in their pack. At level 1, a Trainer carries their
Species Rating (SR) 1/2 or lower with the base stats in its stat Starter and has two empty slots. Trainers can carry an
block. This Pokémon starts with a nature of the player's additional Pokémon at levels 5, 10, and 15.
choice. See the Pokémon Nature section in Pokémon Care for
available natures. A Pokémon by SR list is at the end of this Pokémon Control Upgrade
manual as well. Each species of Pokémon is given its own Species Rating
Pokédex (SR). More on Species Rating can be found on page 13. The
stronger the Pokémon, the more difficult they are to control.
A hand-held computer with an advanced camera and image The type of Pokémon you can control in the game depends on
recognition software. A trainer can use a bonus action to the level of your character (As seen in the Trainer Level Table
identify a Pokémon within 50 feet using the Pokédex's above). Without the proper level, a Pokémon with a higher SR
scanner. Doing so registers the Pokémon on the Pokédex, and than allowed will remain permanently at the "Disloyal"
reveals the base SR and some brief facts about the species. Loyalty level until the proper control level has been reached.
The maximum Pokémon SR that you can control increases at
levels 3, 5, 8, 11, 14, 17, and 20.
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Trainer's Resolve Martial Artist


By the time you reach 10th level, you have had your fair share Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
of experience in difficult battles and have emerged victorious skill checks made by any of your fighting Pokémon.
and strong. You are now immune to fear, and may choose a Mountaineer
second saving throw to become proficient in.
Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
Pokémon Tracker skill checks made by any of your rock Pokémon.
At level 13, you have already spent countless hours in the wild, Mystic
searching for Pokémon high and low. Once per long rest, you You gain proficiency in Arcana. Add a +1 bonus to all skill
may make a DC 15 WIS check to search for Pokémon in the checks made by any of your ghost Pokémon.
nearby area. On a success, your DM must tell you what wild
Pokémon can be found nearby. On a critical success, a
Pokémon of your choice from the DM's list appears in the next Steel Worker
encounter. Increase your Str or Con by +1. Add a +1 bonus to all skill
checks made by any of your steel Pokémon.
Master Trainer
Psychic
At level 20, you have finally achieved the title of Master You gain the ability to target one of your own Pokémon with
Trainer, and can now control any Pokémon in the known the Telepathy spell once per day, ignoring components. Add a
world. Additionally, your Pokémon are at peak fighting +1 bonus to all skill checks made by any of your psychic
performance. When you or your Pokémon fail a saving throw, Pokémon.
you may choose to succeed instead. This feature can be used
twice per long rest.
Swimmer
Gain a swim speed equal to your movement speed. Add a +1
Specializations bonus to all skill checks made by any of your water Pokémon.
At level 1, players may choose a specialization from the
following list, granting them bonuses depending on the type of Charmer
Pokémon they train. Additional Specializations can be chosen Increase your Cha by +1. Add a +1 bonus to all skill checks
at later levels. Specializations can be stacked for an additional made by any of your fairy Pokémon.
+1 bonus to skill checks for each time it is chosen.
Shadow
Bird Keeper Gain proficiency in the Deception or Stealth skill. Add a +1
You gain proficiency in Perception. Add a +1 bonus to all skill bonus to all skill checks made by any of your dark Pokémon.
checks made by any of your flying Pokémon.
Alchemist
Bug Maniac Gain proficiency in the Medicine or Deception skill. Add a +1
You gain Proficiency in Nature. Add a +1 bonus to all skill bonus to all skill checks made by any of your poison Pokémon.
checks made by any of your bug Pokémon.
Team Player
Camper Increase any one of your ability scores by 1. Add a +1 bonus to
You gain proficiency in Survival. Add a +1 bonus to all skill all skill checks made by any of your normal Pokémon.
checks made by any of your ground Pokémon.
Ice Skater
Dragon Tamer Gain proficiency in the Performance or Persuasion skill. Add
Increase your Wis by +1. Add a +1 bonus to all skill checks a +1 bonus to all skill checks made by any of your ice
made by any of your dragon Pokémon. Pokémon.
Engineer
Increase your Int by +1. Add a +1 bonus to all skill checks
made by any of your electric Pokémon.
Pyromaniac
Increase your Con by +1. Add a +1 bonus to all skill checks
made by any of your fire Pokémon.
Gardener
You gain proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your grass Pokémon.

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Cheerleader:
Trainer Paths At level 9, once per short rest, you may use a bonus action to
There are many ways and reasons to train Pokémon, ranging boost all allied Pokémon with inspiring words. Until your next
from a desire for adventure to a wish to learn more about turn, you may add your CHA modifier to all allied attack rolls
them. At the 2nd level, depending on your long term goals, OR damage rolls OR AC. In addition, your Pokéchef treat now
choose one of the following paths: heals 3d10+6 hit points
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is returned
Your goal is to become one of the strongest trainers in the in kind. When you reach level 15, your Pokémon have
world, and so you excel in battle. All of your Pokémon gain a advantage on saving throws against negative status effects. In
+1 bonus to their attack and damage rolls. addition, your Pokéchef treat now heals 4d12+10 hit points
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to 1 + your Wisdom modifier. You may assign these to You wish to learn more about Pokémon and the secrets that
any of your Pokémon to be added to a single attack or damage they hold within. Due to your heightened understanding of
roll. You replenish your pool of battle dice at each long rest. your Pokémon, you may increase any skill check your
Pokémon makes by your trainer's Wisdom or Intelligence
Max Potential: modifier. You must choose which at the time you choose this
Certain trainers choose to excel in one area, utilizing it to its path.
fullest potential. When you reach level 9, choose to increase all
of your Pokémon’s speed by 10, increase their STR by 1, Analyst:
increase their DEX by 1, or increase their CON by 1. A keen mind allows you to discern details about a Pokémon
others might overlook. At level 5, you can make a DC 12
Rapid Switching: Investigation roll as a bonus action to determine a Pokémon’s
When you reach level 15, you can recall and release Pokémon level and identify one of its abilities as determined by the DM.
as a bonus action.
Evolutionary Expert:
Hobbyist At level 9, your understanding of the secrets behind Pokémon
evolution allows you to accelerate the process. The level
You choose to dabble in a variety of skills to take care of your required for your Pokémon to evolve is reduced by 1. If you
Pokémon as it suits the current situation at hand. Whenever have any Pokémon that would be past evolution level when
you capture a Pokémon, choose two of its abilities to increase you gain this, you can choose to evolve them now.
by 1.
Professor:
Versatile: At level 15, you are an expert in your field. Once per combat,
At level 5, you gain a number of skill dice (d6) equal to 1 + choose a Pokémon and make a DC 12 INT roll as a bonus
your WIS modifier. You may assign these to any of your action. On a success, you identify all four of its known moves.
Pokémon to be added to a single skill check or saving throw. In addition, you learn that target's weak spots, granting +2 to
You replenish your pool of skill dice at each long rest. all attack rolls your own Pokémon makes against the target.
Many Faces:
At level 9, you may select a feature of any of the other trainer Pokémon Collector
paths as long as it requires level 9 or lower. Your fascination with all the different types of Pokémon of the
world drives your need to collect them all. You now have
Pokéball Crafter: expertise in Animal Handling, doubling your proficiency in
At level 15, at each long rest, you can gather enough natural this skill.
materials to craft an Ultra Ball.
Gotta Catch ‘Em All:
Poké Mentor At level 5, once per long rest, you may roll an Animal Handling
You have a nurturing touch and a skill for mentoring Pokémon check with advantage, even if the opponent is not suffering
to bring out the best in them. Your TMs can be used twice from a negative status effect.
before breaking. Careful Catching:
Pokéchef: At level 9, any Pokémon you catch are instantly healed of their
You excel at creating meals for your Pokémon, seemingly out status ailments and have full health.
of nothing. At level 5, you are frequently prepared with an Disciplined Strikes:
"Edible Treat" for Pokémon, healing 2d4+2 hit points when At level 15, you have trained your Pokémon to hold back or
given as an action. You can use this feature a number of times unleash power when necessary. When damaging a Pokémon
equal to 1 + your Wisdom modifier. This pool resets at each enough to cause it to faint, you can choose to bring it to 1 HP
long rest. instead.

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Nurse Commander
You have a pure heart and a healing spirit. You want the best You rule over your Pokémon with an iron fist, demanding
for your Pokémon, and that involves always keeping them in respect and forming an unbreakable bond with your team.
tip-top shape. When you choose this path, gain proficiency in When you choose this path, your starter’s Loyalty increases to
the Medicine skill. At each long rest or Pokémon center visit, “Loyal”.
your held Pokémon gain temporary hit points equal to your
level. Follow Me:
You have a firm hand, but a trusting presence. When you reach
Pure Heart: level 5, any new Pokémon you catch get a +1 bonus to Loyalty.
Your kindness radiates to all those around you. Starting at
level 5, you have a pool of healing power that replenishes Show Me What You’ve Got:
when you take a long rest. As an action, you can touch a Your confidence and leadership inspire your Pokémon to
willing creature and restore any number of hit points from this reach deep inside themselves for unknown power. At level 9,
pool. The total pool is equal to your trainer level x 5. once per short rest, you may choose a Pokémon in battle to
activate a single move from one tier above moves that it
Healing Spirit: currently can learn. (For example: A level 4 Bulbasaur can use
Your healing spirit is transferred to your Pokémon. When you Sleep Powder - a move only available at level 6 and above.) In
reach level 9, whenever you use a consumable that heals your the case of Pokémon that are already at the highest level, you
Pokémon, or your Pokémon uses a healing move, roll the dice may instead treat a known move as a critical if it hits.
twice and take the higher result.
We’re a Team:
Joy: Your commanding presence is felt by all ally Pokémon on the
You have ascended to an ultimate Pokémon healer. When you battlefield. When you reach level 15, you may use a bonus
reach level 15, once after each long rest, you can spend 1 hour action to speak a commanding phrase. Until the end of your
to gain a similar advantage as visiting a Pokémon Center. Up next turn, all allied Pokémon within 60 feet of you have
to six Pokémon of your choice are fully healed and cured of all advantage on their attacks. You may use this feature a number
status effects. of times equal to 1 + your Charisma modifier. This pool resets
at each long rest.
Type Master
You feel drawn to the elements, focusing your skills into a Grunt
particular type of Pokémon. When you choose this path, Whether current or aspiring evil team member, your goal is to
increase the STAB of any Pokémon that is the same type as cast down all goody two shoe trainers and rise up in the
your specialization by +1 at all levels. If you select multiple ranks! When you choose this path, take an additional
specializations at later levels, the bonus applies to the new specialization.
type as well. If your Pokémon is dual-type and you are
specialized in both types, the bonus is +2. Dark Arts
When you reach level 5, you know the ins and outs of what it
Drawing Power: means to be a part of an evil team! Gain proficiency in either
Your Pokémon are trained to draw power from each other. Deception, Stealth, or Sleight of Hand. Once per Pokémon
When you reach level 5, as long as half or more of your carried battle, you can impose disadvantage on an opponent's attack
Pokémon are of the same type, Pokémon of that type add 2 to roll or saving throw.
their attack rolls.
Speed of Light
Storing Power: You know how to blast off with the best of them. At level 9
Even Pokémon that are not of your specialization types can gain the “Alert” feat, and increase your Pokémon’s move speed
feel the effect you have in battle. When you reach level 9, all of by 10.
your carried Pokémon have resistance to your specialization
types. If a Pokémon was once vulnerable to that type, it now Admin
takes the regular amount of damage. You have made it to the top ranks, commanding authority over
people and Pokémon alike. When you reach level 15, gain
Releasing Power: proficiency in Persuasion and increase your control upgrade
Your Pokémon are masters of their own types, focusing their to the next SR level (at level 17 you can get the final control
energy in every attack they make. When you reach level 15, for upgrade.)
types you are specialized in, your Pokémon’s STAB can be
added to any damaging move of their choosing, even if it is a
different type from their own.

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Tactician Ranger
You have an eye for detail and a unique set of skills to use in You are comfortable in the wild, and have an incredible
battle. When you choose this path, you gain a pool of "Tactical respect for Pokémon in their natural habitat. When you
Points" equal to your trainer level. Your point pool increases choose this path, gain proficiency in Nature and Survival. If
with each level, and resets after each long rest. At level 2, you were already proficient, gain expertise. In addition, gain
when a Pokémon regains hit points from an item or move, you the "Natural Explorer" feature of the 5e Ranger Class for a
may increase the amount by 1d4 for each "Tactical Point" single terrain type of your choice.
spent.
Deep Connection
Directed Strike You have the innate ability to communicate with Pokémon on
You know precisely where to hit a Pokémon for the maximum a different level than others. At level 5, you can cast the
amount of damage. At level 5 and higher, you can spend 2 "Speak with Animals" spell to communicate with a willing
"Tactical Points" to roll the damage for an attack twice, taking Pokémon, understanding their response in your own
the higher result. language. Each day, you can use this feature a number of
times equal to your CHA modifier.
Raise Your Defenses
You are quickly able to sense an incoming blow to your Strong Bond
Pokémon. At level 9 and higher, you can use a reaction to Your Pokémon team understands that they are in this journey
expend up to 3 of your "Tactical Points" to add to a Pokémon's together. At level 9, you can bond with up to two Pokémon at
AC, if it would cause an attack to miss. each long rest.
Not This Time Best Friends
Your Pokémon are trained to focus their mind, body, and soul. At level 15, you may have two Active Pokémon to roam the
At level 15 and higher, when your Pokémon fails a saving world with you, outside their balls. In battle, on your turn, you
throw, you can spend 5 "Tactical Points" to have it succeed follow the same rules as if you have one Active Pokémon. The
instead. three of you can still move up to your movement speeds, but
one action/reaction/bonus action is still shared by the group.
If any one of your Pokémon faints, you may release another to
take its place.

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2. Catching Pokémon
Catching Pokémon, much like in the original game, is crucial
to your success as a Pokémon trainer. There are several rules
to follow when catching Pokémon: Throw Pokéball
Casting Time: 1 action
A trainer can hold no more than their Pokéslots allow. If a
trainer’s Pokéslots are full when a Pokémon is caught, the Range: 60 feet
trainer must choose one Pokémon to send to their PC. Components: Pokéball
A Pokéball is destroyed on a failed catch attempt.
A caught Pokémon retains its level, all status effects, and You hurl a Pokéball at a wild Pokémon in attempt to
current HP at the time of the catch. capture it. Make an Animal Handling skill check. You
It is impossible for a Trainer to catch a Pokémon greater have advantage on the throw if the Pokémon is
poisoned, restrained, asleep, burning, confused,
than their current level. paralyzed, or frozen.
A caught Pokémon is given the minimum amount of
experience for that Pokémon’s level to start. The DC to catch a Pokémon is equal to:
A fainted Pokémon cannot be caught. 10 + Pokémon’s Base SR (rounded down) +
Catching a Pokémon gives 1/5 the normal XP. Pokémon level + Remaining HP / 10 (rounded down)
There may be Pokémon in the wild that are friendly and Note: Bonuses are added to your throw depending
happy to join you in your adventures. For those that need a on which type of Pokéball you use. See the item list
little more coaxing, the mechanics of catching a Pokémon are for the different types of Pokéballs.
much like casting a spell that everyone knows.

For Example
You are a Level 5 Trainer and want to capture a level 3 Pikachu (Base SR 1/2). The DM knows you have knocked its health down to
15/18, and your Bellsprout has poisoned it. The DM would calculate your DC to capture it as:
Starting value: 10
+ Pokémon SR: 1/2 rounded down = 0
+ Pokémon Level: 3
+ Current HP / 10: 1.5 rounded down = 1
= 14

You would have to roll a 14 or higher on an Animal Handling check to capture the Pikachu with a regular Pokéball, and have advantage
because the Pikachu is poisoned!

Note: It is at the discretion of the DM to reveal any information regarding the DC to capture Pokémon, but the player should at least
know whether or not the chance is impossible due to level constraints.

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3. Pokémon Care
Active Pokémon Pokémon Nature
At all times, a trainer must have an Active Pokémon. This Each Pokémon has their own personality - their own wants,
Pokémon stays outside their Pokéball and roams around with needs, likes and dislikes. Taking care of your Pokémon means
the trainer to socialize and help with skill checks. In battle, building a trusting relationship with them and accepting them
they are the first one to fight until switched out. At the end of for who they are. As such, any Pokémon you come into contact
battle, they resume status as the Active Pokémon. A trainer with has its own Nature that affects their ability scores and
can switch out their Active Pokémon at any time, except sticks with them for their entire life. The following table can
immediately before entering a battle. If this Pokémon faints, be used by the DM to randomly give Pokémon a nature with a
the trainer must choose a new Active Pokémon at that time. roll of a d20. When you choose your starter, you may choose
Pokémon, like trainers, are proficient in various skills. any of the following with their effects.
Outside of battle, a Pokémon may “help” their trainers,
granting advantage on one of the trainer’s skill checks as long d20 Nature Effect
as the Pokémon is proficient in that skill.
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and Persuasion. 2 Rash +2 Strength, -2 Constitution
If Ash has to use either of these skills, he is given advantage
on the roll. 3 Brave +2 Strength, -2 Wisdom
4 Cocky +2 Strength, -2 Charisma
Healing 5 Skittish +2 Dexterity, -2 Strength
There are three ways to heal your Pokémon. 6 Hasty +2 Dexterity, -2 Constitution
7 Energetic +2 Dexterity, -2 Charisma
Bring them to a Pokécenter.
Take a long or short rest 8 Clumsy +2 Dexterity, -2 Wisdom
Give them potions or food. 9 Apathetic +2 Constitution, -2 Dexterity
Pokécenters: 10 Stubborn +2 Constitution, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal 11 Grumpy +2 Constitution, -2 Charisma
your Pokémon to full health, status, and recover all PP in less 12 Relaxed +2 Constitution, -2 Strength
than 30 minutes. Free for those with Trainer Licenses, they 13 Careful +2 Wisdom, -2 Strength
can be found across the world in abundance.
14 Curious +2 Wisdom, -2 Constitution
Rests: 15 Naughty +2 Wisdom, -2 Charisma
Long rests take at least eight hours and refresh all Pokémon 16 Cheerful +2 Charisma, -2 Strength
health, statuses, and PP. 17 Sassy +2 Charisma, -2 Dexterity
Short rests can be as little as a half an hour and recover hit
points based on normal 5e rules. PP is not recovered on short 18 Dumb +2 Charisma, -2 Wisdom
rests, and short rests do not revive fainted Pokémon. 19 Hardy +1 AC, -2 Dexterity
Potions/Food: 20 Nimble + 1 AC, -2 Strength

Perishable items can be given to a Pokémon as an action to


instantly restore hit points or temporarily increase abilities. Bonding
Bonding with your Pokémon is an important part of any
trainer’s routine. At each long rest, you have the ability to take
special time to bond with your active Pokémon. Bonding with
a Pokémon can take the form of practicing, eating together,
playing games, or simply just enjoying one another’s company.
Bonding with your Pokémon has two main benefits that last
until your next long rest:
The Pokémon gains an additional 10 temporary hit points
The Pokémon gains 1 point of inspiration

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Loyalty
The bond between a Pokémon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokémon 5e, the relationship between a Pokémon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokémon, how well they listen to you, and even whether or not certain Pokémon can evolve.
Ultimately, the Loyalty level of a Pokémon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokémon multiple times, seeking out snack and foods that the Pokémon enjoys, winning a particularly difficult battle, etc. Lowering
loyalty may involve catching a Pokémon in an undeserving way, leaving a Pokémon in the PC for too long, allowing a Pokémon to
faint from poison instead of healing it with antidote. The extremes of the loyalty scale should be more difficult to reach than the
levels closer to Neutral. Rarely should Pokémon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Level Emotion Effect

Disloyal Pokémon hold disdain for being captured, and would rather be free. They have no need to impress
-3 Disloyal or obey their trainers, and actively disobey orders. Pokémon at this level add -3 to any saving throw they make.
In addition, before activating a move, the trainer must roll higher than a 15 on a d20 roll or the move fails.
Indifferent Pokémon do not care if their trainers win or lose. They will sometimes obey orders, and other
-2 Indifferent times simply refuse to act. Pokémon at this level add -2 to any saving throw they make. In addition, before
activating a move, must roll higher than a 10 on a d20 roll or lose their turn.

-1 Upset Upset Pokémon hold a small grudge against their trainers that affects them in battle. Pokémon at this level
add -1 to any saving throw they make.
A neutral Pokémon acts normally with no stat modifiers. It responds to its trainers commands and acts on
0 Neutral its own accord outside of combat as an Active Pokémon. Most freshly caught Pokémon begin at this level
or lower depending on the circumstances of their catch.

+1 Content A content Pokémon shows a fondness and respect for their owners. Caught Pokémon very rarely begin at
any loyalty level higher than this. Pokémon at this level gain an additional +1 to any saving throw they make.

+2 Pleased A pleased Pokémon puts great trust in their owners, and enjoys spending quality time with them. Pokémon
at this level gain an additional 5 hit points and +2 to any saving throw they make.

+3 Loyal Pokémon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokémon at this level gain an additional 10 hit points and +3 to any saving throw they make.

Image by Charmance96 via DeviantArt

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4. Battling
Being a master of your Pokémon in battle is one of the most
important parts of this game. Pokémon have their own set of Moves/Move Powers
moves, stats, and levels to gain. Your Pokémon have several moves to choose from in battle,
and can learn more as they advance levels or are given TMs.
Combat Moves in Pokémon 5e work similarly to spells in 5e. Each
Combat in Pokémon 5e is not much different than what you move has a number of Power Points (PP) that determine
are used to, with a few exceptions: how many times the move can be used. Refilling PP can be
done by resting your Pokémon, or using an item such as
At the start of a battle, you make one initiative roll for both Ether.
you and your Pokémon using your trainer's initiative Each move has a Move Power – the focused abilities of that
bonus. move. Move Powers can be any of the six main abilities, and
Only one Pokémon of yours may be on the battlefield at determine which ability to use for attack, damage, and saving
once. throw DC.
Changing out a Pokémon before it has fainted takes up an
entire action, but changing out a Pokémon when it faints Attack Roll Bonus = Move Power Mod + Proficiency Mod
can be done immediately as a free action. Either way, a Damage Bonus = Move Power Mod
new Pokémon cannot be switched out until it has taken a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet.
On your turn, both your trainer and your active Pokémon In Pokémon battles, a trainer's main job is to interact with the
have a movement up to their speed, but only one of you environment, issue commands, and keep their Pokémon in
may take an action/bonus action. A Pokémon Trainer’s job the fight by administering boosts or potions. There are strict
on their turn is to assist their Pokémon in battle by laws governing the world of Pokémon and any trainer vs.
interacting with the environment, providing potions or trainer combat is strictly prohibited, the penalty being the loss
boosts, commanding their Pokémon to attack, or of one's Trainer License. As such, trainers may not target
attempting to run away. other trainers or a trainer's Pokémon in battle. All is fair in
You MUST have a Pokémon in the battle at all times. If you wild Pokémon encounters, however. A trainer may assist their
have no remaining Pokémon, you lose the battle. A battle Pokémon in battle, or defend against any incoming attacks.
loss results in you losing half your total money (rounded
up), all carried Pokémon lose 1 level of loyalty, and you Running Away
must immediately use a revive or find a Pokécenter. If trainers get caught up in a fight with wild Pokémon they do
If a Pokémon runs out of PP for all moves, the only move it not think they can win against, they can attempt a group DEX
can use is Struggle. check as an action on a PC’s turn, contested by the DEX
ability score of the wild Pokémon involved in the combat.
Attacks of Opportunity More PCs need to succeed than fail. Tie goes to the runner. In
If a Pokémon leaves the melee range of another without using case of a fail, trainers may not attempt to run away again until
the Disengage action, or when not returning to a Pokéball, the that PC’s next turn (one full round).
opponent may use a melee move that has a time of "1 action"
immediately as a reaction. The move costs the normal amount
of PP.

Image Minirigby via DeviantArt


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5. Pokémon & Character Advancement


Pokémon Experience Pokémon Advancement
Experience points (XP) are rewarded to Pokémon for When your Pokémon has gained enough experience, it may be
successfully defeating other Pokémon, or given out at the able to level up. Level ups for Pokémon happen immediately,
DM’s discretion when the players complete a particularly and do not require long rests. Just like PCs, Pokémon roll (or
difficult challenge. Catching a Pokémon also gives take the average of) a hit die (determined in their stat block)
experience, but at 1/5 the normal amount. XP can be and add their CON modifier to determine the increase in HP
distributed to a player’s Pokémon in any amount, but only at each level.
Pokémon that took an action in the fight can be rewarded.
Fainted Pokémon can also be given XP as long as they were in
the fight. If two or more people battle against a single
Pokémon, the XP given to each player to distribute is Pokémon Leveling
determined by the DM. See the Appendix for more
information on XP based on SR and Pokémon level. Level Prof Bonus Features STAB
The following is a table containing the total XP a Pokémon 1st +2 +0
needs at each level to level up: 2nd +2 New Move +0
Level XP Needed 3rd +2 STAB Increase +1
1st 0 4th +2 Ability Score Improvement +1
2nd 200 5th +3 Proficiency/Damage Increase +1
3rd 800 6th +3 New Move +1
4th 2,000 7th +3 STAB Increase +2
5th 6,000 8th +3 Ability Score Improvement +2
6th 12,000 9th +4 Proficiency Increase +2
7th 20,000 10th +4 New Move/Damage Increase +2
8th 30,000 11th +4 STAB Increase +3
9th 44,000 12th +4 Ability Score Improvement +3
10th 62,000 13th +5 Proficiency Increase +3
11th 82,000 14th +5 New Move +3
12th 104,000 15th +5 STAB Increase +4
13th 128,000 16th +5 Ability Score Improvement +4
14th 158,000 17th +6 Proficiency/Damage Increase +4
15th 194,000 18th +6 New Move +4
16th 234,000 19th +6 STAB Increase +5
17th 278,000 20th +6 Ability Score Improvement +5
18th 326,000
19th 382,000
20th 450,000
Ability Score Improvement:
New Move: Your Pokémon can gain two points to spend on increasing
Your Pokémon may have new moves that it can learn. All their abilities (to a maximum of 20 before Nature) OR can
moves at this level or lower can be taught to your Pokémon. select a Feature. (See Feats Section)
Pokémon cannot have more than four moves at a time without
the Extra Move Feat. Moves can only be replaced when a Same-Type Attack Bonus (STAB)
Pokémon gains a level, and must be chosen from the Your Pokémon gains a bonus to damage rolls when it uses an
Pokémon’s current move list at a level at or below their attack move type that is the same as their Pokémon type. The
current level. STAB bonus may only be applied once when it comes to
moves that hit multiple times, but can be distributed to each
Damage Increase hit however you would like. This bonus increases as the
The damage of each damaging move increases at the acquired Pokémon levels up.
level, as shown in the move description.

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Evolution For example


Pokémon can evolve into a new form once they hit a certain Ash is currently level 4 and owns four Pokémon at levels 4, 4,
level as determined in their stat block, or by giving them a 3, and 2. He is only given three Pokéslots at this level, so his
certain type of special item. When a Pokémon evolves, the total Pokémon levels for the purpose of leveling his PC is the
following occurs, in order: sum of his three highest, 4 + 4 + 3 = 11. If he were to level
1. It keeps its current ability scores, but gains a number of one of his level 4 Pokémon to level 5, then he would reach 5th
points to add to these scores, as determined in its stat level because his new total would be 5 + 4 + 3 = 12. Because
block (maximum of 20 in any one ability, before Nature). at 5th level, he receives another Pokéslot, his total for leveling
2. It gains an HP bonus of double its level. changes to 5 + 4 + 3 + 2 = 14.
3. It acquires the hit dice of its evolved form to increase HP
this level and for future rolls.
4. It acquires the base AC of its evolved form, all new The highest leveled Pokémon a trainer owns do not need to be
proficiencies, and vulnerabilities/resistances/immunities. carried by that trainer in order to level up.
5. It keeps the known moves it had before evolution, but must It is important to note that Pokémon captured at a high level
learn all future moves from its new move list. Ex: Pikachu are typically not as strong as those caught at a lower level and
evolving into Raichu at level 10 cannot learn any of trained up to that point. Capturing higher leveled Pokémon
Pikachu's level 10 moves. may be beneficial for player level changes, but a trainer with 3
Evolution can be delayed at the player’s discretion, but once recently captured Charizards is weaker than a trainer who
the decision has been made, the Pokémon cannot evolve until has cared for 3 Charmanders through their evolutions.
gaining an additional level. Option 2:
The level of the trainer is based upon how many Pokémon the
Character Advancement trainer has registered in their Pokédex. Alternatively, the DM
Level ups for trainers happen immediately, and do not require can choose to allow trainers to register a Pokémon by reading
long rests. There are two options a DM can use for player a certain book, finding an artifact, speaking to a professor, etc.
character leveling, neither of which use experience points like The following table can be used as a reference for levels
Pokémon advancement. based on number of Pokémon in a Pokédex.
Character Level Pokémon Registered
Option 1:
The level of a character is determined by total levels of the 2nd 8
character’s X highest leveled Pokémon, where X is the PC’s 3rd 15
current number of Pokéslots. The following table can be used 4th 25
as a guideline for PC leveling.
5th 35
Character Level Total Pokémon Levels Needed
6th 45
2nd 3
7th 58
3rd 6
8th 75
4th 9
9th 87
5th 12
10th 100
6th 20
11th 110
7th 24
12th 122
8th 28
13th 138
9th 32
14th 154
10th 36
15th 168
11th 50
16th 178
12th 55
17th 186
13th 60
18th 192
14th 65
19th 197
15th 70
20th 200
16th 90
17th 96 This option is particularly interesting if a campaign starts at
18th 102
later levels, because players can choose which Pokémon they
have seen, with DM approval, leading to interesting
19th 108 backstories.
20th 114

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Features Additional Feats


This supplement allows any feature from the 5e PHB to be The following features (more suitable to this supplement) can
selected for trainers, as long as it makes sense with the also be selected by your Pokémon.
campaign setting you are playing in. In addition, the following Hidden Ability
D&D 5e features can be selected for Pokémon instead of Your Pokémon reaches inside itself to discover a new ability. It
taking the Ability Score Increase given during the leveling gains access to the Hidden Ability in its stat block.
process. Note: In these feats, wherever it says "melee/ranged
weapon", use "melee/ranged attack" instead. Unearthed Extra Move:
Arcana Feets marked with (UA). Your Pokémon can know five total moves instead of four.
5e Feats for Pokémon AC Up:
Your Pokémon’s AC increases by 1. This bonus is included
Acrobat (UA) through a Pokémon’s evolutions.
Alert (initiative bonus applied to trainer while you are the Tireless:
active Pokémon) Your Pokémon endures hours of rigorous training which keep
Athlete it in battle longer than the average Pokémon. Gain +1 PP for
Brawny (UA) every move.
Charger (When using melee attacks)
Durable Terrain Adept
Elemental Adept (Choose one of the Pokémon damage Your Pokémon is especially skilled when fighting on a specific
types.) terrain. Choose one of the following terrains when selecting
Mobile this feature. Your Pokémon gains +2 to attack rolls when in
Perceptive (UA) this terrain. Terrains: Coastal, Swamp, Forest, Arctic, Desert,
Quick-Fingered (UA) Grassland, Hill, Mountain, Underwater.
Resilient
Savage Attacker Combo Master
Sentinel Your Pokémon is an expert in combining strikes against a foe.
Sharp Shooter (Applies to any ranged attack) When this feature is selected, combo moves that have the
Skulker ability to hit more than once are guaranteed to hit at least
Stealthy (UA) twice. (Fury Swipes, Double Slap, etc.)
Tough
Smooth Façade
Your Pokémon is hardened, shrugging pain off like it is
nothing. When suffering from a negative status ailment other
than sleep, your Pokémon gains +3 to their AC.
Power Sculptor
Your Pokémon is able to sculpt the power of their moves
around their allies. For area of effect moves your Pokémon
activates, choose 1 + MOVE allies in range to automatically
succeed on their saving throw against taking damage or an
effect. If the damage is halved for a successful save, they take
no damage instead.

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6. Other Changes
Death Saving Throws Flinched:
A flinched Pokémon has disadvantage on any attack roll, skill
There are none for Pokémon. When your Pokémon reaches 0 check, or saving throw it makes before the end of its next turn.
HP, it faints, and you must replace it with another available If it activates a move that requires a saving throw during that
Pokémon in your inventory immediately as a free action. time, the target has advantage on the roll.
Damage Types Paralyzed:
Pokémon 5e replaces the standard 5e damage types A paralyzed creature has disadvantage on any STR or DEX
(bludgeoning, slashing, etc.) with ones more typical to the saving throws, and attacks against it have advantage. After
Pokémon universe. These include fire, water, ice, grass, selecting a Move to activate and spend PP on, roll a d4. On a
ground, rock, electric, fighting, ghost, psychic, poison, bug, result of 1, it is incapacitated and restrained. The trainer of a
steel, dark, fairy, and normal. fully paralyzed Pokémon still may take an action. (Electric
types are immune to this status condition)
New Status Effects
Species Rating (SR)
In addition to the previous effects such as grappled,
restrained, etc., Pokémon 5e adds or modifies several new In Pokémon 5e, each Pokémon is given a "Base Species
status effects. Rating” (SR). This is different than a typical CR rating in D&D
5e, and does not fall under the traditional encounter building
Poisoned: rules. SR is a numerical device that signifies the strength of
A poisoned creature has disadvantage on all ability checks the species as a whole, regardless of level. For example, a level
and attack rolls, and takes an amount of poison damage equal 10 Pidgey (Base SR 1/8) is not as strong as a level 10
to its proficiency bonus at the end of each of its turns until it Bulbasaur (Base SR 1/2). This SR gives a guideline to
faints or is cured of its poison. If a poisoned creature uses a compare Pokémon across species, and puts each Pokémon in
move that requires a saving throw, the target(s) have a different column for experience rewards.
advantage on the roll. (Poison and Steel types are immune to
this status condition) Mounts
Frozen: Many Medium or larger Pokémon can be mounted (There are
A frozen creature is incapacitated and restrained. In combat, it no hard-and-fast rules for mounting in this manual. Any
can attempt to break free of the ice with a DC 15 STR save at mountable Pokémon are at the discretion of the DM). When
the end of each of its turns. Outside of combat, the frozen you mount an active Pokémon, you take on their walking,
status lasts for one hour. (Ice types are immune to this status swimming, or flying speeds.
condition) A Note on Armor Class
Confused: A Pokémon's AC is not necessarily tied to their Dexterity. This
A confused creature is affected for 1d4 rounds, as determined is intended. AC was assigned with a more formulaic approach,
by a roll from the attacker at time of confusion. During this blending each Pokémon's DEF, SP. DEF, and SPEED stats
time, it loses its ability to take reactions and moves at half from the core games into a single number on a scale that fits
speed. After selecting a Move to activate and spend PP on, it the normal D&D AC range. Think of it as if each Pokémon
must roll a d20. On a result of 9 or lower, the creature hurts gets its own unique "Natural Armor". Any ties to Dexterity are
itself for an amount of damage equal to its proficiency bonus purely coincidental.
and may not make an attack, but the trainer of a confused
Pokémon still may take an action. On a roll of 20, the creature
is no longer confused.
Burning:
A burned creature's attacks deal half their normal damage. In
addition, the creature takes an amount of fire damage equal to
its proficiency bonus at the beginning of each of its turns until
it faints or is cured of its burns. (Fire types are immune to this
status condition)
Asleep:
A creature that is asleep is incapacitated and restrained for a
maximum of three rounds, failing all STR and DEX saves
during that time. A sleeping creature can roll a d20 as a bonus
action at the beginning of each of its turns, waking up on a
result of 13 or higher.

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7. Running a Game
Building Encounters Weather
There will be essentially two types of encounters in Pokémon Weather plays a large role in Pokémon 5e. Many Pokémon
5e: Wild Pokémon encounters and Trainer Battles. have abilities that are affected by the surrounding weather or
terrain. Be sure to implement this into your game as much as
Wild Pokémon: possible. Below is an example d100 table you can roll on at
Wild Pokémon encounters should be treated with caution. As the beginning of each day to determine the weather.
a DM, you have a responsibility to continually introduce your Alternatively, it may be fun to determine the weather by what
players to new Pokémon of various levels throughout the is actually happening outside your game table!
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching new Spring/Summer
Pokémon. Clusters of Pokémon should contain those of high
and low levels, and the players should not know what those d100 Weather
levels are until they have successfully captured a Pokémon. It 1-30 Bright Sun, Calm
is important to remember that Pokémon of higher levels
cannot be caught until the trainer has also reached that level, 31-40 Bright Sun, Windy
and higher leveled Pokémon help players progress through 41-70 Cloudy, Calm
their levels without having to do much training. As such,
capture-focused expeditions should contain several Pokémon 71-80 Cloudy, Windy
of lower levels, while battle-focused encounters should 81-90 Light Drizzle
contain high level Pokémon to present a challenge to the 91-99 Heavy Rain
player, perhaps even 1 or 2 Pokémon of much higher level
than the players. 100 Dangerous Storm
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the Fall/Winter
fight by each PC, or distributed equally among all players.
d100 Weather
Trainer Battles
Often in a campaign, your players will come across other 1-15 Bright Sun, Calm
trainers that will want to engage in a Pokémon battle. Combat 16-25 Bright Sun, Windy
for these fights are similar to wild Pokémon encounters with 26-40 Cloudy, Calm
the exception that an enemy trainer’s Pokémon cannot be
caught by any means. 41-50 Cloudy, Windy
Additionally, Pokémon that belong to an enemy trainer are 51-55 Foggy
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may 56-70 Light Drizzle
have started at level 1 and have gone through an evolution or 71-80 Heavy Rain
two with that trainer. Advance the enemy Pokémon just the 81-90 Hail
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience and 91-95 Light Snow
money for defeating a trainer, in addition to experience gained 96-99 Heavy Snow
from each defeated Pokémon.
100 Blizzard, Dangerous
Starting Past Level 1
You may want to start a game with trainers higher than level 1. Abilities
If this is the case, make sure you follow these additional rules: Listed on most every Pokémon's stat block are 1 or 2 special
abilities unique to the species, and one Hidden Ability. A
If using Option 1 for character advancement, the total Hidden Ability may only be available for those Pokémon that
levels of a trainer’s Pokémon cannot exceed the minimum take the "Hidden Ability" feature. For the other abilities, a DM
level as shown in the experience chart. may choose to give a wild Pokémon both options, or for added
None of the trainer’s Pokémon can have a SR above what fun, roll or flip a coin to determine which ability is given. This
they can control based on their level. will create even more variety in the Pokémon a player can
One of the trainer’s Pokémon must be of a SR ½ or lower find!
as their starter.
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on SR and level.

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Legendary / Boss Battles


Occasionally, a DM might want to throw an extra diffucult boss at their players. A giant Onix terrorizing the town? A monstrous
Huntail gobbling up fishing boats in the harbor? A Legendary Pokémon at the end of a long journey? Here are some actions and
abilities you can give to an enemy to boost their deadliness in battle. (DMs should award extra experience for defeating creatures
with one or more of these skills.)
Legendary Grit (X/day) Legendary Energy 2
If this Pokémon fails a saving throw, it can choose to succeed This Pokémon has double the normal PP for every move.
instead.
Legendary Nimbleness
Legendary Resilience This Pokémon may move up to its speed without provoking
This Pokémon may sacrifice its action to remove a negative attack of opportunity.
status effect from itself.
Legendary Speed (X/day)
Legendary Resistance (X/day) This Pokémon may double its movement.
When this Pokémon takes damage from a move, it can choose
to halve the total Legendary Toughness
This Pokémon's health is based off the maximum hit dice roll
Legendary Attack for each of its levels.
This Pokémon can sacrifice its action now to make two
attacks on its next turn. (Or make two attacks now and Legendary Reflexes
sacrifice its next action) This Pokémon can use two reactions in a round of combat.
Legendary Attack 2 Legendary Knowledge
This Pokémon can make two attacks on its turn. This Pokémon can learn moves from anywhere in its move
list, regardless of level.
Legendary Attack 3
This Pokémon has a signature move that can be used twice in Legendary Armor (X/day)
one turn. As a reaction, this Pokémon may increase its AC by (1, 2, 3) if
it would cause an attack to miss.
Legendary Energy
This Pokémon can sacrifice an action to regain all PP for a
single move.

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8. Items
Basic Restoratives and Medicines
The following items are given to your Pokémon to restore HP, revive, boost stats, or cure status ailments. A master trainer is always
prepared with a slew of restoratives and medicines.
Item Effect Cost
Potion Restores 2d4+2 HP ₽ 200
Super Potion Restores 3d6+6 HP ₽ 500
Hyper Potion Restores 4d12+10 HP ₽ 800
Antidote Cures Poison ₽ 200
Paralyze Heal Cures Paralysis ₽ 200
Burn Heal Cures Burn ₽ 200
Ice Heal Cures Frozen ₽ 200
Awakening Wakes from sleep ₽ 200
Full Heal Restores all Status Effects ₽ 450
Revive Revives fainted Pokémon with 2d4+2 HP ₽ 3,000
Max Revive Revives fainted Pokémon with 4d12+10 HP ₽ 5,000
Ether Restores 5 PP to a single move ₽ 500
Max Ether Restores 5 PP to all moves ₽ 1,800
Elixir Restores 10 PP to a single move ₽ 900
Max Elixir Restores 10 PP to all moves ₽ 3,200
Sacred Ash Restores HP of all fainted Pokemon carried by the trainer. Only usable outside of battle ₽ 10,000
Lava Cookie Restores all Status Effects ₽ 450
Mighty Candy Increases STR by +1 for 1 minute ₽ 1,000
Quick Candy Increases DEX by +1 for 1 minute ₽ 1,000
Health Candy Gives 20 temp HP for 1 minute ₽ 1,000
Smart Candy Increases INT by +1 for 1 minute ₽ 1,000
Tough Candy Increases AC by +1 for 1 minute ₽ 1,000
Courage Candy Increases WIS by +1 for 1 minute ₽ 1,000
Candy Bar Restores 5 HP ₽ 150
Fresh Water Restores 7 HP ₽ 200
Soda Pop Restores 10 HP ₽ 275
Berry Juice Restores 20 HP ₽ 500
Lemonade Restores 30 HP ₽ 650
MooMoo Milk Restores 50 HP ₽ 1,200
Energy Powder Restores 3d6+6 HP. 1/4 chance to lower Loyalty by 1 ₽ 300
Energy Root Restores 4d12+10 HP. 1/4 chance to lower Loyalty by 1 ₽ 700
Heal Powder Restores all negative status effects. 1/4 chance to lower Loyalty by 1 ₽ 300
Revival Herb Revives fainted Pokémon with 4d12+10 HP. 1/4 chance to lower Loyalty by 1 ₽ 4,200

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Pokéballs
The essential item for any trainer, Pokéballs allow you to catch wild Pokémon and give them a place to be safe, warm, and ready for
battle.
Item Effect Cost
Pokéball +0 to Capture Rolls ₽ 250
Great Ball +5 to Capture Rolls ₽ 500
Ultra Ball +10 to Capture Rolls ₽ 1,000
Hyper Ball +20 to Capture Rolls ₽ 2,400
Nest Ball +5 to Capture Rolls against Pokémon level 5 or below ₽ 400
Level Ball +5 to Capture Rolls if active Pokémon is a higher level than target. ₽ 400
Timer Ball +1 to Capture Rolls for each round of combat that has passed before throwing. (Max +10) ₽ 600
Luxury Ball +5 to Capture Rolls. Sets Loyalty level to +1 after catch ₽ 800
Repeat Ball +10 to Capture Rolls against species already caught by user ₽ 800
Net Ball +10 to Capture Rolls against Bug or Water type Pokémon ₽ 800
Dive Ball +10 to Capture Rolls while fishing or underwater ₽ 800
Dusk Ball +10 to Capture Rolls at night or in dark places like caves ₽ 800
Moon Ball +10 to Capture Rolls against Pokémon that evolve with Moon Stone ₽ 800
Heal Ball +5 to Capture Rolls. Restores caught Pokémon’s health and cures all status effects ₽ 1,000
Quick Ball +15 to Capture Rolls only if used in the first round of combat ₽ 1,000
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokémon ₽ 1,300
Heavy Ball +15 to Capture Rolls against Pokémon of size Medium or bigger. ₽ 1,300
Master Ball Automatic Success on Capture Roll Not Sold

X – Items
The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle. (Not stackable)
Item Effect Cost
X Attack Adds +2 to attack rolls for 1 minute ₽ 350
X Defense Adds +2 to AC for 1 minute ₽ 350
X Special Increases your Move DC by +2 for 1 minute ₽ 350
X Special Defense Increases saving throws by +2 for 1 minute ₽ 350
X Speed Increases a speed type by 10 feet for 1 minute ₽ 350
Dire Hit Critical hits on attacks occur on rolls of 19 and 20 for 1 minute ₽ 400
X Accuracy Grants advantage on next three attack rolls ₽ 350
Guard Spec Prevents status ailments for 1 minute ₽ 700

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Vitamins
Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon. Pokémon will refuse
any additional vitamins after three have been used.
Item Effect Cost
Protein Increase STR by 1 (Max 20 before Nature) ₽ 4,900
Iron Increase DEX by 1 (Max 20 before Nature) ₽ 4,900
Calcium Increases CON by 1 (Max 20 before Nature) ₽ 4,900
Zinc Increase WIS by 1 (Max 20 before Nature) ₽ 4,900
Carbos Increase CHA by 1 (Max 20 before Nature) ₽ 4,900
HP Up Increase maximum HP by the maximum roll of one of your hit dice. (Max 3 per Pokémon) ₽ 8,800
PP Up Increase the max PP of one move by 2. (Max of double original PP) ₽ 8,800

Evolutionary Items
Some Pokémon require particular items to evolve. The following can be found at most major stores:
Item Effect Cost
Fire Stone Evolves Vulpix, Growlithe, and Eevee ₽ 4,000
Leaf Stone Evolves Gloom, Weepinbell, Exeggcute, and Nuzleaf ₽ 4,000
Moon Stone Evolves Nidorina, Nidorino, Clefairy, Jigglypuff, and Skitty ₽ 4,000
Thunder Stone Evolves Pikachu and Eevee ₽ 4,000
Water Stone Evolves Poliwhirl, Shellder, Eevee, Staryu, and Lombre ₽ 4,000
Sun Stone Evolves Gloom and Sunkern ₽ 4,000
Dawn Stone Evolves Kirlia and Snorunt ₽ 4,000
Dusk Stone Evolves Misdreavus and Murkrow ₽ 4,000
Shiny Stone Evolves Togetic and Roselia ₽ 4,000
Mossy Rock Evolves Eevee ₽ 4,000
Icy Rock Evolves Eevee ₽ 4,000
Dragon Scale Evolves Seadra ₽ 4,000
Prism Scale Evolves Feebas ₽ 4,000
Deep Sea Scale/Tooth Evolves Clamperl ₽ 4,000
King's Rock Evolves Slowpoke and Poliwhirl ₽ 4,000
Metal Coat Evolves Onix, Scyther ₽ 4,000
Up-Grade Evolves Porygon ₽ 4,000
Dubious Dics Evolves Porygon2 ₽ 4,000
Electirizer Evolves Electabuzz ₽ 4,000
Magmarizer Evolves Magmar ₽ 4,000
Protector Evolves Rhydon ₽ 4,000
Reaper Cloth Evolves Dusclops ₽ 4,000
Oval Stone Evolves Happiny ₽ 4,000
Razor Claw Evolves Sneasel ₽ 4,000
Razor Fang Evolves Gligar ₽ 4,000

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Berries and Held Items


Pokémon may be given a single item to hold with varying effects. Some effects are triggered by events as an immediate free action,
others may have static effects that are always in place. The following is a list of items that can be held and their effects.

Berries
Berries are one-time use items that can usually be found in nature and many shops and markets. You can feed them to your
Pokémon like other consumables, or you can have your Pokémon hold them for delayed effects that only occur when activated.
Item Effect Cost
Cheri Berry Cures paralysis. Activated when a Pokémon becomes paralyzed ₽ 200
Chesto Berry Wakes from sleep. Activated when a Pokémon falls asleep ₽ 200
Pecha Berry Cures poison. Activated when a Pokémon becomes poisoned ₽ 200
Rawst Berry Cures burn. Activated when a Pokémon is burned ₽ 200
Aspear Berry Cures freeze. Activated when a Pokémon is frozen ₽ 200
Leppa Berry Restores 10 PP to a move. Activated when Pokémon runs out of PP for a move. ₽ 500
Oran Berry Restores 2d4+2 HP. Activated when Pokémon drops below 50% HP. ₽ 200
Lum Berry Cures any negative status effect. Activated when Pokémon is affected with status. ₽ 400
Persim Berry Cures confusion. Activated when Pokémon becomes confused. ₽ 200
Sitris Berry Restores 30 HP. Activated when Pokémon drops below 50% HP. ₽ 800
Pomeg Berry Permanently lowers Pokémon CON score by 2, but raises Loyalty by 1. ₽ 1,000
Kelpsy Berry Permanently lowers Pokémon STR score by 2, but raises Loyalty by 1. ₽ 1,000
Qualot Berry Permanently lowers Pokémon AC by 2, but raises Loyalty by 1. ₽ 1,000
Hondew Berry Permanently lowers Pokémon DEX score by 2, but raises Loyalty by 1. ₽ 1,000
Grepa Berry Permanently lowers Pokémon WIS score by 2, but raises Loyalty by 1. ₽ 1,000
Tomato Berry Permanently lowers Pokémon speed by 10, but raises Loyalty by 1. ₽ 1,000
Razz Berry When held by an active Pokémon, trainer gains +1 to catching attempts. ₽ 1,000
Occa Berry Pokémon takes half damage from a fire-type attack. Activates when hit by fire-type move. ₽ 200
Passho Berry Pokémon takes half damage from a water-type attack. Activates when hit by water-type move. ₽ 200
Wacan Berry Pokémon takes half damage from an electric-type attack. Activates when hit by electric-type move. ₽ 200
Rindo Berry Pokémon takes half damage from a grass-type attack. Activates when hit by grass-type move. ₽ 200
Yache Berry Pokémon takes half damage from an ice-type attack. Activates when hit by ice-type move. ₽ 200
Chople Berry Pokémon takes half damage from a fighting-type attack. Activates when hit by fighting-type move. ₽ 200
Kebia Berry Pokémon takes half damage from a poison-type attack. Activates when hit by poison-type move. ₽ 200
Shuca Berry Pokémon takes half damage from a ground-type attack. Activates when hit by ground-type move. ₽ 200
Coba Berry Pokémon takes half damage from a flying-type attack. Activates when hit by flying-type move. ₽ 200
Payapa Berry Pokémon takes half damage from a psychic-type attack. Activates when hit by psychic-type move. ₽ 200
Tanga Berry Pokémon takes half damage from a bug-type attack. Activates when hit by bug-type move. ₽ 200
Charti Berry Pokémon takes half damage from a rock-type attack. Activates when hit by rock-type move. ₽ 200
Kasib Berry Pokémon takes half damage from a ghost-type attack. Activates when hit by ghost-type move. ₽ 200
Haban Berry Pokémon takes half damage from a dragon-type attack. Activates when hit by dragon-type move. ₽ 200
Colbur Berry Pokémon takes half damage from a dark-type attack. Activates when hit by dark-type move. ₽ 200
Babiri Berry Pokémon takes half damage from a steel-type attack. Activates when hit by steel-type move. ₽ 200
Chilan Berry Pokémon takes half damage from a normal-type attack. Activates when hit by normal-type move. ₽ 200
Roseli Berry Pokémon takes half damage from a fairy-type attack. Activates when hit by fairy-type move. ₽ 200

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Other Held Items


In addition to evolution items and berries, there are other items that can be given to your Pokémon to hold with various effects.
Item Effect Cost
Air Balloon Pokémon that holds this is immune to ground-type moves. Pops when holder is hit by an attack. ₽ 1,000
Black Belt Holder adds prof. bonus to damage from fighting-type moves (only once for multi-hit moves). ₽ 4,400
Black Glasses Holder adds prof. bonus to damage from dark-type moves (only once for multi-hit moves). ₽ 4,400
Black Sludge Restores 1d6 hit points to poison types at the end of each of their turns. ₽ 2,000
Big Root HP stealing moves steal an additional 1d12 HP. ₽ 4,400
Charcoal Holder adds prof. bonus to damage from fire-type moves (only once for multi-hit moves). ₽ 4,400
Deep Sea Scale While a Clamperl holds this, their AC is increased by 1 ₽ 4,000
Deep Sea Tooth While a Clamperl holds this, their STAB increases by 1 ₽ 4,000
Dragon Fang Holder adds prof. bonus to damage from dragon-type moves (only once for multi-hit moves). ₽ 4,400
Focus Band Roll a d20 when suffering from the flinched status. On a 10 or higher, you do not flinch. ₽ 1,000
Griseous Orb Allows Girantina to switch forms. Dragon and Ghost moves double STAB bonus. ₽ 7,000
Hard Stone Holder adds prof. bonus to damage from rock-type moves (only once for multi-hit moves). ₽ 4,400
King's Rock On natural attack rolls of 19 or 20, the target flinches. ₽ 4,000
Leftovers Restores 1d4 HP to the holder at the end of each of their turns ₽ 2,800
Light Ball Raises Pikachu's MOVE power modifier by +1 ₽ 1,400
Lucky Egg XP from battle for this Pokémon is increased by 20% ₽ 5,000
Lucky Punch Increases Chansey's critical hit range by 1 (20 to 19+, etc.). ₽ 1,200
Magnet Holder adds prof. bonus to damage from electric-type moves (only once for multi-hit moves). ₽ 4,400
Metal Coat Holder adds prof. bonus to damage from steel-type moves (only once for multi-hit moves). ₽ 4,000
Metal Powder When held by Ditto, its CON score increases by +3 ₽ 1,200
Miracle Seed Holder adds prof. bonus to damage from grass-type moves (only once for multi-hit moves). ₽ 4,400
Mystic Water Holder adds prof. bonus to damage from water-type moves (only once for multi-hit moves). ₽ 4,400
NeverMelt Ice Holder adds prof. bonus to damage from ice-type moves (only once for multi-hit moves). ₽ 4,400
Poison Barb Holder adds prof. bonus to damage from poison-type moves (only once for multi-hit moves). ₽ 4,400
Polkadot Bow Holder adds prof. bonus to damage from fairy-type moves (only once for multi-hit moves). ₽ 4,400
Quick Claw Increase initiative roll by +3 while this Pokémon is active. ₽ 1,000
Scope Lens Increases critical hit range by 1 (20 to 19+, etc.) ₽ 1,500
Sharp Beak Holder adds prof. bonus to damage from flying-type moves. ₽ 4,400
Shell Bell Holder recovers 1d4 hit points after any successful attack. ₽ 4,400
Silk Scarf Holder adds prof. bonus to damage from normal-type moves (only once for multi-hit moves). ₽ 4,400
Silver Powder Holder adds prof. bonus to damage from bug-type moves (only once for multi-hit moves). ₽ 4,400
Soft Sand Holder adds prof. bonus to damage from ground-type moves (only once for multi-hit moves). ₽ 4,400
Soothe Bell Resets the Loyalty rating of a Pokémon to +0. ₽ 6,000
Smoke Ball Guarantees a success in an attempt to flee from wild Pokémon battles. ₽ 4,400
Spell Tag Holder adds prof. bonus to damage from ghost-type moves (only once for multi-hit moves). ₽ 4,400
Stick Increases Farfetch's critical hit range by 1 (20 to 19+, etc.). ₽ 4,400
Thick Club Doubles the STAB bonus of Cubone or Marowak's moves. ₽ 4,400
Twisted Spoon Holder adds prof. bonus to damage from psychic-type moves (only once for multi-hit moves). ₽ 4,400
Wide Lens Holder gains +1 to all attack rolls. ₽ 4,400

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Miscellaneous
Item Effect Cost
Pokédex Used to register Pokémon (See Below) ₽ 10,000
Old Rod Used to fish for Pokémon (See Below) ₽ 1,000
Good Rod Used to fish for Pokémon (See Below) ₽ 5,000
Super Rod Used to fish for Pokémon (See Below) ₽ 15,000
Escape Use as an automatic success to run away from combat ₽ 150
Rope
Poke Doll Use as an automatic success to run away from combat ₽ 150
Fluffy Tail Use as an automatic success to run away from combat ₽ 150
Honey Can be used to automatically attract a single Pokemon that resides in the area (DM discretion) ₽ 1,000

XP Share Half of experience from combat can be distributed to carried Pokémon that did not fight in the ₽ 7,500
battle

Pokédex
A hand-held computer with an advanced camera and image recognition software given to trainers at the start of their journey. A
trainer can use a bonus action to register a Pokémon (that hasn't fainted) within 50 feet using the Pokédex's scanner. Doing so
registers the Pokémon on the Pokédex, and reveals the base SR and some brief facts about the species.
Fishing Rods
Fishing Rods are used to Fish. They are two-handed items and come in three varieties; Old Rods, Good Rods, and Super Rods. Old
Rods cost ₽ 1000, Good Rods cost ₽ 5,000, and Super Rods cost ₽ 15,000. The type of Pokémon you can catch with a fishing rod
depends on which rod you use and where you use them. Fishing for a Pokémon takes one hour. The DM may ask for a d100 roll,
with rarer Pokémon appearing at a higher result, and an unsuccessful catch at a lower result.
Old Rod: Magikarp
Good Rod: Azumarill, Barboach, Bibarel, Buizel, Carvanha, Chinchou, Clamperl, Corphish, Corsola, Crawdaunt, Croconaw,
Feebas, Finneon, Floatzel, Goldeen, Horsea, Kabuto, Krabby, Lanturn, Lombre, Lotad, Lumineon, Luvdisc, Magikarp, Mantyke,
Marill, Marshtomp, Mudkip, Octillery, Omanyte, Piplup, Poliwag, Poliwhirl, Prinplup, Psyduck, Quagsire, Qwilfish, Remoraid,
Seel, Shellder, Shellos, Slowpoke, Spheal, Squirtle, Staryu, Surskit, Tentacool, Totodile, Wailmer, Wartortle, Whiscash, Wingull,
Wooper
Super Rod: Blastoise, Cloyster, Dewgong, Empoleon, Feraligatr, Gastrodon, Golduck, Gorebyss, Gyarados, Huntail, Kabutops,
Kingdra, Kingler, Lapras, Ludicolo, Mantine, Milotic, Omastar, Pelipper, Politoed, Poliwrath, Relicanth, Seadra, Seaking, Sealeo,
Sharpedo, Slowbro, Slowking, Starmie, Swampert, Tentacruel, Vaporeon, Wailord, Walrein

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TMs
The tables below contain a list of moves that can be taught to your Pokémon, even if they do not learn them in their natural
progression of leveling. TMs are destroyed after one use.
Note: If a TM move is replaced, it can only be relearned by purchasing another TM.
TMs
TM Cost TM Cost TM Cost
01 - Work Up ₽8,000 36 - Sludge Bomb ₽7,200 71 - Stone Edge ₽8,000
02 - Dragon Claw ₽6,000 37 - Sandstorm ₽8,400 72 - Volt Switch ₽5,600
03 - Psyshock ₽6,000 38 - Fire Blast ₽8,400 73 - Thunder Wave ₽5,000
04 - Calm Mind ₽5,500 39 - Rock Tomb ₽5,200 74 - Gyro Ball ₽5,500
05 - Roar ₽4,000 40 - Aerial Ace ₽5,200 75 - Swords Dance ₽8,000
06 - Toxic ₽8,000 41 - Torment ₽6,000 76 - Fly ₽7,200
07 - Hail ₽8,000 42 - Facade ₽5,600 77 - Psych Up ₽4,500
08 - Bulk Up ₽6,000 43 - Flame Charge ₽4,400 78 - Bulldoze ₽5,200
09 - Venoshock ₽5,200 44 - Rest ₽6,000 79 - Frost Breath ₽5,200
10 - Hidden Power ₽5,200 45 - Attract ₽4,000 80 - Rock Slide ₽5,600
11 - Sunny Day ₽4,400 46 - Thief ₽5,200 81 - X-Scissor ₽6,000
12 - Taunt ₽4,400 47 - Low Sweep ₽5,200 82 - Dragon Tail ₽5,200
13 - Ice Beam ₽7,200 48 - Round ₽5,200 83 - Infestation ₽2,800
14 - Blizzard ₽8,400 49 - Echoed Voice ₽4,000 84 - Poison Jab ₽6,000
15 - Hyper Beam ₽10,800 50 - Overheat ₽10,000 85 - Dream Eater ₽8,000
16 - Light Screen ₽4,400 51 - Steel Wing ₽5,600 86 - Grass Knot ₽6,500
17 - Protect ₽8,000 52 - Focus Blast ₽8,800 87 - Swagger ₽5,000
18 - Rain Dance ₽4,400 53 - Energy Ball ₽7,200 88 - Sleep Talk ₽4,500
19 - Roost ₽5,600 54 - False Swipe ₽4,000 89 - U-Turn ₽5,600
20 - Safeguard ₽6,000 55 - Scald ₽6,000 90 - Substitute ₽7,500
21 - Frustration ₽3,600 56 - Fling ₽4,500 91 - Flash Cannon ₽6,000
22 - Solar Beam ₽8,800 57 - Charge Beam ₽4,400 92 - Trick Room ₽5,000
23 - Smack Down ₽4,400 58 - Sky Drop ₽5,200 93 - Wild Charge ₽7,200
24 - Thunderbolt ₽7,200 59 - Brutal Swing ₽5,200 94 - Surf ₽7,200
25 - Thunder ₽8,400 60 - Quash ₽5,600 95 - Snarl ₽4,400
26 - Earthquake ₽8,000 61 - Will-O-Wisp ₽6,000 96 - Nature Power ₽5,000
27 - Return ₽5,200 62 - Acrobatics ₽4,400 97 - Dark Pulse ₽6,000
28 - Leech Life ₽6,000 63 - Embargo ₽5,000 98 - Waterfall ₽6,000
29 - Psychic ₽7,200 64 - Explosion ₽14,000 99 - Dazzling Gleam ₽6,000
30 - Shadow Ball ₽6,000 65 - Shadow Claw ₽5,600 100 - Confide ₽4,400
31 - Brick Break ₽5,600 66 - Payback ₽4,400
32 - Double Team ₽7,000 67 - Smart Strike ₽5,600
33 - Reflect ₽8,000 68 - Giga Impact ₽10,800
34 - Sludge Wave ₽7,200 69 - Rock Polish ₽8,000
35 - Flamethrower ₽7,200 70 - Aurora Veil ₽2,500

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9. Move List
The following is a list of all moves a Pokémon can learn during the game, in alphabetical order. The “Move Power” is the ability
used for modifiers to the move, or to calculate DC for saving throws. If a Move Power states “Ability 1/Ability 2”, that means that
either ability can be used for the move.
Absorb Acupressure
Type: Grass Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 20
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: Self
Description: You attempt to absorb some of an enemy’s Description: You apply pressure to different stress points on
health. Make a melee attack on a Pokémon. On a hit, the your body, boosting a random ability for the duration. When
Pokémon takes 1d6 + MOVE grass damage. Half the activating this move, roll a d6 and gain the following boost
damage done is restored by the user. based on the result. When activated on subsequent turns,
Higher Levels: The damage dice roll for this move changes to any previous effect ends.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. d6 Effect d6 Effect
Acid 1 +1 to attack rolls 4 +1 to saving throws
Type: Poison
Move Power: DEX 2 +2 to damage rolls 5 Critical Hit range +1
Move Time: 1 action 3 +10 temporary HP 6 +1 to Armor Class
PP: 15
Duration: Instantaneous Aerial Ace
Range: 30 ft Cone
Description: You create a stream of hot acid in a 30 foot cone, Type: Flying
centered on you. Pokémon caught in the cone must succeed Move Power: DEX
on a DEX save, taking 1d6 + MOVE poison damage on a Move Time: 1 action
fail, and half as much on a success. PP: 5
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Range: Melee
Description: You dive at an opponent with such speed that it
Acid Armor is impossible for them to avoid. This move is guaranteed to
Type: Poison hit for 1d6 + MOVE flying damage, unless during the
Move Power: CON invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Duration: 1 minute, Concentration Aeroblast
Range: Self
Description: You are surrounded by a shield of thick acid for Type: Flying
the duration. During this time, your AC increases by 2, and Move Power: DEX
any Pokémon that hits you with a melee attack must Move Time: 1 action
succeed on a CON save or take 1d6 poison damage. PP: 3
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
2d6 at level 10 Range: 50ft line
Description: You shoot out a powerful vortex of air that
Acrobatics shreds through opponents. Any Pokémon caught in a 50
Type: Flying foot line, 5 feet wide, must make a DEX save against your
Move Power: DEX Move DC, taking 4d4 + MOVE flying damage on a fail, and
Move Time: 1 action half as much on a save.
PP: 5 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Range: Melee
Description: You nimbly attack a target with acrobatic
prowess. Make a melee attack, dealing 3d6 + MOVE flying
damage on a hit. If you are holding an item when you
activate this move, the damage is halved.
Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

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Agility Ancient Power


Type: Psychic Type: Rock
Move Power: None Move Power: STR/DEX
Move Time: 1 bonus action Move Time: 1 action
PP: 15 PP: 3
Duration: 1 minute Duration: Instantaneous
Range: Self Range: Melee
Description: You hone your abilities and feel a surge of speed Description: You lash out with unknown inner power. Make a
course through your veins. Increase your movement speed melee attack roll against a creature, doing 1d10 + MOVE
by 20 feet for the duration. Applicable to any movement rock damage on a hit. On a natural attack roll of 19 or 20,
type the Pokémon has. all of your ability scores go up by 1 while you remain in
Air Cutter
battle. This move can be stacked for a maximum of +5 to all
ability scores.
Type: Flying Higher Levels: The damage dice roll for this move changes to
Move Power: DEX 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Time: 1 action
PP: 15 Aqua Jet
Duration: Instantaneous Type: Water
Range: 30 ft Move Power: DEX
Description: You create a gust of razor-like wind to slash an Move Time: 1 action
opponent. Make a ranged attack against an opponent, doing PP: 10
1d10 + MOVE flying damage on a hit. This move scores a Duration: Instantaneous
critical hit on 19 and 20. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You lunge at an opponent with incredible speed.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. At the beginning of a round of combat, you may announce
Air Slash
that you are using this move, immediately jumping to the
top of the initiative order for that round only. Make a melee
Type: Flying attack on an opponent, dealing 1d6 + MOVE water damage
Move Power: DEX on a hit.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Duration: Instantaneous
Range: 30 feet Aqua Ring
Description: You slash at an opponent with a blade of sharp Type: Water
air. Make a ranged attack on an opponent, dealing 1d12 + Move Power: None
MOVE flying damage on a hit. On a natural attack roll of 15 Move Time: 1 action
or higher, the target flinches if it has not taken a turn this PP: 10
round. Duration: 1 minute, Concentration
Higher Levels: The damage dice roll for this move changes to Range: Self
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Description: You surround yourself with a veil of healing
Amnesia
water. At the end of each of your turns, as long as you hold
concentration, regain a number of hit points equal to your
Type: Psychic level.
Move Power: None
Move Time: 1 bonus action Aqua Tail
PP: 10 Type: Water
Duration: 1 minute Move Power: STR/DEX
Range: Self Move Time: 1 action
Description: Your mind elevates to a new level of focus. Add PP: 5
+2 to any saving throw you make for the duration, but select Duration: Instantaneous
one of your moves that is not Amnesia. You forget that move Range: Melee
and cannot use it for the duration. Description: You lash out with your tail to strike an opponent.
Make a melee attack, dealing 2d8 + MOVE water damage
on a hit.
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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Arm Thrust Assurance


Type: Fighting Type: Dark
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You unleash a flurry of fists on an opponent. Description: You strike an opponent where it already hurts.
Make a melee attack roll, doing 1d4 + MOVE fighting Make a melee attack against an opponent, dealing 1d10 +
damage on a hit. After successfully hitting a target, roll a d4. MOVE dark damage on a hit. If the target has already taken
On a result of 3 or 4, you may immediately hit again for an damage in the same round, double the damage dice.
additional 1d4 fighting damage. Continue this process until Higher Levels: The damage dice roll for this move changes to
you fail to roll a 3 or 4 on the d4 roll, up to a maximum of 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
four additional hits. Astonish
Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Type: Ghost
Move Power: DEX/WIS
Aromatherapy Move Time: 1 action
Type: Grass PP: 10
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: 20ft
PP: 3 Description: You startle an opponent with a loud shout . Make
Duration: Instantaneous a ranged attack roll against an opponent doing 1d6 + MOVE
Range: 10 ft radius ghost damage on a hit. On a natural attack roll of 15 or
Description: You release a pleasant aroma that empowers more, the opponent flinches.
your allies. All allies within a ten foot circle, centered on Higher Levels: The damage dice roll for this move changes to
you, are cured of all negative status ailments. 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Aromatic Mist Attack Order
Type: Fairy Type: Bug
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 minute Duration: Instantaneous
Range: 5 ft radius Range: 20 feet
Description: You release an aroma that inspires your allies. Description: You summon your underlings to attack a foe.
When you activate this move, you and any ally within 5 feet Make a ranged attack on an opponent, dealing 2d8 + MOVE
of you may add 1d4 to any saving throw they make for the bug damage on a hit. This move scores a critical hit on rolls
duration. of 19 or 20.
Higher Levels: The bonus dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d6 at level 10 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Assist Attract
Type: Normal Type: Normal
Move Power: None Move Power: CHA
Move Time: 1 bonus action Move Time: 1 reaction
PP: 10 PP: 5
Duration: Varies Duration: Instantaneous
Range: Varies Range: Self
Description: You call upon the help of another active Description: As a reaction, when dealt damage by an attack,
Pokemon in your party. When activating this Move, another you may force the attacker to make a WIS save against your
player may immediately take an action in place of your own, Move DC. On a fail, the creature must roll the damage again
if you have not already taken an action this turn. and use the lower result.

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Aura Sphere Baby-Doll Eyes


Type: Fighting Type: Fairy
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30 feet Range: 30 ft
Description: You focus your aura into a concentrated blast Description: You quickly widen your eyes in an attempt to
that strikes an opponent in range. This move is guaranteed charm an opponent, decreasing their will to fight. When you
to hit for 1d6 + MOVE fighting damage, except when or an ally in range are targeted by a Move that requires an
targeting an opponent in the invulnerable stages of Fly, Dig, attack roll, you may use a reaction to impose disadvantage
Bounce, etc. on the roll.
Higher Levels: The damage dice roll for this move changes to Barrage
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Normal
Aurora Beam Move Power: STR/DEX
Type: Ice Move Time: 1 action
Move Power: STR/DEX PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 30 ft
Duration: Instantaneous Description: Make a ranged attack on a Pokémon, rolling 1d4
Range: 40 ft line on a hit. You attack with a barrage of ranged strikes equal to
Description: You create a 40 foot line of freezing ice, 5 feet the number shown. Each projectile deals 1d4 normal
wide. Any creature caught in the line must succeed on a damage.
DEX save or take 1d10 + MOVE ice damage and be frozen. Higher Levels: Each projectile that hits deals 1d6 at level 5,
Higher Levels: The damage dice roll for this move changes to 2d4 at level 10, and 2d6 at level 17.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Barrier
Aurora Veil Type: Psychic
Type: Ice Move Power: None
Move Power: None Move Time: 1 action
Move Time: 1 bonus action PP: 10
PP: 3 Duration: 1 minute, Concentration
Duration: 3 rounds Range: Self, 5ft
Range: Self Description: You create a transparent shield of psychic
Description: You use the environment to create a shield of ice energy. While active, the barrier grants +2 to AC for you and
around your body. Only able to be activated while it is any companions within 5 feet of you for the duration.
hailing, this move can be used as a bonus action to halve all Baton Pass
damage dealt to you for three rounds.
Type: Normal
Avalanche Move Power: None
Type: Ice Move Time: 1 bonus action
Move Power: STR PP: 20
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Self
Duration: Instantaneous Description: As a bonus action, you may switch a Pokémon
Range: 30 feet out with another Pokémon, passing along all negative status
Description: You send forth a heap of powerful snow to effects or stat changes to the new Pokémon. This includes
pummel an opponent. Make a ranged attack on a target, existing substitutes, critical hit bonuses, AC increases, etc.
dealing 1d10 + MOVE ice damage on a hit. If the target has Beat Up
dealt any damage to you since the end of your last turn,
double the damage you deal. Type: Dark
Higher Levels: The damage dice roll for this move changes to Move Power: STR
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You use strength in numbers to attack a
creature. Make a melee attack on a creature, and an
additional attack for each Pokémon you are currently
carrying, doing 1d6 + MOVE dark damage on each hit.

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Belly Drum Blast Burn


Type: Normal Type: Fire
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, recharge
PP: 5 PP: 3
Duration: While in battle Duration: Instantaneous
Range: Self Range: 50ft
Description: You sacrifice health for attack. When using this Description: Explosive projectiles rain down upon your
move, take damage equal to half your maximum, but opponents in a 10 foot radius. Any creature caught in the
increase your Strength score by 10 while you remain in blast must succeed on a DEX save against your Move DC or
battle. After activating this move, you are not affected by take 3d8 + MOVE fire damage on a fail and half as much on
potions for the remainder of the encounter. a success. This move saps you of energy, and you forfeit
Bide
your action on your next turn.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Move Power: STR/DEX
Move Time: 1 action Blaze Kick
PP: 5 Type: Fire
Duration: 2-3 rounds Move Power: STR/DEX
Range: 50ft Move Time: 1 action
Description: You embrace the damage done to you, waiting PP: 5
for your time to strike. Use your attack action to activate Duration: Instantaneous
this move, and keep track of all damage done to you before Range: Melee
your next turn. On your next turn, you lash out at an enemy Description: Flames burst from your feet as you deliver a
with a normal ranged attack, striking them for double the powerful kick. Make a melee attack on an opponent, doing
amount of damage you took on a successful hit. At 10th 2d6 + MOVE fire damage on a hit. On a natural attack roll
Level, you can choose to hold Bide for a second turn for the of 18 or more, the target is burned. This move scores a
chance to add additional damage to the attack. critical hit on 19s and 20s.
Higher Levels: You may continue to stockpile damage for 2 Higher Levels: The damage dice roll for this move changes to
turns at level 10 and above. 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Bind Blizzard
Type: Normal Type: Ice
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 120ft
Description: You attempt to grapple a target into submission. Description: Icy clouds form overhead and pelt the ground
Make a melee attack roll. On a hit, the target takes 1d4 + with hail and snow, centered on a point you choose within
MOVE normal damage and is grappled and restrained. At range. Each Pokémon within a 20 foot radius must make a
the beginning of each of its turns, it may attempt to escape Dexterity saving throw against your Move DC, taking 3d6 +
with a STR save against your Move DC. While a Pokémon MOVE ice damage on a failed save, or half as much on a
is grappled, you may continue this move, as a bonus action, successful one. Targets that fail the save by 5 or more
to do an automatic 1d4 normal damage without having to become frozen.
make an attack roll. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice rolls for this move change to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Block
Bite Type: Normal
Type: Dark Move Power: None
Move Power: STR/DEX Move Time: 1 reaction
Move Time: 1 action PP: 3
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 50ft
Range: Melee Description: If an opponent within range attempts to flee or
Description: You sink your teeth into an enemy Pokémon. switch out, you may use your reaction to stop it dead in its
Make a melee attack roll, doing 1d10 + MOVE dark damage tracks, keeping this from happening.
on a successful hit. On natural attack rolls of 19 or 20, the
target flinches
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Body Slam Bounce


Type: Normal Type: Flying
Move Power: STR Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30 ft
Description: You thrust yourself towards an opponent in an Description: When you activate this move, you bounce high
attempt to crush them with your physical size. Make a into the air, disappearing into the Ethereal plane. You may
melee attack on a target. On a hit, the target takes 2d6 + not be targeted by attacks in the Ethereal plane. On your
MOVE normal damage, and must succeed on a STR saving next turn, as an action, you reappear and attempt to slam
throw against your Move DC or be knocked prone. down on top of an opponent. Make a melee attack roll on an
Higher Levels: The damage dice roll for this move changes to opponent in range, with advantage, doing 2d6 + MOVE
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. flying damage on a hit. On a natural attack roll of 15 or
Bone Club
more, the target is paralyzed.
Higher Levels: The damage dice roll for this move changes to
Type: Ground 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: STR/DEX
Move Time: 1 action Brave Bird
PP: 10 Type: Flying
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You strike a Pokémon with a club of bone, doing PP: 10
1d10 + MOVE ground damage on a successful hit. If the Duration: Instantaneous
natural attack roll is 18 or more, the target flinches. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You tuck in your wings and dive at an opponent.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Make a melee attack, dealing 2d10 + MOVE flying damage
Bone Rush
on a hit. On a hit, you also take a quarter of the total
(rounded down) in normal-type recoil damage.
Type: Ground Higher Levels: The damage dice roll for this move changes to
Move Power: STR 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Time: 1 action
PP: 5 Brick Break
Duration: Instantaneous Type: Fighting
Range: Melee Move Power: STR
Description: You rush forward to deliver a series of hard hits Move Time: 1 action
against a Pokémon. Make a melee attack roll, doing 1d4 + PP: 10
MOVE ground damage on a hit. After successfully hitting a Duration: Instantaneous
target, roll a d4. On a result of 3 or 4, you may immediately Range: Melee
hit again for an additional 1d4 ground damage. Continue Description: You strike out with a powerful and focused
this process until you fail to roll a 3 or 4 on the d4 roll, up to punch. Make a melee attack roll on an opponent, doing
a maximum of four additional hits. 1d12 + MOVE fighting damage on a hit. On a hit, this move
Higher Levels: The damage dice rolls for this move change to automatically ends an opponent’s Light Screen, and
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. bypasses Reflect with no effect.
Bonemerang
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Ground
Move Power: DEX Brine
Move Time: 1 action Type: Water
PP: 5 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 80ft PP: 5
Description: You throw a boomerang and make two ranged Duration: Instantaneous
attacks against a target. On each successful hit, do 1d4 + Range: 40 feet
MOVE ground damage. Description: You send a harsh blast of salt water at an
Higher Levels: The damage dice roll for this move changes to opponent. Make a ranged attack against an opponent,
1d6 at level 5, 2d4 at level 10, and 3d4 at level 17. dealing 1d10 + MOVE water damage on a hit. If the
opponent has less that 50% of its max HP, double the
damage dealt.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Brutal Swing Bug Buzz


Type: Dark Type: Bug
Move Power: STR Move Power: DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 5ft circle Range: 20 feet
Description: You swing your arms around violently, attacking Description: You vibrate your wings, creating a harsh sound
anything within a 5 foot circle, centered on yourself. All that damages any creature in range. All creatures within 20
creatures in range must make a DEX saving throw against feet of you must make a CON save against your Move DC,
your Move DC, taking 1d10 + MOVE fighting damage on a taking 2d8 + MOVE bug damage on a fail. If an opponent
failure, or half as much on a success. fails the save by more than 5, they have disadvantage on
Higher Levels: The damage dice roll for this move changes to their next attack.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes to
Bubble
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Water Bulk Up
Move Power: DEX Type: Fighting
Move Time: 1 action Move Power: None
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 60 ft Duration: 1 minute, Concentration
Description: You shoot a series of quickly moving bubbles at Range: Self
a target. Make three ranges attacks, doing 1d4 water Description: You pump yourself up, increasing your
damage on each successful hit. adrenaline. For the next minute, choose to add +1 to your
Higher Levels: The damage dice roll for this move changes to attack rolls OR +1 to AC. This move can be stacked to a
1d8 at level 5, 2d6 at level 10, and 3d6 at level 17. maximum of +5 for either choice.
Bubble Beam Bulldoze
Type: Water Type: Ground
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 80ft line Range: 15 foot circle
Description: You shoot a concentrated stream of bubbles in Description: You strike the ground so hard that it ripples out
an 80 foot line, 5 feet wide. Any Pokémon caught in the line from you in a 15 foot circle. Any creature caught in the area
must succeed on a DEX save against your Move DC, taking must make a DEX save against your Move DC, taking 1d10
1d10 + MOVE water damage on a failed save, and half as + MOVE ground damage on a failure.
much on a success. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Bullet Punch
Bug Bite Type: Steel
Type: Bug Move Power: DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 20
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You strike with a punch that is quick as a bullet.
Description: You lash out and bite a foe. Make a melee attack At the beginning of a round of combat, you may announce
against an opponent, dealing 1d10 + MOVE bug damage on that you are using this move, immediately jumping to the
a hit. If the target is holding a berry when you hit, you top of the initiative order for that round only. Make a melee
immediately eat it and gain its effect. attack on an opponent, dealing 1d6 + MOVE steel damage
Higher Levels: The damage dice roll for this move changes to on a hit.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

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Bullet Seed Charge


Type: Grass Type: Electric
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: 1 round, Concentration
Range: 30 ft Range: Self
Description: Your fire a series of high-speed seeds at an Description: Electricity surges through your body, charging
opponent. Make a ranged attack roll, doing 1d4 + MOVE up for your next attack. Until your next turn, boost your AC
grass damage on a hit. After successfully hitting a target, by 2. On your next turn, double your STAB bonus when
roll a d4. On a result of 3 or 4, you may immediately hit dealing damage of your type.
again for an additional 1d4 grass damage. Continue this Charge Beam
process until you fail to roll a 3 or 4 on the d4 roll, up to a
maximum of four additional hits. Type: Electric
Higher Levels: The damage dice roll for this move changes to Move Power: STR/DEX
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Move Time: 1 action
PP: 5
Calm Mind Duration: Instantaneous
Type: Psychic Range: 50 feet
Move Power: None Description: You send a beam of electric energy at an
Move Time: 1 action opponent that has a chance to power you up. Make a ranged
PP: 10 attack, dealing 1d8 + MOVE electric damage on a hit. If the
Duration: 1 minute, Concentration natural attack roll is 10 or higher and the attack hits, add
Range: Self your proficiency bonus to the damage.
Description: You clear your mind of all distractions. For the Higher Levels: The damage dice roll for this move changes to
duration, double your STAB bonus when dealing damage of 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
your type. Charm
Camouflage Type: Fairy
Type: Normal Move Power: CHA/WIS
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: 1 minute
Duration: 1 minute, Concentration Range: 80ft
Range: Self Description: You attempt to charm an opponent, sharply
Description: You blend in with your surroundings, taking on a decreasing its attack. A target you choose in range must
new type for resistances/vulnerabilities/immunities. The make a WIS save against your Move DC. On a fail, the
type is dependent on the terrain, and up to the DMs target adds -2 to all attacks against you for the duration.
discretion. (Ex: Forest = Grass, Beach = Water, Desert = Higher Levels: The target adds -3 at level 5, -4 at level 10, and
Ground/Fire, Mountain = Rock, etc.) -5 at level 17.
Captivate Chatter
Type: Normal Type: Flying
Move Power: WIS/CHA Move Power: WIS/CHA
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40 feet Range: 30 feet
Description: You attempt to charm an opponent into pulling Description: You shout a series of disorienting words at an
its punches. When hit by an attack from an opponent of the opponent, scrambling their senses. Make a ranged attack.
opposite gender, you may use a reaction to force it to make On a hit, deal 1d10 + MOVE flying damage and cause the
a WIS save against your Move DC. On a failure, the attack target to become confused.
does not hit. Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Clamp Confuse Ray


Type: Water Type: Ghost
Move Power: STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: 1 minute Duration: Instantaneous
Range: Melee Range: 60 ft
Description: You clamp down on an enemy Pokémon, Description: You target an opponent in range with a sinister
attempting to deal damage and keep them in place. Make a ray of ghostly light. The target becomes confused.
melee attack roll. On a hit, the target takes 1d6 + MOVE Confusion
water damage and is grappled and restrained. At the
beginning of each of its turns, it may attempt to pry itself Type: Psychic
away with a STR save against your Move DC. As long as the Move Power: INT/WIS
target is restrained on your subsequent turns, this move can Move Time: 1 action
be activated again as a bonus action with an automatic hit, PP: 15
dealing 1d6 water damage. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes to Range: 80ft
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Description: You attempt to enter the mind of an enemy and
cause confusion. Make a ranged attack on a Pokémon in
Close Combat range. On a hit, the target takes 1d8 + MOVE psychic
Type: Fighting damage. If the natural attack roll is 15 or more, the target
Move Power: STR becomes confused.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 3 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Duration: Instantaneous Constrict
Range: Melee
Description: You get in close for a devastating strike, Type: Normal
sacrificing your defenses. Make a melee attack on an Move Power: STR
opponent, dealing 2d10 + MOVE fighting damage on a hit. Move Time: 1 action
After activating this move, the target has advantage on any PP: 15
attack it makes against you before the beginning of your Duration: Instantaneous
next turn. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You wrap yourself around an enemy Pokémon,
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. trying to squeeze the life from them. Make a melee attack
roll. On a hit, the target takes 1d4 + MOVE normal damage
Comet Punch and is grappled and restrained. At the beginning of each of
Type: Normal its turns, it may attempt to escape with a STR save against
Move Power: STR/DEX your Move DC. As long as the target is restrained on your
Move Time: 1 action subsequent turns, this move can be activated again as a
PP: 10 bonus action with an automatic hit, dealing 1d4 normal
Duration: Instantaneous damage.
Range: Melee Higher Levels: The damage dice rolls for this move change to
Description: You strike out with a lightning fast punch. Make 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
a melee attack roll. The target takes 1d4 + MOVE on a hit. Conversion
After successfully hitting a target, roll a d4. On a result of 3
or 4, you may immediately hit again for an additional 1d4 Type: Normal
normal damage. Continue this process until you fail to roll a Move Power: None
3 or 4 on the d4 roll, up to a maximum of four additional Move Time: 1 bonus action
hits. PP: 15
Higher Levels: The damage dice rolls for this move change to Duration: 1 minute
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Range: Self
Description: Your Pokémon takes on a new type for
Confide resistances/vulnerabilities/immunities, equal to one of the
Type: Normal types of a move it currently knows for the duration.
Move Power: WIS/CHA
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: 40 feet
Description: You whisper an untold secret into the mind of an
opponent in range. The target must make a WIS save
against your Move DC, becoming confused on a failure.

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Conversion 2 Covet
Type: Normal Type: Normal
Move Power: None Move Power: DEX
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 15
Duration: 1 minute Duration: Instantaneous
Range: Self Range: Melee
Description: After taking damage from an attack, You may Description: You strike out with quick and sticky hands. Make
use your reaction to change your Pokémon type to one of a melee attack roll against an opponent, doing 1d10 +
your choice that is resistant or immune to the type of move MOVE normal damage on a hit. On a successful attack, you
used against you for the duration. steal the opponents held item if you are not currently
Copycat
holding one.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Power: None
Move Time: 1 action Crabhammer
PP: 10 Type: Water
Duration: Instantaneous Move Power: STR
Range: Self Move Time: 1 action
Description: You mimic a target that acted just before you. PP: 5
When activating this move, you use the identical move of Duration: Instantaneous
the creature whose turn came immediately before yours. Range: Melee
Cosmic Power
Description: You slam down onto an opponent with a heavy
claw. Make a melee attack roll on a target, dealing 2d8 +
Type: Psychic MOVE water damage on a hit. This move scores a critical
Move Power: None hit on rolls of 19 or 20.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Duration: 1 minute, Concentration
Range: Self Crafty Shield
Description: You call upon a mystic force to come to your aid. Type: Fairy
For the duration, you have advantage on all saving throws. Move Power: None
Cotton Spore
Move Time: 1 reaction
PP: 3
Type: Grass Duration: Instantaneous
Move Power: DEX/CON Range: 5ft
Move Time: 1 action Description: You summon forth a mysterious power that
PP: 20 blocks an incoming status condition. When you or an ally
Duration: 1 minute within 5 feet of you are subject to a status condition from an
Range: 30 ft enemy move, you may use your reaction to nullify the
Description: You unleash spores of thick cotton that covers condition.
the opponent. Force a target in range to make a CON save
against your Move DC. On a fail, the target’s speed is Cross Chop
reduced by 10 for the duration. If this reduction in speed Type: Fighting
causes their speed to be 0, they are restrained for the Move Power: STR/DEX
duration. Move Time: 1 action
Counter
PP: 3
Duration: Instantaneous
Type: Fighting Range: Melee
Move Power: DEX/STR Description: You crush an opponent with a strong sideways
Move Time: 1 reaction strike. Make a melee attack against a target, doing 4d4 +
PP: 10 MOVE fighting damage on a hit. Cross Chop results in a
Duration: Instantaneous critical hit on 19s and 20s.
Range: Melee Higher Levels: The damage dice roll for this move changes to
Description: When you are hit by a melee attack, you can use 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
your reaction to make a melee attack of opportunity against
your foe, doing 1d4 + MOVE fighting damage on a
successful hit.
Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

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Cross Poison Curse


Type: Poison Type: Ghost
Move Power: DEX Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: 10
Description: You slash at an opponent with a poisonous Description: This Move has a different effect based on your
strike. Make a melee attack, dealing 1d12 + MOVE poison Pokémon type. If you are ghost-type: You attempt to put a
damage on a hit. On a natural attack roll of 19 or 20, the curse on an opponent. Force a target in range to make a
attack is treated as a critical hit and the target is poisoned. WIS saving throw against your Move DC. On a fail, the
Higher Levels: The damage dice roll for this move changes to target is cursed. You take 1d6 damage initially and your
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. opponent takes 1d6 ghost damage at the end of each of its
Crunch
turns for the duration. If you are any other type: You place a
curse on yourself. For the duration, your STR and CON
Type: Dark scores increase by two, but your DEX score decreases by 4.
Move Power: STR/DEX Higher Levels: The damage dice roll for this move changes to
Move Time: 1 action 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
PP: 10
Duration: Instantaneous Cut
Range: Melee Type: Normal
Description: You unleash a powerful blow that has a chance Move Power: STR/DEX
to temporarily lower a target’s defense. Make a melee attack Move Time: 1 action
against a target, doing 2d6 + MOVE dark damage on a hit. PP: 15
On a natural attack roll of 18 or higher, the target’s AC is Duration: Instantaneous
decreased by 1 for the remainder of combat. This decrease Range: Melee
may be stacked, up to a maximum of -5 to AC. Description: You lash out at an enemy with vine or claw or
Higher Levels: The damage dice roll for this move changes to blade. Make a melee roll on an enemy, doing 1d8 + MOVE
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. on a successful hit.
Crush Claw
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Normal
Move Power: STR Dark Pulse
Move Time: 1 action Type: Dark
PP: 5 Move Power: WIS/CHA
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You strike out with powerful claws. Make a Duration: Instantaneous
melee attack roll against an opponent, doing 1d12 + MOVE Range: 30 feet
normal damage on a hit. If the natural attack roll is 15 or Description: You target an opponent with a dark aura filled
more, your next attack on the same target gets an additional with horrible thoughts. Make a ranged attack on an
+1 to hit. opponent, dealing 2d6 + MOVE dark damage on a hit. On
Higher Levels: The damage dice roll for this move changes to natural attack rolls of 17 or higher, the target flinches.
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Higher Levels: The damage dice roll for this move changes to
Crush Grip
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Normal Dark Void
Move Power: STR Type: Dark
Move Time: 1 action Move Power: WIS
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: You clasp your hands around an opponent for a Range: 30 feet
crushing blow. Make a melee attack against a target, dealing Description: You send the minds of your opponents into a
2d10 + MOVE normal damage on a hit. If the target is world of darkness, putting them to sleep. All creatures
above 50% of its maximum health, add your proficiency within 30 feet of you must make a WIS save against your
bonus to the damage roll. Move DC, falling asleep on a failure.
Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

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Dazzling Gleam Detect


Type: Fairy Type: Fighting
Move Power: DEX/CHA Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: Self
Description: You emit a powerful flash that damages all Description: You sense incoming danger and are able to
creatures in range. Creatures within 20 feet of you must quickly avoid it. When targeted by an attack, you may
make a CON save against your Move DC, taking 2d6 + automatically avoid taking damage on the first instance of
MOVE fairy damage on a failure, or half as much on a this reaction. On future reactions in the same combat, you
success. must roll higher than a 15 on a d20 roll for the reaction to
Higher Levels: The damage dice roll for this move changes to be successful.
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Dig
Defend Order Type: Ground
Type: Bug Move Power: STR/DEX
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 5
PP: 5 Duration: Instantaneous
Duration: 1 minute, Concentration Range: 30 ft
Range: Self Description: Your Pokémon burrows underground,
Description: You summon forth your underlings to form a disappearing from view before striking from underneath a
natural shield in front of you. For the duration, as long as foe. When you activate this move, you burrow underground
you keep your concentration, gain +1 to your AC. and remain there until your next turn. During this time, you
Higher Levels: The AC boost for this move changes to +2 at cannot be the target of any attack. On your next turn, make
level 5, +3 at level 10, and +4 at level 17. a melee attack on a creature in range, with advantage, doing
Defense Curl
2d6 + MOVE ground damage on a successful hit. Flying
creatures are unaffected by this attack.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: None 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
PP: 20 Disable
Duration: Instantaneous Type: Normal
Range: Self Move Power: CHA/WIS
Description: You curl up into a tight ball, increasing your Move Time: 1 action
defensive stance. Until your next turn, you gain + 4 to your PP: 10
AC and have resistance to normal attacks. Duration: 1 minute, Concentration
Defog
Range: 60 ft
Description: You attempt to disable a Pokémon, hindering its
Type: Flying abilities. Choose a target in range. The target must succeed
Move Power: None on a WIS saving throw against your Move DC. On a fail, roll
Move Time: 1 action a d4. Each of the opponent’s moves is numbered 1 – 4 in
PP: 10 alphabetical order. The move corresponding to the number
Duration: Instantaneous rolled is unable to be activated for one minute. If the target
Range: 50 feet has less than 4 moves, reroll until you get a lower result. If
Description: You summon a swift, magical breeze in a 50 foot the target has the Extra Move feat, use a d6 and reroll on
radius, centered on you, that sweeps away foggy weather 6s.
and obstacles. When activating this move, any area of effect
moves that are still active end immediately (Examples: Disarming Voice
Misty Terrain, Fog Cloud, Smog, etc.). Type: Fairy
Destiny Bond
Move Power: CHA
Move Time: 1 action
Type: Ghost PP: 10
Move Power: WIS/CHA Duration: Instantaneous
Move Time: 1 action Range: 20ft
PP: 3 Description: You let out a charming cry, dealing emotional
Duration: Rest of encounter damage to any opponent in range that can hear you. This
Range: 100ft move automatically hits for 1d4 + MOVE fairy damage
Description: You create a dark, internal bond with an unless a creature is in the invulnerable stages of Fly, Dig,
opponent. Select a target in range, who must make a WIS Bounce, etc.
save against your Move DC. On a fail, if you faint during the Higher Levels: The damage dice roll for this move changes to
combat, the opponent must take damage equal to twice the 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
damage of the same type that caused you to faint.

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Discharge Double Hit


Type: Electric Type: Normal
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 10ft Range: Melee
Description: You let loose a flare of electricity in a 10 foot Description: You lash out quickly with two strikes. Make two
circle, centered on you, striking all creatures around you. melee attacks, dealing 1d6 + MOVE normal damage on
Creatures in the area must make a DEX saving throw each hit.
against your Move DC. On a fail, a creature takes 2d6 + Higher Levels: The damage dice roll for this move changes to
MOVE electric damage. If a creature fails the save by more 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
than 5, it is paralyzed. Double Kick
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Type: Fighting
Move Power: STR/DEX
Dive Move Time: 1 action
Type: Water PP: 15
Move Power: DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 3 Description: You strike twice with two devastating kicks.
Duration: Instantaneous Make two melee attack rolls, doing 1d6 + MOVE fighting
Range: 30 ft damage on each successful hit.
Description: When you activate this move, you dive down and Higher Levels: The damage dice rolls for this move changes
disappear into the Ethereal plane. You may not be targeted to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
by attacks in the Ethereal plane. On your next turn, as an Double Slap
action, you reappear and attempt to strike an opponent
from below. Make a melee attack roll on an opponent in Type: Normal
range, with advantage, doing 2d6 + MOVE water damage Move Power: STR/DEX/CHA
on a hit. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 5
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Duration: Instantaneous
Range: Melee
Dizzy Punch Description: You reach out to slap a Pokémon with quick
Type: Normal strikes. Make a melee attack roll, doing 1d4 + MOVE
Move Power: STR/DEX normal damage on a hit. After successfully hitting a target,
Move Time: 1 action roll a d4. On a result of 3 or 4, you may immediately hit
PP: 5 again for an additional 1d4 normal damage. Continue this
Duration: Instantaneous process until you fail to roll a 3 or 4 on the d4 roll, up to a
Range: Melee maximum of four additional hits.
Description: You strike out with a devastating punch. Make a Higher Levels: The damage dice rolls for this move change to
melee attack roll on a target, doing 1d12 + MOVE normal 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
damage on a hit. On a natural attack roll of 18 or more, the Double Team
target becomes confused. At level 17, a natural attack roll of
17 or more confuses the target. Type: Normal
Higher Levels: The damage dice roll for this move changes to Move Power: None
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Move Time: 1 bonus action
PP: 3
Doom Desire Duration: 1 minute, Concentration
Type: Steel Range: Self
Move Power: STR Description: You create a duplicate image of yourself, 5 feet
Move Time: 1 action beside you. The image copies every move you make. When
PP: 3 an enemy hits you with an attack, roll a d4. On a 3 or 4, the
Duration: 2 turns, Concentration image takes all the damage for you and disappears.
Range: 30 ft
Description: You promise doom upon an opponent. When
you activate this move, select a target and make an attack
roll. On a hit, at the beginning of the third round after you
activate this move, the target takes 2d12 + MOVE damage
of no specific type. If the target is switched out, the damage
is done to the trainer's current active Pokemon.
Higher Levels: The damage dice roll for this move changes to
3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

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Double-Edge Dragon Dance


Type: Normal Type: Dragon
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: Self
Description: You commit a massive attack against an Description: You perform a mystical dance, pumping yourself
opponent. Make a melee attack against a target, doing 2d10 up. For the duration, double your proficiency bonus when
+ MOVE normal damage on a hit, but taking a quarter of the making an attack.
total damage (rounded down) in recoil. Dragon Pulse
Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Type: Dragon
Move Power: DEX
Draco Meteor Move Time: 1 action
Type: Dragon PP: 5
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 50 feet
PP: 3 Description: You open your mouth and send a shockwave of
Duration: Instantaneous draconic energy at a target in range. Make a ranged attack,
Range: 40 feet dealing 2d6 + MOVE dragon damage on a hit.
Description: You summon forth a meteor shower that rains Higher Levels: The damage dice roll for this move changes to
down on your opponents. All creatures in a 10 foot circle, 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
centered on a point within range, must make a DEX save Dragon Rage
against your Move DC, taking 5d4 + MOVE dragon damage
on a hit, or half as much on a save. After activating this Type: Dragon
move, your next attack is rolled at disadvantage. If that Move Power: STR
attack requires a saving throw, the target has advantage. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 3
3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. Duration: Instantaneous
Range: 100ft line
Dragon Breath Description: You unleash a devastating flow of energy in a
Type: Dragon 100 foot long line, 5 feet wide. Each creature caught in the
Move Power: STR/DEX blast must make a DEX save against your Move DC, taking
Move Time: 1 action 2d10 + MOVE dragon damage on a fail, and half as much on
PP: 10 a save.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes to
Range: 40ft cone 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Description: You release a powerful breath of energy in a 40 Dragon Rush
foot cone. All targets caught in the blast must make a DEX
save against your Move DC, taking 1d10 + MOVE dragon Type: Dragon
damage on a fail, and half as much on a save. If an opponent Move Power: STR
fails the save by 5 or more, it is paralyzed. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 5
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Duration: Instantaneous
Range: Melee
Dragon Claw Description: You rush at an opponent with overwhelming
Type: Dragon menace. Make a melee attack, dealing 4d4 + MOVE dragon
Move Power: STR damage on a hit. On natural attack rolls of 17 or higher, the
Move Time: 1 action target flinches.
PP: 10 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Range: Melee
Description: You strike out with a powerful claw attack. Make
a melee attack on an opponent, doing 2d6 + MOVE dragon
damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Dragon Tail Drill Peck


Type: Dragon Type: Flying
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You whip your dragon tail at an opponent in an Description: You hammer down on an enemy with a peck
attempt to send them away. Force a target to make a CON attack. Make a melee attack roll on a target, doing 2d6 +
save against your Move DC. On a failure, the target takes MOVE flying damage on a successful hit. Drill Peck scores
1d10 + MOVE dragon damage and is too frightened by you a critical hit on 19s and 20s.
to remain in battle. In trainer battles, the target must be Higher Levels: The damage dice roll for this move changes to
switched out if another creature is available. In wild battles, 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
the target only flees if it is a lower level than the user. Dynamic Punch
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Type: Fighting
Move Power: STR/DEX
Drain Punch Move Time: 1 action
Type: Fighting PP: 3
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You strike out with a twirling punch that
Duration: Instantaneous confuses your foes. Make a melee attack roll against an
Range: Melee opponent, doing 4d4 + MOVE fighting damage on a hit. On
Description: Your strike a foe with an energy-draining punch. a hit, it also becomes confused.
Make a melee attack, dealing 1d12 + MOVE fighting Higher Levels: The damage dice roll for this move changes to
damage on a hit, gaining half the damage dealt (rounded 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
down) in HP. Earth Power
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Type: Ground
Move Power: STR
Draining Kiss Move Time: 1 action
Type: Fairy PP: 5
Move Power: DEX/CHA Duration: Instantaneous
Move Time: 1 action Range: 40 feet
PP: 5 Description: You cause the ground beneath an opponent to
Duration: Instantaneous erupt with power. Make a ranged attack, dealing 2d8 +
Range: Melee MOVE ground damage on a hit. If the natural attack roll is
Description: You attempt to zap the target's energy with a 19 or 20, the next attack against the target is rolled at
kiss. Make a melee attack roll on an opponent, dealing 1d8 advantage.
+ MOVE fairy damage on a hit. The user is then healed for Higher Levels: The damage dice roll for this move changes to
half the damage dealt. 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The damage dice roll for this move changes to Earthquake
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Ground
Dream Eater Move Power: STR
Type: Psychic Move Time: 1 action
Move Power: WIS PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 10ft
Duration: Instantaneous Description: You create a tremor in the ground in a 10 foot
Range: 30 ft radius, centered on you. Each creature in the area must
Description: You tap into a sleeping Pokémon’s dreams, succeed on a DEX save against your Move DC, taking 4d4 +
sucking from its energy pool. Instantly inflict 4d4 + MOVE MOVE ground damage on a fail and be knocked prone. On a
psychic damage on a sleeping target in range, regaining half success, they take half as much damage and are not
as many hitpoints to yourself. knocked prone. The area becomes difficult terrain. Flying
Higher Levels: The damage dice roll for this move changes to Pokémon are immune to this attack.
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

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Echoed Voice Encore


Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 40 feet Range: 100ft
Description: You release a shout that echoes across the Description: After being targeted by a move, force an
battlefield towards an opponent. Make a ranged attack, opponent to make a WIS save against your Move DC as a
dealing 1d6 + MOVE normal damage on a hit. Until the reaction. On a fail, the target can only use the move that
beginning of your next turn, if any other creature in range targeted you for its next turn. At level 10, the number of
uses this move, they may double their damage dice on a hit. turns an opponent must use the move changes to 2. At level
This multiplier can continue to stack to a maximum of 8x 17, it changes to 3.
the damage dice, resetting if any of the attacks miss. Higher Levels: The number of turns the opponent must use
Higher Levels: The damage dice roll for this move changes to the move increases to 2 turns at level 10 and 3 turns at level
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 17.
Egg Bomb Endeavor
Type: Normal Type: Normal
Move Power: DEX Move Power: WIS/CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 60 ft Range: 30 ft
Description: You hurl a hard egg at a creature that explodes Description: When you activate this move, select an opponent
on impact. Make a ranged attack on a creature, doing 4d4 + in range. The opponent must make a WIS saving throw
MOVE normal damage on a successful hit. against your Move DC. On a failure, the target’s current HP
Higher Levels: The damage dice roll for this move changes to reduced to be equal to your own. This move can not be used
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. in the first round of combat.
Embargo Endure
Type: Dark Type: Normal
Move Power: WIS Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: 1 minute Duration: Instantaneous
Range: 30 feet Range: Self
Description: You surround an opponent in range with a dark Description: When targeted by an attack that would
aura. Force an opponent to make a WIS save against your otherwise cause you to faint, you may instead fall to 1HP on
Move DC. On a failure, the opponent cannot gain the effect the first instance of this reaction. On future instances of this
of any held item or trainer item given to it for the duration. move in the same combat, you must roll higher than a 15 on
Ember
a d20 roll for the reaction to be successful.
Type: Fire Energy Ball
Move Power: STR/DEX Type: Grass
Move Time: 1 action Move Power: DEX
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 60 ft Duration: Instantaneous
Description: You hurl a ball of flame at an enemy within Range: 40 feet
range. Make a ranged attack, doing 1d6 + Move fire damage Description: You draw in power from nature in a
on a successful hit. If the natural attack roll is 19 or 20, the concentrated ball that you send towards an opponent. Make
target is burnt. a ranged attack, dealing 2d8 + MOVE grass damage on a
Higher Levels: The damage dice roll for this move changes to hit. On a natural attack roll of 19 or 20, the next attack
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. against the target is rolled at advantage.
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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Eruption Facade
Type: Fire Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 15 foot cone Range: Melee
Description: You spew hot magma in a 15 foot cone. Any Description: You strike out at an opponent with revenge.
creature caught in the blast must make a DEX saving throw Make a melee attack roll against a target, dealing 1d12 +
against your Move DC, taking 3d8 + MOVE fire damage on MOVE normal damage on a hit. If you are poisoned,
a failure, or half as much on a success. If you are at full paralyzed, or burned, double the dice for the damage.
health when activating this move, double your STAB bonus Higher Levels: The damage dice roll for this move changes to
when dealing damage. 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes to Fairy Lock
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Type: Fairy
Explosion Move Power: WIS/CHA
Type: Normal Move Time: 1 action
Move Power: None PP: 5
Move Time: 1 action Duration: 1 round
PP: 3 Range: 40ft
Duration: Instantaneous Description: You summon forth a mystical power that locks
Range: 80ft down the battlefield. Creatures within a 40 foot circle,
Description: You create a sphere of energy that packs a centered on you, may not flee or be switched out on their
concentrated and devastating explosion. Choose a target next turn.
within range and roll a d20. On a 20, the explosion goes off Fairy Wind
and all Pokémon within 5 feet of that point faint On any
other roll, the explosion fails to go off and this move has no Type: Fairy
effect. If the target's level is 10 more than your own, this Move Power: DEX/CHA
move automatically fails. Move Time: 1 action
PP: 15
Extrasensory Duration: Instantaneous
Type: Psychic Range: 30 ft
Move Power: WIS Description: You stir up a series of vicious fairy winds that fly
Move Time: 1 action towards an opponent in range. Make a ranged attack roll
PP: 10 against a target, dealing 1d6 + MOVE fairy damage on a hit.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes to
Range: 30 ft 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: You create an irritating, damaging sound in the Fake Out
mind of an opponent. Make a ranged attack roll against an
opponent in range, doing 2d6 + MOVE psychic damage on a Type: Normal
hit. If the natural attack roll is 19 or 20, the target flinches. Move Power: STR/DEX
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. PP: 5
Duration: Instantaneous
Extreme Speed Range: Melee
Type: Normal Description: This move is only usable in the first round of
Move Power: DEX combat. Make a melee attack on an opponent, doing 1d6 +
Move Time: 1 action MOVE normal damage on a hit, causing the target to flinch.
PP: 3 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Range: Melee
Description: You rush to attack with incredible speed. At the
start of each round of combat, you can declare to go first
and use this move, moving your turn order to the top for
this round only. No other move may be used. Make a melee
attack roll, doing 2d6 + MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Fake Tears Feint Attack


Type: Dark Type: Dark
Move Power: WIS/CHA Move Power: STR/DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: Melee
Description: You fake an opponent out with superficial tears, Description: You bring an opponent close and hit it with a
lowering their defenses. When activating this move, a target sucker punch. Make a melee attack on an opponent, always
must make a WIS saving throw against your Move DC. On a with advantage, doing 1d10 + MOVE dark damage on a hit.
failure, all attack rolls against the target are given a +5 Higher Levels: The damage dice roll for this move changes to
bonus until the end of your next turn. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
False Swipe Fire Blast
Type: Normal Type: Fire
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You swipe at an opponent but hold back power Description: Raging hot flames explode out from you and
slightly. Make a melee attack against an opponent, doing leap towards two Pokémon in range. Pokémon targeted
1d6 + MOVE normal damage on a hit. If this attack would must succeed on a DEX save against your Move DC, taking
normally cause an opponent to faint, it is reduced to 1HP 3d6 + MOVE fire damage and becoming burnt on a fail, and
instead. half as much on a success without being burned.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Feather Dance Fire Fang
Type: Flying Type: Fire
Move Power: DEX/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 50ft Range: Melee
Description: You distract an opponent in range with a Description: You attempt to pierce an opponent with flame-
beautiful dance. The target must make a WIS saving throw cloaked fangs. Make a melee attack, dealing 1d10 + MOVE
against your Move DC. On a fail, the target cannot add fire damage on a hit. On a natural attack roll of 19 or 20, the
proficiency to its attack rolls for the duration. target is burned and flinches.
Feint
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Move Power: DEX Fire Punch
Move Time: 1 action Type: Fire
PP: 5 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You fake out an opponent before you strike. Duration: Instantaneous
Make a melee attack against a target, dealing 1d6 + MOVE Range: Melee
normal damage on a hit. If an opponent attempts to use a Description: You strike out with fire-infused fists. Make a
Protect or Detect reaction against the damage, it fails. melee attack roll, doing 1d12 + MOVE fire damage on a hit.
Higher Levels: The damage dice roll for this move changes to On a natural attack roll of 19 or 20, the target is burned.
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Fire Spin Flame Wheel


Type: Fire Type: Fire
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: 3 turns, Concentration Duration: Instantaneous
Range: 40ft Range: 10ft
Description: You release a series of moving flames that dance Description: A wheel of flame explodes out from you in a 10
around a target. Make a ranged attack roll, doing 1d6 + foot radius. All Pokémon in the area must succeed on a
MOVE fire damage on a hit. As long as you maintain DEX save against your Move DC, taking 1d10 + MOVE fire
concentration, the target takes an additional 1d6 fire damage on a fail and half as much on a save. If the user is
damage at the end of each of its next three turns. frozen, this move can still be used, thawing out the
Higher Levels: The damage dice rolls for this move changes Pokémon during the attack
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Higher Levels: The damage dice roll for this move changes to
Fissure
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Ground Flamethrower
Move Power: None Type: Fire
Move Time: 1 action Move Power: STR/DEX
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 100ft Duration: Instantaneous
Description: You crack open the ground with devastating Range: 40ft cone
force. Choose a target in range and roll a d20. On a 20, the Description: You shoot a concentrated gout of flame in an 40
target falls into the crack and vanished into the abyss. On foot cone. Any Pokémon caught in the cone must succeed
any other roll, or if targeting a flying creature, this move has on a DEX save against your Move DC, taking 2d8 + MOVE
no effect. The area in a 20 foot radius around the target fire damage and being burnt on a failed save, or half
becomes difficult terrain. If the target's level is 10 more damage on a success.
than your own, this move automatically fails. Higher Levels: The damage dice roll for this move changes to
Flail
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Normal Flare Blitz
Move Power: STR/DEX Type: Fire
Move Time: 1 action Move Power: STR/DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You flail about with a wild strike that increases Range: Melee
in power the more injured you are. Make a melee attack roll Description: You cloak yourself in fire and charge at an
against an opponent, doing 1d6 + MOVE normal damage on opponent with serious damage. Make a melee attack
a hit. If you are below 50% of your maximum health, double against an opponent, dealing 2d10 + MOVE fire damage on
the damage. If you are at 10% or below of your maximum a hit. On a hit, you take half the damage dealt in normal-
health, triple the damage. The multiplier for this attack type recoil damage. On a natural attack roll of 19 or 20, the
occurs before the multiplier for resistances or target is burned. If the user is frozen, this move can still be
vulnerabilities. used, thawing out the Pokémon during the attack
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Flame Charge Flash
Type: Fire Type: Normal
Move Power: STR/DEX Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 20ft
Description: You cloak yourself with flame and lash out at an Description: You emit an immense flash of light in a 20 foot
opponent. Make a melee attack, dealing 1d8 + MOVE fire radius circle, centered on you. Pokémon in the area must
damage on a hit. With each successful hit from this move, make a CON save against your Move DC. On a fail, they are
increase your movement speed by 5 until you are blinded until the end of their next turn. Outside of combat,
incapacitated, are switched out, or the combat ends. this move can be used to light a dim area, much like the
(Maximum of +30 to movement speed) Light cantrip.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Flash Cannon Fly


Type: Steel Type: Flying
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 60 feet Range: 50ft
Description: You gather energy from the light around you and Description: You fly high into the air to prepare for a dive
send a concentrated beam towards an opponent in range. bomb attack. When you activate this move, you flap your
Make a ranged attack, dealing 2d6 + MOVE steel damage wings and disappear into the Ethereal plane above you. You
on a hit. On a natural attack roll of 19 or 20, the next attack cannot be targeted by attacks while you are in the Ethereal
against the opponent is rolled at advantage. plane. On your next turn, you use your action to reappear
Higher Levels: The damage dice roll for this move changes to and make a diving melee attack on a creature in range, with
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. advantage, dealing 2d8 + MOVE flying damage on a
Flatter
successful hit.
Higher Levels: The damage dice roll for this move changes to
Type: Dark 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Move Power: None
Move Time: 1 action Focus Blast
PP: 10 Type: Fighting
Duration: Instantaneous Move Power: STR/DEX
Range: 30 ft Move Time: 1 action
Description: You send mixed signals to an opponent. Select a PP: 3
target in range. They become confused, but during this Duration: Instantaneous
confusion, they double their proficiency bonus when Range: 60 feet
making attack rolls. Description: You heighten your focus and unleash it upon an
Fling
opponent. Make a ranged attack, dealing 2d10 + MOVE
fighting damage on a hit. On a natural attack roll of 19 or
Type: Dark 20, the next attack against the opponent is rolled at
Move Power: STR/DEX advantage.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 5 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Duration: Instantaneous
Range: 60 feet Focus Energy
Description: You sacrifice your held item to throw it an Type: Normal
opponent. Make a ranged attack. On a hit, the amount of Move Power: None
dark damage dealt is equal to the price of the item in the Move Time: 1 action
manual, divided by 100 (rounded down), plus STAB (if PP: 15
applicable). After activating this move, on a hit or miss, the Duration: 1 minute
item disappears. Range: Self
Flower Shield
Description: You sacrifice your action to focus in on the
energy inside you. For the duration, increase your critical
Type: Fairy range by 1 (From 20 to 19+ , from 19+ to 18+, etc.). This
Move Power: None move is stackable up to a maximum of +5 to the critical hit
Move Time: 1 action range (15+).
PP: 5
Duration: 1 minute, Concentration Focus Punch
Range: 15ft Type: Fighting
Description: Large flowers sprout from any grass-type allies Move Power: STR/DEX
in range, boosting their defense. For one minute, as long as Move Time: 1 action
you keep your concentration, grass-type allies in a 15 foot PP: 10
circle, centered on you, gain +2 to their AC. Duration: 1 round, Concentration
Range: Melee
Description: When activating this move, you spend your
action focusing your next attack. If you keep concentration,
as an action on your next turn, make an attack roll against
an opponent, doing 3d8 + MOVE fighting damage on a hit.
Higher Levels: The damage dice roll for this move changes to
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

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Follow Me Frost Breath


Type: Normal Type: Ice
Move Power: None Move Power: CON/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: 1 round Duration: Instantaneous
Range: 50ft Range: 15 feet
Description: You entice all enemies to attack you. All ranged Description: You blow a gust of freezing cold air at an
and melee attacks by any opponent in range must target you opponent in range. Make a melee attack roll, dealing 1d12 +
until the beginning of your next turn. MOVE ice damage on a hit.
Force Palm
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Fighting
Move Power: STR Frustration
Move Time: 1 action Type: Normal
PP: 5 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: 30 feet PP: 10
Description: You thrust your palm outward with such Duration: Instantaneous
strength that a shockwave is sent towards an opponent. Range: Melee
Make a ranged attack, dealing 1d10 + MOVE fighting Description: You lash out at an opponent, venting your
damage on a hit. On a natural attack roll of 16 or higher, the frustration at your trainer. Make a melee attack roll against
target is paralyzed. an opponent, doing 1d6 + MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to When you make this attack, add an additional bonus to hit
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. and damage equal to the number of levels you are below
Foresight
zero on the Loyalty Chart.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Power: WIS
Move Time: 1 action Fury Attack
PP: 20 Type: Normal
Duration: 1 minute Move Power: STR/DEX
Range: 50ft Move Time: 1 action
Description: Force a target in range to make a WIS saving PP: 10
throw against your Move DC. On a fail, add +2 to all attack Duration: Instantaneous
rolls you make against the opponent for the duration. Range: Melee
Regardless of the saving throw, for the remainder of Description: You reach out and unleash relentless strikes
combat, any of your fighting or normal moves can hit a against a Pokémon. Make a melee attack roll, doing 1d4 +
ghost type Pokémon. If you are a ghost type, your ghost MOVE normal damage on a hit. After successfully hitting a
moves can now hit normal type Pokémon. target, roll a d4. On a result of 3 or 4, you may immediately
Frenzy Plant
hit again for an additional 1d4 normal damage. Continue
this process until you fail to roll a 3 or 4 on the d4 roll, up to
Type: Grass a maximum of four additional hits.
Move Power: DEX Higher Levels: The damage dice rolls for this move change to
Move Time: 1 action, recharge 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
PP: 3
Duration: Instantaneous Fury Cutter
Range: 15 foot circle Type: Bug
Description: You summon a whirlwind of jagged branches Move Power: STR/DEX
and razor sharp leaves that batter all opponents in a 15 foot Move Time: 1 action
circle, centered on you. All opponent caught in the flurry PP: 10
must make a DEX saving throw against your Move DC, Duration: Instantaneous
taking 3d8 + MOVE grass damage on a failure, and half as Range: Melee
much on a success. This move saps you of energy, and you Description: You unleash series of cuts against a Pokémon
forfeit your action on your next turn. that increase in strength. When you activate this move,
Higher Levels: The damage dice roll for this move changes to make a melee attack on a target in range, doing 1d4 +
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. MOVE bug damage on a hit. If you continue to use this
move on consecutive turns, double the dice roll for damage
each time you hit. The multiplier maxes out at 8x the
original damage. The damage resets if any of the attacks
miss, or if you are incapacitated.
Higher Levels: The damage dice rolls for this move change to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

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Fury Swipes Giga Drain


Type: Normal Type: Grass
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft
Description: You reach out and unleash relentless claw Description: You attempt to drain the life force of an enemy
attacks against a Pokémon. Make a melee attack roll, doing Pokémon. Make a ranged attack on a target, doing 2d6 +
1d4 + MOVE normal damage on a hit. After successfully MOVE grass damage on a hit. Half of the damage dealt is
hitting a target, roll a d4. On a result of 3 or 4, you may restored to the user.
immediately hit again for an additional 1d4 normal damage. Higher Levels: The damage dice roll for this move changes to
Continue this process until you fail to roll a 3 or 4 on the d4 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
roll, up to a maximum of four additional hits. Giga Impact
Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Type: Normal
Move Power: STR
Future Sight Move Time: 1 action, recharge
Type: Psychic PP: 3
Move Power: DEX/WIS Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 Description: You charge at an opponent with every ounce of
Duration: Instantaneous, 3 rds your power. Make a melee attack, dealing 3d8 + MOVE
Range: 30 ft normal damage on a hit. This move saps you of energy,
Description: You save an attack to unleash at a later time. causing you to be unable to attack on your next turn.
When you activate this move, you may choose to attack on Higher Levels: The damage dice roll for this move changes to
this turn, or delay the attack. You may use the attack as a 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
free action at any time before your next turn. When you Glare
make the attack, make a ranged attack roll, dealing 2d10 +
MOVE psychic damage on a hit. Type: Normal
Higher Levels: The damage dice roll for this move changes to Move Power: WIS/CHA
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Move Time: 1 action
PP: 15
Gastro Acid Duration: Instantaneous
Type: Poison Range: 100ft
Move Power: DEX/CON Description: You stare into the depths of a Pokémon’s eyes
Move Time: 1 action with intense ferocity. The Pokémon must make a WIS
PP: 5 saving throw against your Move DC or become paralyzed. A
Duration: 1 minute creature that succeeds on this saving throw is unaffected by
Range: 20 feet future attempts during this combat.
Description: You hurl stomach acid towards a foe. Make a Grass Knot
ranged attack. On a hit, the target is covered in the
disgusting substance and cannot benefit from the effect of Type: Grass
any of its abilities for the duration. Move Power: DEX
Move Time: 1 action
Geomancy PP: 10
Type: Fairy Duration: Instantaneous
Move Power: None Range: 30 feet
Move Time: 1 action, charge Description: You attempt to ensnare an opponent with vines
PP: 5 that sprout from the ground, causing it to trip. Make a
Duration: 1 round, Concentration ranged attack, dealing 1d10 + MOVE grass damage on a hit.
Range: Self If the targets size is Large or bigger, double the dice roll for
Description: You spend time to absorb the natural energy the damage. On a natural attack roll of 19 or 20, the target
around you, sharply increasing your effect in battle. When falls prone.
you activate this move, you charge your energy and your Higher Levels: The damage dice roll for this move changes to
turn is over. At the beginning of your next turn, for one 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
round, your speed increases by 10 feet, and all of your
attacks and saving throws are rolled with advantage.

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Grass Whistle Guard Swap


Type: Grass Type: Psychic
Move Power: CON/CHA Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 5
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 30 ft Range: 40 feet
Description: You attempt to put the target to sleep. The target Description: You use your psychic power to swap defenses
must make a WIS save against your Move DC, falling asleep with an opponent. Force an opponent in range to make a
on a failure. WIS save against your Move DC. On a failure, switch armor
Gravity
class with the opponent for the duration.
Type: Psychic Guillotine
Move Power: None Type: Normal
Move Time: 1 action Move Power: None
PP: 3 Move Time: 1 action
Duration: 1 minute, Concentration PP: 3
Range: 40 foot sphere Duration: Instantaneous
Description: You strengthen gravity in a 40 foot sphere, Range: Melee
centered on you. Any opponent in the area cannot use Description: You are filled with an incredible rage, grabbing
moves like Fly or Bounce, and the Levitate ability is the head of an enemy Pokémon in an attempt to squeeze
suppressed. the life from it. Roll a d20. On a 20, you instantly cause the
Growl
Pokémon to faint. On any other roll, this move has no effect.
If the target's level is 10 more than your own, this move
Type: Normal automatically fails.
Move Power: CHA/STR
Move Time: 1 action Gunk Shot
PP: 20 Type: Poison
Duration: 1 minute Move Power: DEX
Range: 100ft Move Time: 1 action
Description: You target a Pokémon with an intimidating PP: 3
growl. The Pokémon must make a WIS save against your Duration: Instantaneous
Move DC. On a fail, it adds -1 to any attack it makes for the Range: 30 feet
duration. This modifier can be stacked if it fails multiple Description: You fire a wad of icky gunk at an opponent.
growl saves, up to a maximum of -5. Make a ranged attack, dealing 1d10 + MOVE poison
Growth
damage on a hit. On a natural attack roll of 16 or higher, the
target is poisoned.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: None 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Time: 1 action
PP: 20 Gust
Duration: 1 minute Type: Flying
Range: 30 ft Move Power: DEX
Description: You increase the size of an ally Pokémon. When Move Time: 1 action
you use this move, a Pokémon in range (or you) grows PP: 20
slightly larger, gaining the ability to add a d4 to any attack Duration: Instantaneous
roll or saving throw for the duration. Range: 40ft
Higher Levels: The dice to add increases to 1d6 at level 10. Description: You create a strong wind that batters enemy
Grudge
Pokémon. Make a ranged attack on a single Pokémon,
doing 1d6 + MOVE flying damage on a hit.
Type: Ghost Higher Levels: The damage dice roll for this move changes to
Move Power: WIS/CHA 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: 50 ft
Description: When you take damage from a move that
reduces you to zero hit points, you may use your reaction to
force the attacker to make a WIS saving throw against your
Move DC. On a failure, all PP from the move that caused
you to faint is depleted .

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Gyro Ball Haze


Type: Steel Type: Ice
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30 ft
Description: You tackle an opponent with a high-speed spin. Description: You create a haze of light snow that washes over
Make a melee attack against an opponent, dealing 1d6 + the Pokémon in a 30ft circle, centered on you. Any stat
MOVE steel damage on a hit. If your DEX score is lower bonuses or modifiers, status effects, shields or other outside
than the opponent's, double the dice roll for damage. forces affecting the stats or abilities of a Pokémon are
Higher Levels: The damage dice roll for this move changes to removed. This includes things like Leech Seed, Reflect, and
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Light Screen.
Hail Head Smash
Type: Ice Type: Rock
Move Power: DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: 3 rounds, Concentration Duration: Instantaneous
Range: 30ft Range: Melee
Description: You stir up a massive hail storm in a 30 foot Description: You lower your head to deliver a dangerous
radius, centered on a point in range. Any non ice-type headbutt. Make a melee attack, dealing 3d8 + MOVE rock
Pokémon in the area at the beginning of their turn take 1d6 damage on a hit. On a hit, the user takes 1/2 the damage
ice damage. The hail storm lasts for 3 rounds. dealt in normal-type recoil.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Hammer Arm Headbutt
Type: Fighting Type: Normal
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You put all your power into a strong and heavy Description: You really know how to use your head. Make a
fist attack. Make a melee attack, dealing 4d4 + MOVE melee attack roll, doing 1d12 + MOVE normal damage on a
fighting damage on a hit. Until the beginning of your next hit. If the natural attack roll is 18 or more, the target falls
turn, you have disadvantage on all DEX saves and your prone.
speed is halved. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Heal Bell
Harden Type: Normal
Type: Normal Move Power: None
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 3
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 60 ft
Range: Self Description: You ring a bell that chimes beautifully across the
Description: You increase your defense, adding + 1 to your battlefield. All active allied Pokémon in a 60ft circle,
AC. This effect can be stacked with multiple Harden moves, centered on you, are healed of their negative status effects.
to a maximum of + 5 AC. Your AC returns to normal after Heal Block
combat.
Type: Psychic
Move Power: None
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: 40 feet
Description: When an opponent within range attempts to use
an HP recovery move, item, or ability, you may use your
reaction to send psychic waves into the mind of the target,
preventing the recovery of health.

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Heal Order Helping Hand


Type: Bug Type: Normal
Move Power: CON Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 5 PP: 5
Duration: Instantaneous Duration: 10 minutes
Range: Self Range: 60 ft
Description: You summon forth your underlings to heal your Description: You can use a bonus action on your turn to
wounds. Regain 4d4 + MOVE hit points. choose one ally other than yourself within 60 feet of you
Higher Levels: The damage dice roll for this move changes to who can hear you. That ally can add 1d6 to one ability
3d6 at level 5, 5d6 at level 10, and 8d6 at level 17. check, attack roll, or saving throw it makes within the next
Healing Wish
10 minutes, before the result of the roll is called by the DM.
An ally being helped can only have one d6 available at a
Type: Psychic time.
Move Power: None Higher Levels: The helping dice roll for this move changes to
Move Time: 1 action 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
PP: 5
Duration: Instantaneous Hidden Power
Range: Self Type: Normal
Description: You sacrifice yourself for another one of your Move Power: Any
trainer's Pokémon. When activating this move, the user Move Time: 1 action
faints, but the next Pokémon released by its trainer is fully PP: 10
healed and cured of any status effects. Duration: Instantaneous
Heart Swap
Range: 30 ft
Description: You unleash a wave of force of unknown power
Type: Psychic at a Pokémon in range. Make a ranged attack on an
Move Power: WIS/INT opponent, doing 1d10 + MOVE damage of a random type.
Move Time: 1 action Roll a d12 to determine which type of damage is dealt.
PP: 5
Duration: Instantaneous d12 Type
Range: 40 feet 1 Bug
Description: Force an opponent in range to make a WIS save 2 Fighting
against your Move DC. On a failure, you employ your
psychic power to swap any changes in ability modifiers, AC, 3 Fire
attack changes, damage boosts, etc. that are currently in 4 Flying
affect on you or the target.
5 Grass
Heat Wave 6 Ground
Type: Fire
Move Power: DEX/CON 7 Electric
Move Time: 1 action 8 Ice
PP: 5 9 Psychic
Duration: Instantaneous
Range: 15 foot cone 10 Rock
Description: You exhale a wave of hot breath in a 15 ft. cone. 11 Steel
Creatures caught in the area must make a DEX save against
your Move DC, taking 2d8 + MOVE fire damage on failure, 12 Water
or half as much on a success. If the creature fails the save
by 5 or more, it is burned. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
High Jump Kick
Type: Fighting
Move Power: STR/DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You leap into the air to deliver a strong kick to
the enemy. Make a melee attack against a Pokémon, doing
2d8 + MOVE fighting damage on a hit. On a miss, you take
1 damage.
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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Horn Attack Hydro Pump


Type: Normal Type: Water
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30 ft line
Description: You strike at an enemy with your horn. Make a Description: You send a surge of powerful water towards
melee attack, doing 1d10 + MOVE normal damage on a hit. enemy Pokémon in an 30 foot line, 5 feet wide. Pokémon
If you moved 20 feet or more towards an enemy on this caught in the blast must succeed on a DEX save against
turn, force the enemy to make a STR save against your your Move DC, taking 3d6 + MOVE water damage on a
Move DC or be knocked prone. failed save, and half as much on a success.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Horn Drill Hyper Beam
Type: Normal Type: Normal
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, recharge 1
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 120ft
Description: You attempt to drill your horn through an enemy Description: You unleash a concentrated beam of pure
Pokémon with tremendous strength. Roll a d20. On a 20, energy in a 120 foot line. Any creature caught in the line
the Pokémon is impaled and immediately faints. On any must succeed on a DEX save or take 3d8 + MOVE normal
other roll, you miss and this move fails. If the target's level is damage on a fail and half as much on a save. This move
10 more than your own, this move automatically fails. cannot be used on consecutive turns by the same creature.
Howl
Higher Levels: The damage dice roll for this move changes to
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Type: Normal
Move Power: None Hyper Fang
Move Time: 1 action Type: Normal
PP: 20 Move Power: STR/DEX
Duration: 1 minute Move Time: 1 action
Range: Self PP: 10
Description: You increase your adrenaline with a menacing Duration: Instantaneous
howl. For the duration, add +1 to any attack roll you make. Range: Melee
This move can be stacked for a maximum of +5. Description: You lash out at a Pokémon with a quick fang
Hydro Cannon
attack. Make a melee attack roll, doing 2d6 + MOVE normal
damage on a hit. Hyper Fang scores a critical hit on 19 and
Type: Water 20. If the natural attack roll is 18 or more, the target
Move Power: STR/DEX flinches.
Move Time: 1 action, recharge Higher Levels: The damage dice roll for this move changes to
PP: 3 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous
Range: 50 foot line Hyper Voice
Description: You fire a powerful stream of high-speed water Type: Normal
at opponents in a 50 foot line, 5 feet wide. Any opponent Move Power: DEX/CHA
caught in the blast must make a DEX saving throw against Move Time: 1 action
your Move DC, taking 3d8 + MOVE water damage on a PP: 5
failure, and half as much on a success.. Pokémon that fail Duration: Instantaneous
the save also are pushed back 10 feet and fall prone. This Range: 30 ft
move saps you of energy, and you forfeit your action on your Description: You release a loud and startling, high-pitched
next turn. sound that only an opponent can hear. Make a ranged attack
Higher Levels: The damage dice roll for this move changes to roll against an opponent in range, doing 2d8 + MOVE
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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Hypnosis Ice Punch


Type: Psychic Type: Ice
Move Power: WIS/INT Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30 ft Range: Melee
Description: You attempt to put the target to sleep. The target Description: You strike out with ice-infused fists. Make a
must make a WIS save against your Move DC, falling asleep melee attack roll, doing 1d12 + MOVE ice damage on a hit.
on a failure. On a natural attack roll of 19 or 20, the target is frozen.
Ice Ball
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Ice
Move Power: STR/DEX Ice Shard
Move Time: 1 action Type: Ice
PP: 10 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: 30 ft PP: 20
Description: You summon a rock-hard ball of ice that Duration: Instantaneous
continues to pummel an opponent. When you activate this Range: 50 feet
move, make a ranged attack on a target in range, doing 1d4 Description: You flash freeze chunks of ice and hurl them at
+ MOVE ice damage on a hit. If you continue to use this an opponent. At the beginning of a round of combat, you
move on consecutive turns, double the dice roll for damage may announce that you are using this move, immediately
each time you hit. The multiplier maxes out at 8x the jumping to the top of the initiative order for that round only.
original damage. The damage resets if any of the attacks Make a ranged attack on an opponent, dealing 1d6 + MOVE
miss, or if you are incapacitated. ice damage on a hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 2d4 at level 10, and 2d6 at level 17. 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Ice Beam Icicle Spear
Type: Ice Type: Ice
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 120ft Range: 20ft
Description: You send a concentrated beam of freezing ice at Description: Your pummel an opponent in range with
a single Pokémon in range. Make a ranged attack roll, doing multiple sharp shards of ice. Make a ranged attack roll,
2d8 + MOVE ice damage on a hit, and forcing the target to doing 1d4 + MOVE ice damage on a hit. After successfully
make a CON save against your Move DC or become frozen. hitting a target, roll a d4. On a result of 3 or 4, you may
Higher Levels: The damage dice roll for this move changes to immediately hit again for an additional 1d4 ice damage.
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Continue this process until you fail to roll a 3 or 4 on the d4
Ice Fang
roll, up to a maximum of four additional hits.
Higher Levels: The damage dice roll for this move changes to
Type: Ice 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: STR/DEX
Move Time: 1 action Icy Wind
PP: 10 Type: Ice
Duration: Instantaneous Move Power: DEX
Range: Melee Move Time: 1 action
Description: You attempt to pierce an opponent with ice- PP: 10
infused fangs. Make a melee attack, dealing 1d10 + MOVE Duration: Instantaneous
ice damage on a hit. On a natural attack roll of 19 or 20, the Range: 80ft
target is frozen and flinches. Description: You create an icy wind that gusts towards a
Higher Levels: The damage dice roll for this move changes to Pokémon in range. Make a ranged attack against an
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. opponent, doing 1d8 + MOVE ice damage on a hit. On a
natural attack roll of 18 or more, the target falls prone.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Imprison Iron Head


Type: Psychic Type: Steel
Move Power: WIS/INT Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 30 ft Range: Melee
Description: You create psychic walls within the mind of a Description: You slam into your opponent with your hard
target in range. Force the target to make a WIS saving head. Make a melee attack, dealing 2d6 + MOVE steel
throw against your Move DC. On a failure, the target is damage on a hit. On a natural attack roll of 16 or higher, the
unable to use any Move it knows that is the same as yours target flinches.
for the duration. Higher Levels: The damage dice roll for this move changes to
Infestation
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Bug Iron Tail
Move Power: CON Type: Steel
Move Time: 1 action Move Power: STR
PP: 5 Move Time: 1 action
Duration: 1d4 rounds PP: 10
Range: 30 feet Duration: Instantaneous
Description: You summon an infestation of tiny insects to Range: Melee
attack a foe for multiple turns. Make a ranged attack on a Description: You swing your tail out, attempting to crush an
target. On a hit, the target takes 1d4 + MOVE bug damage opponent. Make an attack roll on an opponent in range,
and becomes infested for 1d4 rounds. An infested creature doing 4d4 + MOVE steel damage on a hit. If the natural
must make a CON save against your Move DC at the attack roll is a 19 or 20, the target’s AC is decreased by 1 for
beginning of each of its turns, taking 1d4 + MOVE bug the rest of combat.
damage on a failed save. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Judgment
Ingrain Type: Varies
Type: Grass Move Power: STR
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: 3 rounds Range: 100 feet
Range: Self Description: You send powerful missiles of pure energy to
Description: You pierce the ground with roots, absorbing rain down on any opponent in a 40 foot circle, centered on a
natural energy and fixing you in place. At the end of each of point in range. Any creature caught in the area must make a
your next three turns (including this one), heal yourself for DEX save against your Move DC, taking 5d6 + MOVE
1d6 + MOVE hit points as a free action. During this time, damage on a failure, or half as much on a success. The type
you may not flee or be switched out. of the damage depends on the kind of plate the user is
Higher Levels: The healing dice roll for this move changes to holding.
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Higher Levels: The damage dice roll for this move changes to
Iron Defense
4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Type: Steel Jump Kick
Move Power: None Type: Fighting
Move Time: 1 action Move Power: STR/DEX
PP: 10 Move Time: 1 action
Duration: 1 round PP: 5
Range: Self Duration: Instantaneous
Description: Your body temporarily becomes solid as steel Range: Melee
plate. Until your next turn, you gain + 6 to your AC and have Description: You leap into the air to deliver a strong kick to
resistance to all types of damage. If you were vulnerable, the enemy. Make a melee attack against a Pokémon, doing
you now take regular damage. If you were already resistant, 4d4 + MOVE fighting damage on a hit. On a miss, you take
you become immune. 1 damage.
Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

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Karate Chop Lava Plume


Type: Fighting Type: Fire
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 20 ft cone
Description: You extend a hand towards an enemy Pokémon Description: You unleash an inferno of hot flames at all
for a savage karate chop. Make a melee Attack roll, doing creatures in a 20 foot cone. Creatures in the blast must
1d8 + MOVE fighting damage on a hit. Karate Chop scores make a DEX save against your Move DC, taking 2d6 +
a critical hit on 19s and 20s. MOVE fire damage on a failure, or half as much on a
Higher Levels: The damage dice roll for this move changes to success. If any creature fails the saving throw by more than
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. 5, the creature is burned.
Kinesis
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Psychic
Move Power: None Leaf Blade
Move Time: 1 action Type: Grass
PP: 10 Move Power: DEX
Duration: 1 minute Move Time: 1 action
Range: Self PP: 10
Description: You move with incredible speed. Increase your Duration: Instantaneous
walking, flying, or swimming speed by 20 if it is greater than Range: Melee
0, and add +2 to AC when targeted by ranged attacks for the Description: You attempt to slash an opponent with a sharp
duration. This move cannot be stacked. leaf. Make a melee attack against a target, dealing 2d8 +
Knock Off
MOVE grass damage on a hit. This attack scores a critical
on 19 and 20.
Type: Dark Higher Levels: The damage dice roll for this move changes to
Move Power: DEX 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Move Time: 1 action
PP: 10 Leaf Storm
Duration: Instantaneous Type: Grass
Range: Melee Move Power: STR/DEX
Description: You attempt to rid an opponent of their held item Move Time: 1 action
for the rest of battle. Make a melee attack roll against a PP: 3
target. On a hit, deal 1d10 + MOVE dark damage and any Duration: Instantaneous
held item of the target disappears. The item appears back in Range: 40 feet
the target's inventory when the battle is over. Description: You whip up a powerful storm of leaves in a 20
Higher Levels: The damage dice roll for this move changes to foot circle, centered on a point within range. All creatures in
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. the area must make a DEX save against your Move DC,
Last Resort
taking 5d4 + MOVE grass damage on a fail, or half as much
on a success. After activating this move, you are sapped of
Type: Normal energy. Your next attack deals half the normal damage, if it
Move Power: STR/DEX hits.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 3 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Duration: Instantaneous
Range: Melee Leech Life
Description: You lash out at an opponent with a furious Type: Bug
strike. This move can only be activated when all other Move Power: DEX
known moves by a user have been activated in the same Move Time: 1 action
combat. If the user is switched out, this rule resets. Make a PP: 5
melee attack, dealing 2d12 + MOVE normal damage on a Duration: Instantaneous
hit. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You attempt to suck away some of an enemy
3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. Pokémon’s life force. Make a melee attack roll, doing 2d6 +
MOVE bug damage on a hit. Half of the damage done is
restored to the user.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Leech Seed Light Screen


Type: Grass Type: Psychic
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 80ft Range: Self
Description: You send a seed at a Pokémon in range that Description: A shield of light forms in front of you, blocking
implants itself in their hide. Make a ranged attack roll. On a incoming attacks. For the duration, you have resistance to
hit, a seed implants into their skin. The target takes 1d4 all fire, grass, ice, water, poison, and ghost type moves. If
grass damage at the end of each of its subsequent turns you were vulnerable to any of these types before activating
until it faints or is switched out. Half of the damage is this move, you take regular damage instead of double.
restored by the attacker, or any other active Pokémon the Lock-On
trainer has in battle, even if the original attacker faints or is
returned to its Pokéball. Only one Pokémon can be seeded Type: Normal
by the attacker at a time. Move Power: None
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
2d4 at level 5, 2d6 at level 10, and 2d8 at level 17. PP: 3
Duration: Instantaneous
Leer Range: Self
Type: Normal Description: You hone in on your target, ready to strike.
Move Power: WIS/CHA When this move is activated, a single attack roll you make
Move Time: 1 action next turn is guaranteed to hit. This move does not affect
PP: 15 one-shot moves like Fissure, Guillotine, etc.
Duration: 1 minute Lovely Kiss
Range: 60 ft
Description: You stare down an enemy Pokémon, reducing its Type: Normal
will. The Pokémon must make a WIS save against your Move Power: CHA/WIS
Move DC. On a fail, allies may add +1 to any attack they Move Time: 1 action
target it with for the duration. This modifier can be stacked PP: 3
if it fails multiple leer saves, up to a maximum of +5. Duration: Instantaneous
Range: 60 ft
Lick Description: You blow a kiss to a Pokémon, attempting to put
Type: Ghost the target to sleep. The target must make a CHA save
Move Power: WIS/INT against your Move DC, falling asleep on a failure.
Move Time: 1 action Low Kick
PP: 15
Duration: Instantaneous Type: Fighting
Range: Melee Move Power: STR/DEX
Description: You reach out and lick an enemy Pokémon. Move Time: 1 action
Make a melee attack roll. On a hit, do 1d6 + MOVE ghost PP: 10
damage. On a natural attack roll of 18 or higher, the target Duration: Instantaneous
becomes paralyzed. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You kick out at a Pokémon’s lower half,
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. attempting to knock it off balance. Make a melee attack,
doing 1d8 + MOVE fighting damage on a hit. If the natural
Light of Ruin attack roll is 19 or 20, the target flinches.
Type: Fairy Higher Levels: The damage dice roll for this move changes to
Move Power: DEX/CHA 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Time: 1 action Low Sweep
PP: 3
Duration: Instantaneous Type: Fighting
Range: 80ft line Move Power: STR/DEX
Description: You draw forth a powerful natural essence, Move Time: 1 action
concentrating it into a beam of light 80 ft long and 5 feet PP: 10
wide. Any creature caught in the blast must make DEX Duration: Instantaneous
saving throw against your Move DC, taking 2d12 + MOVE Range: Melee
fairy damage on a failure, or half as much on a success. The Description: You sweep your legs at the lower half of an
user takes normal-type recoil damage equal to half the opponent's body. Make a melee attack roll, dealing 1d10 +
damage roll. MOVE fighting damage on a hit. On a hit, target must
Higher Levels: The damage dice roll for this move changes to succeed on a STR save against your Move DC or be
3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. knocked prone.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Lucky Chant Magic Coat


Type: Normal Type: Psychic
Move Power: None Move Power: WIS/CON
Move Time: 1 reaction Move Time: 1 reaction
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: 50ft
Description: When an opponent scores a critical hit on you, Description: A flash of magical energy forms between you
you may use your reaction to quickly recite a magical and an opponent, reflecting negative energy back at an
incantation that treats the attack like a normal hit, attacker in range. When an attack from an opponent causes
preventing the extra damage. you to suffer from a negative status condition, they are also
Lunar Dance
affected by the same condition.
Type: Psychic Magical Leaf
Move Power: None Type: Grass
Move Time: 1 action Move Power: DEX
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Self Duration: Instantaneous
Description: You sacrifice yourself for another one of your Range: Melee
trainer's Pokémon. When activating this move, the user Description: You summon a sharp, magical leaf that strikes
faints, but the next Pokémon released by its trainer is fully an opponent. This move is guaranteed to hit for 1d6 +
healed and cured of any status effects. MOVE grass damage, unless during the invulnerable stage
Luster Purge
of Fly, Dig, Bounce, Dive, etc. moves.
Higher Levels: The damage dice roll for this move changes to
Type: Psychic 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Power: DEX
Move Time: 1 action Magma Storm
PP: 3 Type: Fire
Duration: 1 round Move Power: STR
Range: 30 ft Move Time: 1 action
Description: You create a blinding bright light that damages a PP: 3
target's eyes and may lower their defense. Make a ranged Duration: 1 minute, Concentration
attack against an opponent, dealing 1d12 + MOVE psychic Range: 50 feet
damage on a hit. On a natural attack roll of 18 or more, any Description: You stir up a maelstrom of fire in a 20 foot
attack against this target has advantage until the end of circle, centered on a point within range, that continues to
your next turn. rage as long as you hold your concentration. Any creature
Higher Levels: The damage dice roll for this move changes to that starts their turn in the storm must make a CON save
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. against your Move DC, taking 4d4 + MOVE fire damage on
Mach Punch
a failure, or half as much on a success.
Higher Levels: The damage dice roll for this move changes to
Type: Fighting 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Power: STR/DEX
Move Time: 1 action Magnet Bomb
PP: 15 Type: Steel
Duration: Instantaneous Move Power: STR/DEX
Range: 30 ft Move Time: 1 action
Description: You rush forward to punch with incredible PP: 5
speed. At the start of each round of combat, you can declare Duration: Instantaneous
to go first and use this move, moving your turn order to the Range: 60 feet
top for this round only. No other move may be used. Make a Description: You hurl a steel ball that seeks out an opponent
melee attack roll, doing 1d6 + MOVE fighting damage on a in range, never missing. This move is guaranteed to hit for
hit 1d6 + MOVE steel damage, unless during the invulnerable
Higher Levels: The damage dice roll for this move changes to stage of Fly, Dig, Bounce, Dive, etc. moves.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Higher Levels: The damage dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Magnet Rise Mean Look


Type: Electric Type: Normal
Move Power: None Move Power: STR/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 3
Duration: 1 minute, Concentration Duration: 3 rounds
Range: Self Range: 50ft
Description: You use magnetic power within yourself to raise Description: You flash an intimidating look at a Pokémon,
yourself from the ground, becoming immune to ground attempting to freeze them in fear. Force a target in range to
moves for the duration. make a WIS save against your Move DC. On a fail, the
Magnitude
target cannot flee or be switched out for 3 rounds.
Type: Ground Meditate
Move Power: STR Type: Psychic
Move Time: 1 action Move Power: None
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 40ft Duration: 1 minute, Concentration
Description: You shake the ground with an earth-shattering Range: Self
quake. All Pokémon in range must make a DEX save Description: You become one with your inner self. For the
against your Move DC, taking half damage on a success and duration, double your proficiency bonus when it comes to
full damage on a fail. Roll a d100 on the table below to attack rolls and saving throws.
determine damage. Mega Drain
d100 Damage Type: Grass
01-05 1d4+MOVE Move Power: STR/DEX
06-15 1d8+MOVE
Move Time: 1 action
PP: 10
16-35 1d10+MOVE Duration: Instantaneous
36-65 1d12+MOVE Range: 50ft
Description: You attempt to drain the life force of an enemy
66-85 2d6+MOVE Pokémon. Make a ranged attack on a target, doing 1d6 +
86-95 2d8+MOVE MOVE grass damage on a hit. Half of the damage dealt is
96-100 2d12+MOVE
restored to the user.
Higher Levels: The damage dice roll for this move changes to
Higher Levels: For damage rolls, use 2x Dice at level 5, 3x 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Dice at level 10, and 4x Dice at level 17. Mega Kick
Type: Normal
Me First Move Power: STR
Type: Normal Move Time: 1 action
Move Power: None PP: 10
Move Time: 1 reaction Duration: Instantaneous
PP: 3 Range: Melee
Duration: Instantaneous Description: You strike out with a hard kick. Make a melee
Range: 40 feet attack against a target, doing 2d10 + MOVE normal damage
Description: When targeted by a direct attack that isn't Fake on a hit.
Out, Sucker Punch, or one that moved the opponent to the Higher Levels: The damage dice roll for this move changes to
top of the initiative order (Extreme Speed, etc.), you may use 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
your reaction to copy the opponent's move against it before
it makes the attack. Your attack is rolled at disadvantage, Mega Punch
but on a hit, double the damage dice for the move. The Type: Normal
damage tier for the move is based off of your level, not the Move Power: STR
opponent's. Move Time: 1 action
PP: 15
Duration: Instantaneous
Range: Melee
Description: You strike out with a hard punch Make a melee
attack against a target, doing 2d6 + MOVE normal damage
on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Megahorn Metal Sound


Type: Bug Type: Steel
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: 1 round
Range: Melee Range: 50ft
Description: You charge an opponent for a devastating horn Description: You emit an ear-shattering high pitched sound
attack. Make a melee attack roll, doing 2d10 + MOVE bug that only your target can hear, leaving them in a defenseless
damage on a hit. If the user moves at least 20 feet towards a state. When activating this move, a target must make a
target before using this move, the target is forced to make a CON saving throw against your Move DC. On a failure, all
STR save against your Move DC or be knocked prone. attack rolls against the target are given a +5 bonus until the
Higher Levels: The damage dice roll for this move changes to end of your next turn.
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Meteor Mash
Memento Type: Steel
Type: Dark Move Power: STR/DEX
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 5
PP: 3 Duration: Instantaneous
Duration: 2 rounds Range: Melee
Range: Melee Description: You smash an opponent with a fist as fast as a
Description: You sacrifice your life force to leave a lasting meteor strike. Make a melee attack against an opponent,
mark on an enemy. When you activate this move, you touch doing 2d8 + MOVE steel damage on a hit. If the natural
an opponent and drop to 0 hit points. As a result, the attack roll is 18 or higher, your next attack has advantage.
opponent is incapacitated for 2 rounds. All attacks against it Higher Levels: The damage dice roll for this move changes to
have advantage, it automatically fails all STR and DEX 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
saving throws, and it cannot attack, move, flee, or be Metronome
switched out.
Type: Normal
Metal Burst Move Power: Varies
Type: Steel Move Time: 1 action
Move Power: None PP: 5
Move Time: 1 reaction Duration: Varies
PP: 3 Range: Varies
Duration: Instantaneous Description: You summon a move at random to inflict against
Range: Melee the enemy. When you use this move, roll a d100. The
Description: You lash out in retaliation with a bust of harsh resulting number is the TM number for the move you make.
metal shards. When hit by a melee attack, you may use your If the move is unable to be completed because of
reaction to make an attack roll on the creature that hit you. positioning, range, etc., Metronome fails.
On a hit, deal an amount of steel damage equal to the Milk Drink
damage dealt to you plus your own STAB bonus.
Type: Normal
Metal Claw Move Power: CON
Type: Steel Move Time: 1 action
Move Power: STR PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 10ft
Duration: Instantaneous Description: You create a tasty drink that heals your or an
Range: Melee ally’s wounds. The recipient gains 2d6 + MOVE hit points.
Description: You strike out with sharp claws. Make a melee Higher Levels: The dice roll for this move changes to 3d6 at
attack roll against an opponent, doing 1d8 + MOVE steel level 5, 5d6 at level 10, and 8d6 at level 17.
damage on a hit. If the natural attack roll is 19 or 20, your
next attack gets an additional +1 to hit.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Mimic Mirror Coat


Type: Normal Type: Psychic
Move Power: None Move Power: CON/WIS
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 120ft Range: 40ft
Description: You copy another Pokémon’s movements, Description: When hit by a ranged attack, you can attempt to
learning its ways in battle. When used, this move is decrease the damage and send some back at the attacker in
temporarily replaced by your choice of one of the target's range. Using this reaction, the damage is decreased by 1d6
moves. The target can be an ally. After one PP is subtracted + MOVE. If this causes the damage to fall below zero, the
to use this move, the replacement move will retain Mimic's attack is deflected and you may make a ranged attack roll to
remaining PP. The user can select any of the target's moves send it back at the attacker for the same amount of psychic
to copy for the duration. type damage.
Mind Reader
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Normal
Move Power: None Mirror Move
Move Time: 1 action Type: Flying
PP: 3 Move Power: Varies
Duration: Instantaneous Move Time: 1 action
Range: Self PP: 10
Description: You sense the motives and moves of creatures Duration: Instantaneous
around you. When this move is activated, a single attack roll Range: 50ft, Move varies
you make next turn is guaranteed to hit. You may roll to see Description: You perform the same move made by a chosen
if you crit or cause an effect from a high roll. This move target after your last turn, using your own statistics for
does not affect one-shot moves like Fissure, Guillotine, etc. bonuses and Move saves if applicable.
Minimize Mirror Shot
Type: Normal Type: Steel
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: 40 feet
Description: You appear smaller to enemy Pokémon, Description: You loose a damaging flash of light from your
increasing your evasion. For the duration, you gain an polished body. Make a ranged attack on an opponent,
additional +2 to your AC. dealing 1d10 + MOVE steel damage on a hit. On a hit, the
Miracle Eye
target must make a CON save against your Move DC. On a
failure, the target has disadvantage on its next attack roll.
Type: Psychic Higher Levels: The damage dice roll for this move changes to
Move Power: WIS/INT 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Time: 1 action
PP: 20 Mist
Duration: 1 minute Type: Ice
Range: 50 feet Move Power: None
Description: You flash your eyes at your opponent, stunning Move Time: 1 action
them briefly and lowering their defenses. When activating PP: 15
this move, choose a target in range and force them to make Duration: 1 minute
a WIS save against your Move DC. On a failure, any Range: 30 ft
modifiers to their AC are reset, and if they are Dark or Description: A light mist surrounds a target, offering a
Ghost-type, their immunities are relinquished for the protective barrier. The target is immune to negative stat
duration. effects or modifier changes for the duration, but any current
effects are still in place.

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Mist Ball Morning Sun


Type: Psychic Type: Normal
Move Power: STR/DEX Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: Self
Description: You fire an explosive ball of damaging mist at an Description: A ray of sunlight shines upon you, basking you in
opponent in range. Make a ranged attack against a target, healing light. The user gains 2d6 + MOVE hit points.
doing 1d12 + MOVE psychic damage on a hit. If the natural Higher Levels: The damage dice roll for this move changes to
attack roll is higher than 10, the opponent has disadvantage 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.
on its next attack. Mud Bomb
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Type: Ground
Move Power: STR/DEX
Misty Terrain Move Time: 1 action
Type: Fairy PP: 5
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: 40 feet
PP: 5 Description: You throw a hard-packed mud ball at an
Duration: 3 rounds opponent. Make a ranged attack, dealing 1d10 + MOVE
Range: 60 ft ground damage on a hit. On a hit, the target must make a
Description: You cover the ground in a thin, healing mist that CON save against your Move DC. On a failure, the target
surrounds a 60 foot circle, centered on you. For 3 turns, no has disadvantage on its next attack roll.
grounded creatures inside the mist can suffer from new Higher Levels: The damage dice roll for this move changes to
status conditions. Grounded creatures are those that do not 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
have a flying speed or Levitate ability. Mud Shot
Moonblast Type: Ground
Type: Fairy Move Power: DEX
Move Power: DEX/CHA Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 60 ft
Range: 30 ft Description: You fire a glob of mud at an opponent, dealing
Description: You summon forth a powerful moonbeam that damage with a chance to hinder your opponent's movement.
strikes an opponent. Make a ranged attack on a target in Make a ranged attack against an opponent in range, dealing
range, dealing 2d8 + MOVE fairy damage on a hit. On a 1d8 + MOVE ground damage on a hit. If the natural attack
natural attack roll of 15 or more, the target has roll is higher than 15, the opponent's speed becomes 0 until
disadvantage on its next attack. the end of its next turn.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Moonlight Mud Sport
Type: Fairy Type: Ground
Move Power: WIS/CHA Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: Self Range: 5 feet
Description: A ray of moonlight shines upon you, basking you Description: You cover yourself and all allies around you with
in healing light. The user gains 2d6 + MOVE hit points. thick mud, reducing the amount of electric damage taken
Higher Levels: The dice roll for healing changes to 3d6 at for anyone affected. For the duration, you and any ally in
level 5, 5d6 at level 10, and 8d6 at level 17. range (when you initially activated this move) have
resistance to electric-type attacks. If you were already
resistant, you are now immune. If you were vulnerable, you
now take regular damage. If you are immune to electric-type
moves already, nothing happens.

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Mud-Slap Natural Gift


Type: Ground Type: Varies
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 40 feet
Description: You hurl mud at an enemy Pokémon. Make a Description: You draw in power from your held berry,
ranged attack roll, doing 1d4 + MOVE ground damage on a releasing it into a ranged attack. Make a ranged attack,
hit. On a hit, the target adds -1 to its attack rolls for the rest dealing 1d12 + MOVE damage on a hit. The type is
of the encounter. This decrease may be stacked, up to a dependant on what berry you are holding, according to the
maximum of -5 to hit. The target may take an action to chart below:
remove any mud from its face, resetting the effect. Type Berry Type Berry
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Normal Chilan Flying Lum, Coba

Muddy Water Fire Cherri, Occa Psychic Sitrus, Payapa


Type: Water Water Chesto, Passho Bug Tanga
Move Power: DEX/CON Electric Pecha, Waccan Rock Charti
Move Time: 1 action
PP: 5 Grass Rawst, Rindo Ghost Kasib
Duration: Instantaneous Ice Aspear, Yache Dragon Haban
Range: 30 ft Fighting Leppa, Chople Dark Colbur
Description: You fire a stream of muddy water at an opponent
in range. Make a ranged attack against an opponent, Poison Oran, Kebia Steel Babiri, Razz
dealing 2d8 + MOVE water damage. If the natural attack Ground Persim, Shucca Fairy Roseli
roll is 15 or higher, the opponent has disadvantage on its
next attack. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Nasty Plot Nature Power
Type: Dark Type: Normal
Move Power: None Move Power: Varies
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute, Concentration Duration: Varies
Range: Self Range: Varies
Description: You stimulate your brain with nasty thoughts. Description: You call upon the powers of nature nearby and
For the duration, you have advantage on any attacks with activate a move based on the terrain. The DM gets final say
the Wisdom move power. If the attack requires a Wisdom on what move you activate, but here are example terrain
saving throw, the target has disadvantage. types:
Terrain Move
Cities/Roads/Buildings Swift
Sandy areas Earthquake
Volcanoes/Lava areas Fire Blast
Caves, Dark areas Shadow Ball
Rocky terrain, Mountains Rock Slide
Fields, Plains Stun Spore
Forests, Tall Grasslands Razor Leaf
Ponds/Swamps Bubblebeam
At sea Surf
Underwater Hydro Pump

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Needle Arm Octazooka


Type: Grass Type: Water
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30 ft
Description: Your arms turn to jagged, thorny needles as you Description: You send a blast of ink towards your opponents.
strike a foe. Make a melee attack on an opponent, dealing Make a ranged attack roll, doing 1d10 + MOVE water
1d10 + MOVE grass damage on a hit. If the natural attack damage on a hit. If the natural attack roll is 18 or more, the
roll is a 15 or more, the opponent flinches. target must add -1 to attack rolls for the remainder of this
Higher Levels: The damage dice roll for this move changes to combat.
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes to
Night Shade
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Ghost Odor Sleuth
Move Power: WIS/INT Type: Normal
Move Time: 1 action Move Power: None
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: 60 ft Duration: 1 minute, Concentration
Description: You hit an enemy with a necrotic wave of dark Range: 30 ft, Self
energy. Make a ranged attack against a target. On a hit, the Description: When you activate this move, choose a target in
ghost damage is equal to 1d6 + the user’s level. range. For the duration, the target cannot activate any move
Higher Levels: The damage dice roll for this move changes to that would increase its AC. If it has already activated such a
2d4+Level at level 5, 1d12+Level at level 10, and 4d4+Level move, the effect ends immediately. In addition, for the
at level 17. duration, no Pokemon in range has immunity to your
Night Slash
Ghost, Normal, or Fighting-type moves.
Type: Dark Ominous Wind
Move Power: STR/DEX Type: Ghost
Move Time: 1 action Move Power: WIS/DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: Melee Duration: Instantaneous
Description: You slash out at an opponent with dark power. Range: 40 feet
Make a melee attack, dealing 1d12 + MOVE dark damage Description: You stir up a gust of repulsive wind that strikes
on a hit. This attack scores a critical hit on natural attack an opponent in range. Make a ranged attack, dealing 1d10 +
rolls of 19 or 20. MOVE ghost damage on a hit. On a natural attack roll of 19
Higher Levels: The damage dice roll for this move changes to or 20, increase all of your ability scores by +1 for three
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. rounds.
Nightmare
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Ghost
Move Power: WIS/CHA Outrage
Move Time: 1 action Type: Dragon
PP: 10 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: 60 ft PP: 3
Description: Only effective against sleeping Pokémon, you Duration: 3 rounds, Concentration
instill a nightmare in their dreams, inflicting 3d6 + MOVE Range: Melee
ghost damage automatically. Description: You go into a rampage, doing several attacks
Higher Levels: The damage dice roll for this move changes to without control for three rounds. Make a melee attack roll
4d6 at level 5, 5d6 at level 10, and 6d6 at level 17. each round, doing 1d6 + MOVE dragon damage on a hit the
first round, 2d6 + MOVE dragon damage on a hit the second
round, and 4d6 + MOVE dragon damage on a hit the third
round. At the end of the third attack, you become confused.
This attack stops if you miss any of the attacks, if
concentration is broken, or the user becomes incapacitated.
Higher Levels: The dice used for this move changes to a d8 at
level 5, a d10 at level 10, and a d12 at level 17.

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Overheat Peck
Type: Fire Type: Flying
Move Power: STR/CON Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: 15ft Range: Melee
Description: With a roar, flames burst from your body in a 15 Description: You hammer down on an enemy with a peck
foot circle, centered on you. Any creature in range must roll attack. Make a melee attack roll on a target, doing 1d6 +
a DEX saving throw against your Move DC, taking 5d4 + MOVE flying damage on a successful hit.
MOVE fire damage on a failure, or half as much on a Higher Levels: The damage dice roll for this move changes to
success. The power of the move exhausts you, and your 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
next attack is done at disadvantage. If your next attack Perish Song
requires an opponent saving throw, they have advantage.
Higher Levels: The damage dice roll for this move changes to Type: Normal
3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. Move Power: CHA
Move Time: 1 action
Pain Split PP: 3
Type: Normal Duration: 3 rounds
Move Power: CON/CHA Range: 80ft
Move Time: 1 action Description: You perform a song with devastating
PP: 3 consequences to Pokémon that hear it. All Pokémon in
Duration: Instantaneous range (including you) must make a CON saving throw
Range: 30 ft against your Move DC. For any that fail, they faint in 3
Description: You split pain from your injuries with your rounds, on their turn, unless switched out by their trainer
attacker. Target a Pokémon in range, forcing them to make before the end of the three rounds.
a CON save against your Move DC. On a fail, both you and Petal Dance
your attacker change your current health points to the
average of the two. If this causes either Pokémon to go Type: Grass
above maximum health, they take their maximum health Move Power: DEX/CHA
instead. Move Time: 1 action
PP: 5
Pay Day Duration: Instantaneous
Type: Normal Range: 80ft
Move Power: STR/DEX/CHA Description: You dance around, releasing a flurry of sharp
Move Time: 1 action leaf attacks against a Pokémon in range. Make a ranged
PP: 10 attack roll, dealing 1d10 + MOVE grass damage on a hit. On
Duration: Instantaneous the following turn, you may choose to use this action again
Range: Melee to hit automatically, but if you do, you become confused at
Description: You strike a Pokémon, causing it to shake out its the end of your turn.
purse. Make a melee attack on a Pokémon, doing 1d6 + Higher Levels: The damage dice rolls for this move change to
MOVE normal damage on a hit. In addition, 5x the user’s 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
level in cash is scattered on the floor until the end of Pin Missile
combat. This feature can only happen once per Pokémon
per combat. Type: Bug
Higher Levels: The damage dice roll for this move changes to Move Power: DEX
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Move Time: 1 action
PP: 10
Payback Duration: Instantaneous
Type: Dark Range: 60 ft
Move Power: STR/DEX Description: You strike a Pokémon with sharp projectiles in
Move Time: 1 action quick succession. Make a ranged attack roll, doing 1d4 +
PP: 5 MOVE bug damage on a hit. After successfully hitting a
Duration: Instantaneous target, roll a d4. On a result of 3 or 4, another projectile hits
Range: Melee again for an additional 1d4 bug damage. Continue this
Description: You strike hard in retaliation. Make a melee process until you fail to roll a 3 or 4 on the d4 roll, up to a
attack, dealing 1d8 + MOVE dark damage on a hit. If the maximum of four additional hits.
target damaged you on the turn immediately before yours, Higher Levels: The damage dice rolls for this move change to
double the dice roll for the damage of this attack. 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Play Rough Poison Jab


Type: Fairy Type: Poison
Move Power: DEX/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You fake an opponent out with a playful attack Description: You stab an opponent with an appendage
that quickly becomes too rough. Make a melee attack steeped in poison. Make a melee attack on an opponent,
against an opponent, dealing 2d8 + MOVE fairy damage on dealing 2d6 + MOVE poison damage on a hit. On a natural
a hit. On natural attack rolls of 19 or 20, the target adds -1 attack roll of 16 or higher, the target is poisoned.
to any attack it makes for the remainder of combat. This Higher Levels: The damage dice roll for this move changes to
effect can be stacked to a maximum of -5 to hit. 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes to Poison Powder
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Poison
Pluck Move Power: CON
Type: Flying Move Time: 1 action
Move Power: DEX PP: 20
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 40ft
Duration: Instantaneous Description: You release a cluster of poisonous spores that
Range: Melee burst into the air above a Pokémon. The Pokémon must
Description: You peck at a foe, attempting to grab their held succeed on a CON save against your Move DC, becoming
berry. Make a melee attack on an opponent, dealing 1d10 + poisoned on a fail.
MOVE flying damage on a hit. On a hit, if the target is Poison Sting
holding a berry, you swallow it immediately and gain its
effect. Type: Poison
Higher Levels: The damage dice roll for this move changes to Move Power: STR/DEX
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Time: 1 action
PP: 15
Poison Fang Duration: Instantaneous
Type: Poison Range: Melee
Move Power: STR/DEX Description: You strike out at a Pokémon with a poisonous
Move Time: 1 action sting. Make a melee attack roll against a target, doing 1d4 +
PP: 10 MOVE poison damage on a hit. If the natural attack roll is
Duration: Instantaneous 18 or more, the Pokémon is poisoned.
Range: Melee Higher Levels: The damage dice roll for this move changes to
Description: You lash forward with poisonous venom. Make a 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
melee attack roll against an opponent, dealing 1d8 + MOVE Poison Tail
poison damage on a hit, forcing the opponent to make a
CON save against your Move DC. On a failure, the foe is Type: Poison
poisoned. A creature poisoned by this move takes double Move Power: DEX
the normal poison damage at the end of each of its turns. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 15
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Duration: Instantaneous
Range: Melee
Poison Gas Description: Poisonous barbs sprout from your tail as you
Type: Poison swing it at an opponent. Make a melee attack against an
Move Power: CON opponent, dealing 1d8 + MOVE poison damage on a hit. If
Move Time: 1 action the natural attack roll is a 19 or 20, the move scores a
PP: 5 critical hit and the target is poisoned.
Duration: 1 minute, concentration Higher Levels: The damage dice roll for this move changes to
Range: 40ft 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Description: You release a toxic cloud of poisonous gas in a
10 foot radius, centered on a point within range. Any
creature that starts their turn in this area must succeed on a
CON save against your Move DC, taking 1d6 + MOVE
poison damage and becoming poisoned on a fail, or half as
much damage without being poisoned on a save.
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Pound Power Whip


Type: Normal Type: Grass
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You crush an opponent with a pound attack. Description: You violently whirl your tentacles or vines
Make a melee attack roll against a target, doing 1d6 + towards a foe. Make a melee attack against an opponent,
MOVE normal damage on a hit. dealing 2d10 + MOVE grass damage on a hit
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Powder Snow Present
Type: Ice Type: Normal
Move Power: DEX Move Power: DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 50ft
Description: You send a blast of cold snow at an opponent. Description: You send a booby-trapped gift to an opponent.
Make a ranged attack roll on an opponent, doing 1d6 + Make a ranged attack on an opponent in range. On a hit, the
MOVE cold damage on a hit. If the natural attack roll is 18 present explodes, doing 1d6 + MOVE normal damage. If the
or higher, the target is frozen. natural attack roll is 2 or lower, however, regardless if it
Higher Levels: The damage dice roll for this move changes to hits, the present provides the target with 1d6 + MOVE hit
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. points instead.
Power Gem
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Rock
Move Power: DEX/CHA Protect
Move Time: 1 action Type: Normal
PP: 10 Move Power: None
Duration: Instantaneous Move Time: 1 reaction
Range: 40 feet PP: 3
Description: A ray of light bursts out of your gemstone, Duration: Instantaneous
damaging an opponent in range. Make a ranged attack, Range: Self
dealing 2d6 + MOVE rock damage on a hit. Description: You sense incoming danger and are able to
Higher Levels: The damage dice roll for this move changes to quickly avoid it. When targeted by an attack, you may
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. automatically avoid taking damage on the first instance of
Power Swap
this reaction. On future instances of this move in the same
combat, you must roll higher than a 15 on a d20 roll for the
Type: Psychic reaction to be successful.
Move Power: WIS/INT
Move Time: 1 bonus action Psybeam
PP: 3 Type: Psychic
Duration: 1 round Move Power: DEX/INT/WIS
Range: 40 feet Move Time: 1 action
Description: As a bonus action, force an opponent in range to PP: 10
make a WIS save against your Move DC. On a failure, you Duration: Instantaneous
employ your psychic power to swap a single ability score Range: 80ft
with an opponent until the end of their next turn, for Description: You send a beam of invisible, psychic energy at a
purposes of attack and damage rolls. target in range. The target must make a WIS saving throw
Power Trick
against your Move DC, taking 1d10 + MOVE psychic
damage and becoming confused on a fail, and half as much
Type: Psychic without becoming confused on a save.
Move Power: None Higher Levels: The damage dice roll for this move changes to
Move Time: 1 bonus action 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
PP: 5
Duration: 1 round
Range: Self
Description: You employ your psychic power to switch your
own attack and defense. Until the end of your next turn,
switch your AC with an ability score of your choice
(Constitution not included)

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Psych Up Psycho Shift


Type: Normal Type: Psychic
Move Power: None Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 40 feet
Description: You sync up with an opponent, copying any Description: You employ your psychic power to transfer a
positive or negative stat changes affecting them due to status condition to someone else. Choose a willing ally (or
weather or moves this combat. yourself) and an opponent in range. Force the opponent to
Psychic
make a WIS save against your Move DC. on a failure, a
status affecting the ally (or you) is transferred to the
Type: Psychic opponent instead.
Move Power: INT/WIS
Move Time: 1 action Psyshock
PP: 5 Type: Psychic
Duration: Instantaneous Move Power: INT/WIS
Range: 40ft Move Time: 1 action
Description: You tap into a Pokémon’s mind, damaging their PP: 5
will to fight. Make a ranged attack on a Pokémon in range, Duration: Instantaneous
doing 2d8 + MOVE psychic damage on a hit. If the natural Range: 30 feet
attack roll is 18 or higher, the target becomes confused. Description: You materialize a psychic wave that shocks an
Higher Levels: The damage dice roll for this move changes to opponent. Make a ranged attack, dealing 2d6 + MOVE
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. psychic damage on a hit.
Psycho Boost
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Psychic
Move Power: WIS/INT Psywave
Move Time: 1 action Type: Psychic
PP: 3 Move Power: INT/WIS
Duration: Instantaneous Move Time: 1 action
Range: 25ft PP: 10
Description: You send an extremely powerful wave of psychic Duration: Instantaneous
energy at an opponent in range. Make a ranged attack roll Range: 40ft line
against an opponent, dealing 2d12 + MOVE psychic Description: You emit a wave of psychic energy in a 40 foot
damage on a hit. The power of the move exhausts you, and line, 5 feet wide. Each Pokémon caught in the wave must
your next attack is done at disadvantage. If your next attack make a WIS save against your Move DC, becoming
requires an opponent saving throw, they have advantage. confused on a fail.
Higher Levels: The damage dice roll for this move changes to Punishment
3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
Type: Dark
Psycho Cut Move Power: STR/WIS
Type: Psychic Move Time: 1 action
Move Power: DEX/WIS PP: 3
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 30 feet
Duration: Instantaneous Description: You send dark energy to punish an opponent.
Range: 30 feet Make a ranged attack against an opponent, dealing 1d10 +
Description: You tear at a foe with blades formed by psychic MOVE dark damage on a hit. If the opponent is currently
power. Make a ranged attack on an opponent, dealing 1d12 under the influence of a move or ability that boosts its
+ MOVE psychic damage on a hit. This move scores a attack, damage, or AC, increase the damage by one damage
critical hit on natural rolls of 19 or 20. dice for each effect.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Pursuit Rain Dance


Type: Dark Type: Water
Move Power: STR/DEX Move Power: None
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: 5 rounds
Range: 40ft Range: Self
Description: As a reaction, when a Pokémon is fleeing or is Description: You summon a heavy rainfall that covers the
switched out by their trainer, you may make a ranged attack battlefield for 5 rounds.
roll against it, doing 1d6 + MOVE dark damage on a hit. Rapid Spin
Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Type: Normal
Move Power: STR/DEX
Quash Move Time: 1 action
Type: Dark PP: 10
Move Power: STR/WIS Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 Description: You strike out with an incredibly fast spinning
Duration: Instantaneous move. Make a melee attack roll against an opponent, doing
Range: 30 feet 1d4 + MOVE normal damage on a hit. In addition, this
Description: You send dark energy at a creature in range, move automatically frees the user from Leech Seed or
reducing their will to fight. The target must make a WIS anything causing it to be grappled or restrained. It is
save against your Move DC. On a failure, it must move to removed from these statuses before it rolls to hit.
the bottom of the initiative order for this round only. Targets Higher Levels: The damage dice roll for this move changes to
that have already taken their turn in this round are 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
unaffected. Razor Leaf
Quick Attack Type: Grass
Type: Normal Move Power: STR/DEX
Move Power: DEX Move Time: 1 action
Move Time: 1 bonus action PP: 15
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 80ft
Range: 10ft Description: You send a razor sharp leaf at a Pokémon in
Description: You lash out with a quick unarmed strike at a range at tremendous speed. Make a ranged attack roll,
Pokémon in range. As a bonus action, you can immediately doing 1d8 + MOVE grass damage on a hit. Razor Leaf
move and attack a Pokémon in range without taking an results in a critical hit on 19s and 20s
attack of opportunity, doing 1d4 normal damage on a hit. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
1d6 at level 5, 1d8 at level 10, and 1d10 at level 17. Razor Wind
Rage Type: Normal
Type: Normal Move Power: STR/DEX
Move Power: STR Move Time: 1 action, charge
Move Time: 1 bonus action PP: 5
PP: 3 Duration: 1 round, Concentration
Duration: 1 minute Range: Self/20ft
Range: Self Description: When you use this move, strong winds begin to
Description: You go into a fit of rage, attacking with relentless circle around you, granting +2 to AC. On your next turn, if
fury. While you are raging, you gain +2 on all damage rolls you keep your concentration, you release those winds as an
(only once per turn for multi-attack moves like Swift, Fury action in a 20 foot radius, centered on you. Each Pokémon
Swipes, Bubble, etc.), have resistance to normal damage, in the area must make a DEX save against your Move DC,
and have advantage on all Strength checks. Your rage ends taking 2d6 + MOVE normal damage on a fail, or half as
if you are incapacitated or if you have not attacked a hostile much on a success.
target since your last turn, or taken any damage since then. Higher Levels: The damage dice roll for this move changes to
Higher Levels: For damage when raging, the bonus changes 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
to +4 at level 5, +6 at level 10, and +8 at level 17.

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Recover Return
Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30 ft Range: Melee
Description: You extend a healing energy to recover the hit Description: You lash out at an opponent, in hopes it will
points of a Pokémon in range. The target regains 1d6 + please your trainer. Make a melee attack roll against an
MOVE hit points. opponent, doing 1d6 + MOVE on a hit. When you make this
Higher Levels: The dice roll for healing increases to 2d6 at attack, add an additional bonus to hit and damage equal to
level 5, 4d6 at level 10, and 6d6 at level 17. the number of levels you are above zero on the Loyalty
Recycle
Chart.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Power: None
Move Time: 1 bonus action Revenge
PP: 5 Type: Fighting
Duration: Instantaneous Move Power: STR/DEX
Range: Self Move Time: 1 reaction
Description: You summon a previously discarded item back PP: 3
into your hands. If you used a consumable held item any Duration: Instantaneous
time within the last 5 turns, you can activate this move to Range: Melee
take advantage of the same effect one last time. This move Description: You invoke a fight within to retaliate against a
may not be used in the same round the held item was used. foe that damages you. After taking damage from a melee
Reflect
attack, you may use a reaction to make a melee attack
against the attacker, doing 1d6 + MOVE fighting damage on
Type: Psychic a hit.
Move Power: None Higher Levels: The damage dice roll for this move changes to
Move Time: 1 reaction 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
PP: 3
Duration: Instantaneous Reversal
Range: Self Type: Fighting
Description: When you are hit by a melee attack, use your Move Power: STR/DEX
reaction to take half the damage dealt. Move Time: 1 action
Refresh
PP: 10
Duration: Instantaneous
Type: Normal Range: Melee
Move Power: None Description: You unleash an all out attack that is stronger the
Move Time: 1 action less HP you have. Make a melee attack roll against an
PP: 3 opponent, doing 1d6 + MOVE fighting damage on a hit. If
Duration: Instantaneous you are below 50% of your maximum health, double the
Range: Self damage. If you are at 10% or below of your maximum
Description: A wave of healing energy washes over you, health, triple the damage. The multiplier for this attack
curing poison, paralysis, and burn. occurs before the multiplier for resistances or
Rest vulnerabilities.
Type: Psychic Higher Levels: The damage dice roll for this move changes to
Move Power: WIS/CHA 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 action Roar
PP: 5 Type: Normal
Duration: Instantaneous Move Power: STR/CHA
Range: Self Move Time: 1 action
Description: You put yourself to sleep, but gain 2d6 + MOVE PP: 10
hit points in the process. Duration: Instantaneous
Higher Levels: The dice roll for healing increases to 4d6 at Range: 100ft
level 5, 6d6 at level 10, and 8d6 at level 17. Description: You release an intimidating roar at a wild
Pokémon in range. The target must make a CHA save
against your Move DC, fleeing from battle on fail. You gain
no experience from a fleeing Pokémon, and the move
automatically fails in trainer battles. A creature that
succeeds on this saving throw is unaffected by future
attempts during this combat.

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Roar of Time Rock Slide


Type: Dragon Type: Rock
Move Power: STR/WIS Move Power: STR
Move Time: 1+1d4 actions, recharge Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40 foot circle Range: 80ft
Description: You unleash a roar that has the power to distort Description: Large boulders appear above an enemy
time. All creatures within 40 feet of you must make a WIS Pokémon in range, crashing down on top of them. The
save against your Move DC, taking 5d6 + MOVE dragon target must make a DEX save against your Move DC, taking
damage on a failure, or half as much on a success. When 1d12 + MOVE rock damage and falling prone on a failed
the initial move is activated, roll 1d4 and take a number of save, and half as much without falling prone on a success.
additional actions equal to the result, before the end of your Higher Levels: The damage dice roll for this move changes to
turn. Roar of Time may not be used as one of the additional 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
actions. This move drains you of energy, and you forfeit your Rock Smash
action on your next turn.
Higher Levels: The damage dice roll for this move changes to Type: Fighting
4d10 at level 5, 6d10 at level 10, and 8d12 at level 17. Move Power: STR
Move Time: 1 action
Rock Blast PP: 10
Type: Rock Duration: Instantaneous
Move Power: STR Range: Melee
Move Time: 1 action Description: You strike out with a rock-crushing attack that
PP: 5 may lower a user’s defense. Make an attack roll against an
Duration: Instantaneous opponent, doing 1d6 + MOVE fighting damage on a hit. If
Range: 15ft the natural attack roll is 19 or 20, the target’s AC decreases
Description: You summon a series of rocks that fire their way by 1 while it remains in battle.
towards an opponent. Make a ranged attack roll, doing 1d4 Higher Levels: The damage dice roll for this move changes to
+ MOVE rock damage on a hit. After successfully hitting a 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
target, roll a d4. On a result of 3 or 4, you may immediately Rock Throw
hit again for an additional 1d4 rock damage. Continue this
process until you fail to roll a 3 or 4 on the d4 roll, up to a Type: Rock
maximum of four additional hits. Move Power: STR/DEX
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. PP: 10
Duration: Instantaneous
Rock Climb Range: 100ft
Type: Normal Description: You hurl a rock at an enemy Pokémon. Make a
Move Power: STR ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Duration: Instantaneous Rock Tomb
Range: Melee
Description: You charge at a foe with attack that attempts to Type: Rock
confuse. Make a melee attack, dealing 2d8 + MOVE normal Move Power: STR
damage on a hit. On natural attack rolls of 17 or higher, the Move Time: 1 action
target becomes confused. PP: 10
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Range: 20 feet
Description: You summon a collection of boulders that
Rock Polish attempt to surround a foe. Force an opponent in range to
Type: Rock make a STR saving throw against your Move DC. On a
Move Power: None failure, the opponent takes 1d10 + MOVE rock damage and
Move Time: 1 action is grappled and restrained. The target may make a STR
PP: 10 saving throw against your Move DC at the beginning of each
Duration: 1 minute of its turns to attempt to release themselves from the rock.
Range: Self Higher Levels: The damage dice roll for this move changes to
Description: You polish your body to a fine shine to reduce 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
friction. When activating this move, increase your AC by 1
and your speed by 10 feet for the duration. This move can
be stacked to a maximum of +5 to AC and +50 to speed.

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Rock Wrecker Roost


Type: Rock Type: Flying
Move Power: STR Move Power: CON
Move Time: 1 action, recharge Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: 1 round
Range: 40 feet Range: Self
Description: You summon a huge boulder and launch it at a Description: You land on the ground to rest your body. Regain
foe in range. Make a ranged attack, dealing 3d10 + MOVE 2d6 + MOVE hit points, but lose your ground-type immunity
rock damage on a hit. This move saps you of energy, and until beginning of your next turn.
you forfeit your action on your next turn. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.
6d6 at level 5, 8d6 at level 10, and 7d12 at level 17. Round
Role Play Type: Normal
Type: Psychic Move Power: WIS/CHA
Move Power: WIS Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: Instantaneous
Duration: 1 minute Range: 40 feet
Range: 50ft Description: You attack a foe's mind with a harsh song. Select
Description: You attempt to copy an opponent's abilities for a target in range and force them to make a WIS save
the duration. Select a target in range and force them to against your Move DC. On a failure, the target takes 1d10 +
make a WIS saving throw against your Move DC. On a MOVE normal damage. If an ally in range also knows this
failure, replace one of your own current abilities with one of move, they can join in the song as a reaction to double the
theirs. damage dice.
Rolling Kick
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 4d8 at level 17.
Type: Fighting
Move Power: STR/DEX Sacred Fire
Move Time: 1 action Type: Fire
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 3
Description: You swing your feet around in a wide arc to Duration: Instantaneous
strike a foe. Make a melee attack roll, doing 1d10 + MOVE Range: 100ft
fighting damage on a hit. If the natural attack roll is 18 or Description: You unleash a devastating, concentrated blast of
more, the target flinches. flame at a single target in range. Make a ranged attack roll,
Higher Levels: The damage dice roll for this move changes to doing 4d4 + MOVE fire damage on a hit. If the natural
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. attack roll is 10 or more, the target is burned.
Rollout
Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Type: Rock
Move Power: STR Safeguard
Move Time: 1 action Type: Normal
PP: 10 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 15
Description: You roll into a foe, repeatedly making attacks Duration: 3 rounds
with increasing strength. Make a melee attack on an Range: 50ft
opponent, doing 1d6 + MOVE rock damage on a hit. If you Description: You and all allies in range boost their defense.
use this move in back to back turns, double the dice on each For the duration, anyone affected is protected from any new
hit for a maximum of 5 successive turns. Ex: 1d6 on first negative status conditions.
hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets if any
of the attacks miss, or if you are incapacitated.
Higher Levels: The damage dice changes to a d8 at level 5, a
d10 at level 10, and a d12 at level 17.

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Sand Attack Scary Face


Type: Ground Type: Normal
Move Power: DEX/CON Move Power: STR/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30 ft Range: 60 ft
Description: You kick up a cloud of sand in an attempt to Description: You put on your scariest face, attempting to
blind a target in range. The target must make a CON save paralyze an opponent with fear. Force a target in range to
against your Move DC. On a fail, for the remainder of the make a WIS save against your Move DC. On a fail, the
encounter, they add -1 to all of their attack rolls. This move target is paralyzed.
can be stacked for a maximum of -5 to attack rolls. Scratch
Sand Tomb Type: Normal
Type: Ground Move Power: STR/DEX
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 20
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 30 ft Description: You slash out at a Pokémon in range. Make a
Description: You attempt to summon a wave of sand that melee attack, doing 1d6 + MOVE normal damage on a hit.
surrounds your opponent. Make a ranged attack roll. On a Higher Levels: The damage dice roll for this move changes to
hit, the target takes 1d4 + MOVE ground damage and is 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
grappled and restrained. At the beginning of each of its Screech
turns, it may attempt to escape with a STR save against
your Move DC. While a Pokémon is grappled, you may Type: Normal
continue this move, as a bonus action, to do an automatic Move Power: CON/CHA
1d4 ground damage without having to make an attack roll. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 20
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Duration: 1 minute
Range: 20ft
Sandstorm Description: You let out a horrible screech at enemy
Type: Rock Pokémon in a 20 foot radius, centered on you, distracting
Move Power: None them and opening up their defenses. The Pokémon must
Move Time: 1 action make a WIS save against your Move DC. On a fail, allies add
PP: 3 +1 to any attack they target an affected Pokémon with for
Duration: 3 rounds, Concentration the duration. This modifier can be stacked if a Pokémon
Range: 100ft fails multiple screech saves, up to a maximum of +5.
Description: You stir up a massive sandstorm in a 30 foot Secret Power
radius, centered on a point in range. Any non rock-, steel-, or
ground-type Pokémon in the area at the beginning of their Type: Normal
turn take 1d6 rock damage. The Sandstorm lasts for 3 Move Power: STR/DEX
rounds. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 10
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Duration: Instantaneous
Range: Melee
Scald Description: You strike a foe with unknown power. Make a
Type: Water melee attack roll against an opponent, dealing 1d12 +
Move Power: STR/DEX MOVE normal damage on a hit. On a natural attack roll of
Move Time: 1 action 15 or higher, roll a d6 and cause the random effect.
PP: 10 d6 Effect
Duration: Instantaneous
Range: 20 feet 1 Poison
Description: You instantly boil water within you to a 2 Burn
damaging temperature, blasting an opponent with its heat.
Make a ranged attack, dealing 2d6 + MOVE water damage 3 Confusion
on a hit. On a natural attack roll of 15 or more, the target is 4 Frozen
burned. 5 Paralysis
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. 6 Sleep

Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Seed Bomb Shadow Ball


Type: Grass Type: Ghost
Move Power: STR/DEX Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30 feet Range: 60 ft
Description: You fire a series of hard seeds that crash down Description: You hurl a sphere of magical darkness at an
on top of an opponent in range. Make a ranged attack, opponent. Make a ranged attack, doing 2d6 + MOVE ghost
dealing 2d6 + MOVE grass damage on a hit. damage on a hit. On a hit, the ball expands and covers the
Higher Levels: The damage dice roll for this move changes to opponents face, granting them a -2 to hit on their next
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. attack.
Seed Flare
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Grass
Move Power: CON Shadow Claw
Move Time: 1 action Type: Ghost
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 20 feet PP: 10
Description: You release a bright shock wave from your body, Duration: Instantaneous
damaging all creatures within 20 feet of you. Any creature Range: 20 feet
in range must make a CON save against your Move DC, Description: You strike with a sharp claw made from
taking 2d10 + MOVE grass damage on a failure, or half as shadows in range. Make a ranged attack, dealing 1d12 +
much on a success. On your next turn, any attack roll made MOVE ghost damage on a hit. This moves scores a critical
against a target that failed is rolled at advantage. hit on natural attack rolls of 19 and 20.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Seismic Toss Shadow Force
Type: Fighting Type: Ghost
Move Power: STR Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You attempt to throw a Pokémon into the Description: You disappear from view and prepare to surprise
ground with tremendous force. Make a melee attack roll, your enemy with an attack. When you activate this move,
doing fighting damage equal to your level on a hit, double on you become invisible and immune to any attacks of
a critical hit. Seismic Toss results in a critical hit on 19s opportunity. You cannot be targeted by attacks while you are
and 20s. invisible. On your next turn, you may use your action to
Self-Destruct
reappear and make a melee attack against a creature, with
advantage, dealing 2d10 + MOVE ghost damage on a
Type: Normal successful hit. Protect and Detect reactions may not be
Move Power: STR used when hit by this attack.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 3 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Duration: Instantaneous
Range: 30 ft Shadow Punch
Description: You release a massive explosion in a 30 foot Type: Ghost
radius, fainting immediately after the attack. Creatures in Move Power: DEX/WIS
the area must make a DEX save against your Move DC. If Move Time: 1 action
your Pokémon has at least half its hit points left, anyone in PP: 3
range takes 5d6 + MOVE normal damage on a fail, or half Duration: Instantaneous
as much on a success. If your creature has less than half of Range: Melee
its hitpoints left, the damage is halved for a failed save, and Description: You throw a punch from the surrounding
quartered for a success. shadows, unavoidable by any enemy. This move is
Higher Levels: The damage dice roll for this move changes to guaranteed to hit for 1d4 + MOVE ghost damage, unless
4d10 at level 5, 6d10 at level 10, and 8d12 at level 17. during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.
moves.
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Shadow Sneak Signal Beam


Type: Ghost Type: Bug
Move Power: DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft
Description: You extend your shadow to strike an opponent Description: A flashing beam strikes an opponent in range.
from behind. At the beginning of a round of combat, you Make a ranged attack roll against an opponent, dealing
may announce that you are using this move, immediately 1d12 + MOVE bug damage on a hit. On a natural attack roll
jumping to the top of the initiative order for that round only. of 19 or 20, the beam confuses the opponent.
Make a melee attack on an opponent, dealing 1d6 + MOVE Higher Levels: The damage dice roll for this move changes to
ghost damage on a hit. 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes to Silver Wind
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Bug
Sharpen Move Power: DEX
Type: Normal Move Time: 1 action
Move Power: None PP: 3
Move Time: 1 action Duration: Instantaneous
PP: 15 Range: 15ft
Duration: 1 minute, Concentration Description: You strike a foe with a battering wind of silver
Range: Self dust. Make a ranged attack roll against a creature, doing
Description: You collect your focus, sharpening your combat 1d10 + MOVE bug damage on a hit. On a natural roll of 19
skills. You may add 1d4 to all attack rolls for the duration. or 20, all of your ability scores go up by 1 while you remain
At level 10, the dice you can add changes to 1d6. in battle. This move can be stacked for a maximum of +5 to
Higher Levels: The dice roll for this move changes to 1d6 at all ability scores.
level 10. Higher Levels: The damage dice roll for this move changes to
Sheer Cold
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Ice Sing
Move Power: None Type: Normal
Move Time: 1 action Move Power: None
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30 ft Duration: Instantaneous
Description: You send a chill down the spine of an opponent, Range: 30 ft
freezing its core. Choose a target in range and roll a d20. On Description: You sing a beautiful song in an attempt to put
a 20, the target faints. On any other roll, this move has no enemy Pokémon to to sleep. Roll 5d8; the total is how many
effect. If the target's level is 10 more than your own, this hit points of Pokémon this move can affect. Opponents
move automatically fails. within 30 feet of you are affected in ascending order of their
Shock Wave
current hit points. Starting with the Pokémon that has the
lowest current hit points, each Pokémon affected by this
Type: Electric move falls asleep. Subtract each Pokémon’s hit points from
Move Power: DEX the total before moving on to the Pokémon with the next
Move Time: 1 action lowest hit points. A Pokémon’s hit points must be equal to
PP: 10 or less than the remaining total for that creature to be
Duration: Instantaneous affected.
Range: 15 foot cone Higher Levels: The number of hit points affected changes to
Description: A burst of electric energy glides forward, striking 7d8 at level 5, 6d12 at level 10, and 11d8 at level 17.
anything in a 15 foot cone. This move is guaranteed to hit
all creatures caught in the wave for 1d4 + MOVE electric Sketch
damage, unless during the invulnerable stage of Fly, Dig, Type: Normal
Bounce, Dive, etc. moves. Move Power: None
Higher Levels: The damage dice roll for this move changes to Move Time: 1 reaction
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. PP: 1
Duration: instantaneous
Range: Self
Description: When targeted by any move, use a reaction to
copy it permanently to your move list. When you do this, the
move Sketch disappears from your list.

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Skill Swap Sky Drop


Type: Psychic Type: Flying
Move Power: WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 1 minute Duration: 1 round, Concentration
Range: 50ft Range: Melee
Description: You attempt to swap abilities with an opponent Description: You reach out in an attempt to lift an opponent
for the duration. Select a target in range and force them to up in the air for a slamming attack. When you activate this
make a WIS saving throw against your Move DC. On a move, make a melee attack roll. On a hit, the target is
failure, choose which abilities to switch for the duration. grappled and restrained. The target may use its next action
Skull Bash
to attempt a STR save against your Move DC to get free. If it
does not succeed, and you maintain your concentration, you
Type: Normal may use your action on your next turn to lift the creature
Move Power: STR into the air, dropping it to the ground for 2d10 + MOVE
Move Time: 1 action, charge flying damage. Flying-type creatures or ones under the
PP: 3 effect of Levitate, Magnet Rise or other similar
Duration: 1 round, Concentration abilities/moves are not damaged.
Range: 50ft Higher Levels: The damage dice roll for this move changes to
Description: When you use this move, you lower your head 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
and prepare to strike a foe within range. On your next turn’s
action, if you keep your concentration, you charge at a Sky Uppercut
Pokémon in range, ignoring your walking speed and any Type: Fighting
opportunity attacks you may incur. Make a melee attack roll, Move Power: DEX
doing 5d4 + MOVE normal damage on a hit. A Pokémon hit Move Time: 1 action
with this attack must succeed on a STR saving throw PP: 3
against your Move DC or be knocked prone. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes to Range: 30 ft
3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. Description: You unleash a devastating uppercutting fist that
Sky Attack
continues to strike skyward with force. Make a ranged
attack roll against an opponent, dealing 2d6 + MOVE
Type: Flying fighting damage on a hit. This move can target enemies in
Move Power: STR/DEX the invulnerable stages of Fly, Bounce and Sky Drop, if the
Move Time: 1 action, charge opponent used that move within range.
PP: 3 Higher Levels: The damage dice roll for this move changes to
Duration: 1 round, Concentration 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Range: 80ft
Description: When you use this move, you flap your wings Slack Off
menacingly and prepare to strike a foe within range. On Type: Normal
your next turn’s action, if you keep your concentration, you Move Power: None
dive at a Pokémon in range, ignoring your flying speed and Move Time: 1 action
any opportunity attacks you may incur. Make a melee attack PP: 5
roll, doing 3d8 + MOVE flying damage on a hit. Duration: 2 rounds
Higher Levels: The damage dice roll for this move changes to Range: Self
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Description: You give yourself a break, healing your wounds.
When you activate this move, you lose your turn for the next
two rounds. At the end of your next turn, regain half of your
maximum hit points.
Slam
Type: Normal
Move Power: STR
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You crush an opponent with a slam attack. Make
a melee attack roll against a target, doing 2d6 + MOVE
normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Slash Sludge Bomb


Type: Normal Type: Poison
Move Power: STR/DEX Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You slash out at a Pokémon in range. Make a Description: You hurl a mass of sticky sludge that may poison
melee attack, doing 1d12 + MOVE normal damage on a hit. opponents in its blast. Make a ranged attack roll against a
Slash results in a critical hit on 19s and 20s. target. On a hit, the target takes 2d8 + MOVE poison
Higher Levels: The damage dice roll for this move changes to damage and the area in a 5 foot radius around it is covered
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. in sludge. Any Pokémon in that area at the beginning of
Sleep Powder
their turn must make a CON save against your Move DC or
become poisoned.
Type: Grass Higher Levels: The damage dice roll for this move changes to
Move Power: CON 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Move Time: 1 action
PP: 10 Sludge Wave
Duration: Instantaneous Type: Poison
Range: 40ft Move Power: DEX/CON
Description: You release a cluster of spores at a Pokémon in Move Time: 1 action
range, attempting to put them to sleep. The target must PP: 5
make a WIS saving throw against your Move DC or fall Duration: Instantaneous
asleep. Range: 30 feet
Sleep Talk
Description: You send a wave of poisonous sludge at an
opponent in range. Make a ranged attack, dealing 2d8 +
Type: Normal MOVE poison damage on a hit. On a natural attack roll of
Move Power: Varies 19 or 20, the target is poisoned.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 5 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Duration: Varies
Range: Varies Smack Down
Description: This move can only be used if you are asleep. Type: Rock
While asleep, activate a random move from your move list Move Power: STR
that has a move time of "1 action". Roll a d4 to determine Move Time: 1 action
which move you use. PP: 10
Sludge
Duration: Instantaneous
Range: 30 feet
Type: Poison Description: You throw a solid piece of stone at an opponent
Move Power: DEX/CON in an attempt to bring them to the ground. Make a ranged
Move Time: 1 action attack, dealing 1d8 + MOVE rock damage on a hit. On a hit,
PP: 10 any raised creature (ones with the flying type, Levitate,
Duration: Instantaneous Magnet Rise, etc. moves) is knocked prone and loses its
Range: 20ft immunity to ground-type moves until it can move again.
Description: You spew poisonous sludge at an enemy Higher Levels: The damage dice roll for this move changes to
Pokémon in range. Make a ranged attack on a Pokémon, 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
doing 1d10 + MOVE poison damage on a hit. The creature
must make a CON save against your Move DC or become Smart Strike
poisoned. Type: Steel
Higher Levels: The damage dice roll for this move changes to Move Power: STR/INT
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You pinpoint the perfect place to strike an
opponent with a horn as strong as steel. This move is
guaranteed to hit for 1d6 + MOVE steel damage, unless
during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.
moves.
Higher Levels: The damage dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Smelling Salts Snatch


Type: Normal Type: Dark
Move Power: CON Move Power: DEX
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 15 ft Range: 30 ft
Description: You procure a handful of strong smelling salt, Description: You call upon dark energy to steal an effect from
damaging an opponent's senses. Make a ranged attack an opponent. When an opponent in range activates a move
against a target, dealing 1d12 + MOVE normal damage on a with a positive effect on itself (curing negative status effect,
hit. If the target is paralyzed, double the dice roll for the boosting stats, healing, etc.), force it to make a WIS save
damage. against your Move DC. On a failure, you gain the positive
Higher Levels: The damage dice roll for this move changes to effect and the opponent's move fails.
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Snore
Smog Type: Normal
Type: Poison Move Power: STR/WIS
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: instantaneous
Duration: 1 round Range: 50ft
Range: 30 ft Description: While you are asleep, you may activate this
Description: You create a fog of poisonous smog in a 15 foot move to create a harsh noise that damages all Pokémon
radius, centered on a point within range. Creatures that within range for 1d8 + MOVE normal damage.
begin their turn in the area take 1d4 + MOVE poison Higher Levels: The damage dice roll for this move changes to
damage and must succeed on a CON save against your 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Move DC or become poisoned. The area of smog is Soft-Boiled
considered difficult terrain, and any attacks make from
inside it are done at disadvantage. The smog cloud Type: Normal
dissipates at the beginning of your next turn. Move Power: CON/CHA
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. PP: 5
Duration: Instantaneous
Smokescreen Range: 30 ft
Type: Normal Description: Heal a Pokémon in range for 2d6 + MOVE
Move Power: CON hitpoints.
Move Time: 1 action Higher Levels: The dice roll for healing changes to 4d6 at
PP: 10 level 5, 6d6 at level 10, and 8d6 at level 17.
Duration: 1 minute, Concentration Solar Beam
Range: 60 ft
Description: You conjure a line of smoke on the battlefield, 60 Type: Grass
feet long and 5 feet thick. The area on either side is Move Power: STR/DEX
obscured and imposes disadvantage on any ranged attacks Move Time: 1 action, charge
made by a Pokémon targeting another on the opposite side. PP: 5
Any Pokémon inside the wall of smoke, when it is conjured, Duration: 1 round, Concentration
must make a CON save against your Move DC or become Range: 80ft line
blinded for the duration. A blinded creature can repeat the Description: When you use this move, soak in solar energy
save at the beginning of its turns to remove the effect on a and prepare to unleash a devastating beam. On your next
success. turn, if you keep your concentration, use an action to create
a 80 foot line of solar energy, 5 feet wide. Any creature
Snarl caught in the line must succeed on a DEX save or take 3d8
Type: Dark + MOVE grass damage on a fail and half as much on a save.
Move Power: WIS/CHA If this move in used in daylight, the damage increases by
Move Time: 1 action 2d6.
PP: 10 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Range: 30 feet
Description: You release a harsh growl at an opponent,
damaging their willpower. Force an opponent to make a
WIS save against your Move DC. On a failure, the target
takes 1d8 + MOVE dark damage. If you are the target of its
next attack, the attack is rolled at disadvantage.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Sonic Boom Spike Cannon


Type: Normal Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: 60 ft
Description: You unleash a deafening sound that harms Description: You fire a series of sharp spikes at a Pokémon in
Pokémon in a 20 foot circle, centered on you. Pokémon in range. Make a ranged attack roll, doing 1d4 + MOVE
range must make a CON save against your Move DC, taking normal damage on a hit. After successfully hitting a target,
20 flat damage on a fail. roll a d4. On a result of 3 or 4, you may immediately hit
Spacial Rend
again for an additional 1d4 normal damage. Continue this
process until you fail to roll a 3 or 4 on the d4 roll, up to a
Type: Dragon maximum of four additional hits.
Move Power: STR/WIS Higher Levels: The damage dice rolls for this move change to
Move Time: 1 action 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
PP: 3
Duration: Instantaneous Spikes
Range: 50 feet Type: Ground
Description: You release a powerful shockwave that tears Move Power: STR/DEX
through foes and the space around them. All creatures Move Time: 1 reaction
within 50 feet of you must make a CON save against your PP: 5
Move DC, taking 5d6 + MOVE dragon damage on a failure, Duration: Instantaneous
or half as much on a success. Creatures that fail this save by Range: 80ft
more than 5 become uncontrollable and are sucked into the Description: You set a trap of spikes that hurts Pokémon that
Ethereal Plane where they must remain for 1d4 rounds, come into battle. If a trainer is in range and switches out a
appearing in the same location when they return. Pokémon, you can spend a reaction to make a ranged attack
Higher Levels: The damage dice roll for this move changes to on the incoming Pokémon with spikes that come out of the
4d10 at level 5, 6d10 at level 10, and 8d12 at level 17. ground, doing 1d6 + MOVE ground damage on a hit.
Spark
Higher Levels: The damage dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Electric
Move Power: STR/DEX Spit Up
Move Time: 1 action Type: Normal
PP: 10 Move Power: CON/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You strike out with an electrified tackle with a Duration: Instantaneous
chance to paralyze a target. Make a melee attack roll Range: 30 ft
against an opponent, doing 1d10 + MOVE electric damage Description: The power of energy stored by Stockpile is
on a hit. If the natural attack roll is 18 or higher, the target released about a foe. Make a ranged attack against an
is paralyzed. opponent, dealing a base 1d6 + Move normal damage on a
Higher Levels: The damage dice roll for this move changes to hit. The dice roll is doubled if two rounds of energy were
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Stockpiled. The dice roll is tripled if three rounds of energy
Spider Web
were Stockpiled.
Higher Levels: The damage dice roll for this move changes to
Type: Bug 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Power: DEX
Move Time: 1 action Spite
PP: 5 Type: Ghost
Duration: 1 minute Move Power: WIS
Range: 40ft Move Time: 1 reaction
Description: You fire a sticky web that attempts to grapple an PP: 3
opponent. Make a ranged attack roll on a target in range. Duration: Instantaneous
On a hit, the target is covered in web. While covered, it is Range: 30 ft
grappled and restrained and cannot flee or be switched out. Description: When hit with an attack, you can spend a
The target can use an action on its turn to escape with a reaction to attempt to drain the attacker’s PP, if they are in
STR save against your Move DC. range. Force the attacker to make a WIS save against your
Move DC. On a fail, roll a d4. The PP of the move that
attacked you is decreased by that number.
Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level 10,
and 1d10 at level 17.

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Splash Stockpile
Type: Normal Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Self
Description: You flail around on the ground, doing no damage Description: You use your action to store energy for a Spit Up
and looking ridiculous, but you can leap up to 50 feet in the or Swallow move, increasing your defense. Raise your AC
air. by 1 until you use one of those two moves. This move may
Spore
be stacked a maximum of 3 times before the energy is used.
Type: Grass Stomp
Move Power: DEX/WIS Type: Normal
Move Time: 1 reaction Move Power: STR/DEX
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: When you are hit by a melee attack, you can use Range: Melee
your reaction to release a spore that attempts to put your Description: You raise your feet up for a stomp attack. Make a
attacker to sleep. The Pokémon must make a WIS save melee attack roll against a Pokémon, doing 1d10 + MOVE
against your Move DC, falling asleep on a fail. normal damage on a hit. If the natural attack roll is 18 or
Spotlight
more, the target flinches.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Power: DEX/CHA
Move Time: 1 action Stone Edge
PP: 3 Type: Rock
Duration: 1 minute, Concentration Move Power: STR
Range: 80ft Move Time: 1 action
Description: You shine a bright light on a Pokémon in range PP: 3
that follows them around the battlefield. The target must Duration: Instantaneous
make a DEX save against your Move DC. On a fail, attacks Range: 60 ft
against that Pokémon have advantage for the duration. Description: The earth moves beneath an enemy’s feet as
Stealth Rock
sharp stone pierce through the ground underneath them.
Pokémon in a 10 foot radius centered on a point you choose
Type: Rock in range must make a DEX save against your MOVE DC,
Move Power: STR/DEX taking 4d4 + MOVE rock damage on a fail, or half as much
Move Time: 1 reaction on a save.
PP: 3 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Range: 50 feet
Description: You quickly summon a trap of sharp rocks that
hurts a creature entering the battle. When a creature is
switched into battle, you may use your reaction to make a
ranged attack, dealing 1d8 + MOVE rock damage to the
incoming creature on a hit.
Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Steel Wing
Type: Steel
Move Power: STR/DEX
Move Time: 1 action
PP: 15
Duration: Instantaneous
Range: Melee
Description: You strike a foe hard with outstretched wings.
Make a melee attack on an opponent, doing 1d12 + MOVE
steel damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Strength Submission
Type: Normal Type: Fighting
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out at a Pokémon with brute strength. Description: You attempt a forceful grapple on a target. Make
Make a melee attack roll against a Pokémon, doing 2d6 + a melee attack roll against a Pokémon, doing 2d6 + MOVE
MOVE normal damage on a hit. On a hit, you may also fighting damage on a hit. The target is grappled and
choose to push the Pokémon 5 feet away. restrained. As long as the target is restrained on your
Higher Levels: The damage dice roll for this move changes to subsequent turns, this move can be activated again as a
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. bonus action with an automatic hit, dealing 2d6 fighting
String Shot
damage.
Higher Levels: The damage dice rolls for this move change to
Type: Bug 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: DEX
Move Time: 1 action Substitute
PP: 20 Type: Normal
Duration: 1 minute Move Power: None
Range: 60 ft Move Time: 1 action
Description: You unleash sticky string at a Pokémon in range, PP: 5
slowing it down. Make a ranged attack roll against a target. Duration: Instantaneous
On a hit, the target’s speed is reduced by 10 for the Range: Self
duration. The move is stackable to any amount. The target Description: You create a duplicate of yourself with a quarter
may take an action to attempt to get rid of any string with a of your current HP (rounded down). This substitute moves
STR save against your Move DC. If this reduction in speed with you, has an AC of 1 and takes all damage and status
causes their speed to be 0, they are restrained. ailments you would normally take until it is destroyed. If the
Struggle
damage done is enough to destroy the substitute, you take
the remaining damage.
Type: Normal
Move Power: STR/DEX Sucker Punch
Move Time: 1 action Type: Dark
PP: Unlimited Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 reaction
Range: Melee PP: 3
Description: This move is known by all Pokémon, and is used Duration: Instantaneous
only when all other moves are out of PP. Make a melee Range: Melee
attack roll, doing damage equal to 2 + MOVE normal Description: You lay in a quick punch before an opponent has
damage on a hit. a chance to attack. When targeted by a melee attack, you
Stun Spore
may use your reaction to attempt to strike an opponent
before its attack is rolled. Make a melee attack, dealing 1d6
Type: Grass + MOVE dark damage on a hit.
Move Power: CON Higher Levels: The damage dice roll for this move changes to
Move Time: 1 reaction 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
PP: 3
Duration: Instantaneous Sunny Day
Range: Melee Type: Fire
Description: When you are hit by a melee attack, you can use Move Power: None
your reaction to release a spore that attempts to stun your Move Time: 1 action
attacker. The Pokémon must make a CON save against your PP: 3
Move DC, becoming paralyzed on a fail. Duration: 5 rounds
Range: Self
Description: You change the weather to intense sunlight for 5
rounds.

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Super Fang Swagger


Type: Normal Type: Normal
Move Power: STR Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You lash out with an incredible fang attack. Description: Force a target in range to make a WIS save
Make a melee attack, doing 2d6 + MOVE normal damage against your Move DC. On a fail, the target is confused, but
on a hit. On critical hits, instead of doubling the dice, you it adds +2 to its attack rolls while confused.
can choose to do damage equal to half the target’s current Swallow
HP (up to a maximum of 5x your level).
Higher Levels: The damage dice roll for this move changes to Type: Normal
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Move Power: CON
Move Time: 1 action
Superpower PP: 5
Type: Fighting Duration: Instantaneous
Move Power: STR/DEX Range: Self
Move Time: 1 action Description: You absorb your Stockpiled energy to heal your
PP: 3 wounds. When activated after using Stockpile, regain a
Duration: Instantaneous base 1d6 + Move hit points. The dice roll is doubled if two
Range: Melee rounds of energy were Stockpiled. The dice roll is tripled if
Description: You strike a foe with incredible power - but with three rounds of energy were Stockpiled.
great power comes great responsibility. Make a melee Higher Levels: The base healing dice roll for this move
attack against an opponent, dealing 4d6 + MOVE fighting changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level
damage on a hit. This move exhausts you, and your STR 17.
and DEX ability scores are set to 10 while you remain in Sweet Kiss
battle.
Higher Levels: The damage dice roll for this move changes to Type: Fairy
5d6 at level 5, 6d8 at level 10, and 6d12 at level 17. Move Power: WIS/CHA
Move Time: 1 action
Supersonic PP: 10
Type: Normal Duration: Instantaneous
Move Power: DEX/WIS Range: Melee
Move Time: 1 action Description: You lay a kiss on an opponent, attempting to
PP: 10 confuse them. The target must make an INT saving throw
Duration: Instantaneous against your Move DC or become confused.
Range: 80ft Sweet Scent
Description: You emit a high pitched screech heard only by
the target. Choose a target in range. The target must pass a Type: Normal
WIS saving throw against your Move DC or become Move Power: CON/CHA
confused. Move Time: 1 action
PP: 10
Surf Duration: Instantaneous
Type: Water Range: 30 ft
Move Power: STR/DEX Description: You release a sweet smell directed at a target in
Move Time: 1 action range. The target must make a CON save against your Move
PP: 10 DC. On a fail, you have advantage on your next two attacks
Duration: Instantaneous against that target.
Range: 60 ft Swift
Description: You create a powerful wave that crashes down
on an opponent in range. Make a ranged attack, dealing 2d8 Type: Normal
+ MOVE water damage on a hit. Move Power: None
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. PP: 10
Duration: Instantaneous
Range: 100ft
Description: You fire three projectiles at any Pokémon you
choose in range. They do not have to target the same
Pokémon. Each hit for 1d4 + 1 normal damage. This move
also targets Pokémon during the invulnerable stages of Dig,
Fly, Bounce, etc.
Higher Levels: You fire 4 projectiles at level 5, 5 projectiles at
level 10, and 6 projectiles at level 17.

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Switcheroo Tail Whip


Type: Dark Type: Normal
Move Power: DEX Move Power: CHA/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: 100ft
Description: Your hands move with incredible speed as you Description: You shake your tail at an enemy Pokémon,
attempt to switch held items with an opponent. Force an distracting it and opening up its defenses. The Pokémon
opponent to make a DEX save against your Move DC. On a must make a WIS save against your Move DC. On a fail,
failure, you take their held item and replace it with your allies add +1 to any attack they target it with for the
own. If you do not have a held item, you simply take theirs duration. This modifier can be stacked if it fails multiple tail
without replacement. whip saves, up to a maximum of +5.
Swords Dance Tailwind
Type: Normal Type: Flying
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 3
Duration: 1 minute, Concentration Duration: 1 minute, Concentration
Range: 30ft, Self Range: 30 ft circle
Description: When you activate this move, two swords appear Description: You whip up a turbulent whirlwind that boosts
and dance around you, increasing your AC by +1 for each the speed of you and all allies in a 30 foot circle, centered
sword. As a bonus action on a future turn, you can drop out on you. The wind only follows you and your allies, and
of concentration to send the swords at an enemy Pokémon doubles their movement speed for the duration.
within 30 feet of you, making two ranged attack rolls, doing Take Down
1d6 normal damage on each hit.
Higher Levels: You create 3 swords at level 10 and 4 swords Type: Normal
at level 17. Move Power: STR
Move Time: 1 action
Synthesis PP: 10
Type: Grass Duration: Instantaneous
Move Power: CON Range: Melee
Move Time: 1 action Description: You sacrifice your own position to take down an
PP: 3 enemy Pokémon. Roll a melee attack roll. On a hit, you deal
Duration: Instantaneous 2d8 + MOVE normal damage, taking a quarter of the total
Range: Self damage (rounded down) in recoil.
Description: You regenerate from the inside, healing some of Higher Levels: The damage dice roll for this move changes to
your wounds. Heal yourself for 2d6 + MOVE hit points. 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The healing dice roll for this move changes to Taunt
4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.
Type: Dark
Tackle Move Power: WIS/CHA
Type: Normal Move Time: 1 action
Move Power: STR/DEX PP: 10
Move Time: 1 action Duration: 1 minute, Concentration
PP: 20 Range: 40ft
Duration: Instantaneous Description: You taunt an opponent to only attack you with
Range: Melee damaging attacks. Choose a target in range and force it to
Description: You rush forward and slam into an opponent. make a WIS saving throw against your Move DC. On a
Make a melee attack roll against a target, doing 1d6 + failure, the target can only use damaging attacks that target
MOVE normal damage on a hit. you for the duration.
Higher Levels: The damage dice roll for this move changes to Teeter Dance
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Normal
Tail Glow Move Power: WIS/CHA
Type: Bug Move Time: 1 action
Move Power: None PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 20ft
Duration: 1 minute, Concentration Description: You start to perform a difficult dance, confusing
Range: Self all creatures in range. Creatures in a 20 foot circle around
Description: Your tail emits a flash of light, boosting your you must make a WIS save against your Move DC,
attack. For the duration, double your STAB damage. becoming confused on a fail.

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Teleport Thunder Fang


Type: Psychic Type: Electric
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: Melee
Description: You disappear from view and reappear at an Description: You attempt to pierce an opponent with electric
unoccupied point within range. In wild Pokémon battles, fangs. Make a melee attack, dealing 1d10 + MOVE electric
this move can be activated to automatically count as a damage on a hit. On a natural attack roll of 19 or 20, the
single success in a group DEX check to run away. target is paralyzed and flinches.
Thief
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Dark
Move Power: DEX Thunder Punch
Move Time: 1 action Type: Electric
PP: 15 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You lash out with a quick attack that may steal Duration: Instantaneous
an opponent’s held item. Make a melee attack against an Range: Melee
opponent, doing 1d10 + MOVE dark damage on a hit. If the Description: Your punches are imbued with electric energy.
user does not have an item held, the target must make a Make a melee attack on a Pokémon, doing 1d12 + MOVE
DEX save against your Move DC or have their item stolen electric damage on a hit. On a natural attack roll of 19 or 20,
by the user. the target is paralyzed.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Thrash Thunder Shock
Type: Normal Type: Electric
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 20ft
Description: You thrash about wildly, doing several attacks Description: You deliver an electric shock to an enemy
without control. Make a melee attack roll, doing 1d10 + Pokemon in range. Make a ranged attack on a Pokémon,
MOVE normal damage on a hit. After successfully hitting a doing 1d6 + MOVE electric damage on a hit.
target, roll a d4. On a result of 3 or 4, you may immediately Higher Levels: The damage dice roll for this move changes to
hit again for an additional 1d10 normal damage. Continue 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
this process until you fail to roll a 3 or 4 on the d4 roll, up to Thunder Wave
a maximum of two additional hits. At the end of this attack,
you become confused. Type: Electric
Higher Levels: The damage dice rolls for this move change to Move Power: STR/DEX
2d8 at level 5, 2d10 at level 10, and 4d6 at level 17. Move Time: 1 action
PP: 10
Thunder Duration: Instantaneous
Type: Electric Range: 60 ft
Move Power: STR/DEX Description: You send a wave of electric energy that
Move Time: 1 action surrounds a Pokémon in range. The Pokémon must make a
PP: 5 CON save against your Move DC or become paralyzed.
Duration: Instantaneous
Range: 20ft
Description: Powerful electric energy arcs out from you,
hitting any Pokémon in a 20 foot radius, centered on you.
Pokémon caught in the area must make a DEX save against
your Move DC, taking 3d6 + MOVE electric damage on a
fail, and half as much on a success. Creatures that fail the
saving throw by 5 or more become paralyzed.
Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

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Thunderbolt Toxic Spikes


Type: Electric Type: Poison
Move Power: STR/DEX Move Power: CON/DEX
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 60 ft Range: 50 feet
Description: You send a powerful bolt of electricity at a Description: You quickly summon a trap of poisonous spikes
Pokémon in range. Make a ranged attack roll, doing 2d8 + around an opponent that enters the battle. When a creature
MOVE electric damage on a hit. On a natural attack roll of is switched into battle, you may use your reaction to force
19 or 20, the target is paralyzed. an opponent to make a CON save against your Move DC,
Higher Levels: The damage dice roll for this move changes to becoming poisoned on a failure.
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Transform
Tickle Type: Normal
Type: Normal Move Power: None
Move Power: DEX Move Time: 1 action
Move Time: 1 bonus action PP: 5
PP: 10 Duration: 1 minute, Concentration
Duration: Instantaneous Range: 50ft
Range: Melee Description: You attempt to morph into a near-exact copy of a
Description: You turn your melee attack into a playful tickle. Pokémon in range, as long as the base SR of the Pokémon
As a bonus action at the end of a turn in which you used a is able to be controlled by your trainer. For the duration, you
melee attack, force an opponent to make a CON saving copy all of the Pokémon’s stats and current moves, keeping
throw against your Move DC. On a failure, the target your own HP and level.
flinches. Tri Attack
Torment Type: Normal
Type: Dark Move Power: STR/DEX
Move Power: DEX/WIS Move Time: 1 action
Move Time: 1 reaction PP: 5
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 30 ft Description: You strike out with three quick attacks in a row.
Description: You send a dark energy to torment an opponent Make three melee attack rolls, doing 1d4 + MOVE damage
in range that attacks you. When hit by a melee or ranged on each hit. As soon as one attack misses, the move is over.
attack, force the opponent to make a WIS saving throw Higher Levels: The damage dice roll for this move changes to
against your Move DC. On a failure, the opponent cannot 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
use the same move that hit you on its next turn. Trick
Toxic Type: Psychic
Type: Poison Move Power: WIS
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 5
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 30 ft Description: You move quickly to attempt to swap held items
Description: You send a downpour of potent, poisonous rain with an opponent. Make a melee attack roll against an
in a 5 foot radius, centered on a point within range. Targets opponent, swapping held items with them on a hit.
in the area must make a CON save against your MOVE DC Trick Room
or become poisoned. Pokémon poisoned by this move take
double the normal poison damage. Type: Psychic
Move Power: None
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Self
Description: The world around you seems to spin for a
moment, and the whole battlefield is hit with a bizarre
feeling. Starting at the beginning of the next round of
combat after you activate this move, the initiative order is
permanently reversed.

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Triple Kick U-Turn


Type: Fighting Type: Bug
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with three consecutive kicks. Description: You lash out with a quick strike before you make
Make three melee attack rolls in order, doing 1d4 + MOVE a getaway. Make a melee attack, dealing 1d12 + MOVE bug
fighting damage on each hit. As soon as one attack misses, damage on a hit. After this move is activated, a trainer must
the move is over. switch out the user as a free action.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Trump Card Uproar
Type: Normal Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: 3 Rounds, Concentration
Range: 30 feet Range: 50ft
Description: You strike out with a blast of energy that Description: You cause an uproar on the battlefield up in a 50
increases in strength the more it is used. Make a ranged foot circle, centered on you, for three rounds of combat.
attack on an opponent, dealing 1d6 + MOVE normal During the uproar, you cannot use any other Move, and any
damage on a hit. Increase the damage by an additional creature in range is prevented from falling asleep. (This
damage dice for each PP that has been expended for the include creatures that would purposefully fall asleep using
move, before the move was activated. Using a restorative to moves like Rest, Yawn, etc.) In addition, opponents must
regain PP resets the damage for this attack. make a CON save against your Move DC at the start of each
Higher Levels: The damage dice roll for this move changes to turn. On a fail, the opponent takes 2d8 + MOVE normal
1d8 at level 5, 2d6 at level 10, and 4d6 at level 17. damage.
Twineedle
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Bug
Move Power: DEX Vacuum Wave
Move Time: 1 action Type: Fighting
PP: 5 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: 40ft PP: 20
Description: You fire two sharp projectiles at Pokémon in Duration: Instantaneous
range. They do not have to target the same opponent. Make Range: Melee
two melee attack rolls, doing 1d4 + MOVE bug damage on Description: You whirl your fists with a fast attack that hits
each hit. before your opponent has a chance to strike. At the
Higher Levels: The damage dice roll for this move changes to beginning of a round of combat, you may announce that you
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. are using this move, immediately jumping to the top of the
Twister
initiative order for that round only. Make a melee attack on
an opponent, dealing 1d6 + MOVE fighting damage on a hit.
Type: Dragon Higher Levels: The damage dice roll for this move changes to
Move Power: STR/DEX 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 action
PP: 10 Venoshock
Duration: Instantaneous Type: Poison
Range: 80ft Move Power: DEX/CON
Description: You send a gust of swirling wind that tears Move Time: 1 action
through an opponent. Make a ranged attack on an PP: 5
opponent, doing 1d6 + MOVE dragon damage on a hit. If Duration: Instantaneous
the natural attack roll is 16 or higher, the opponent flinches. Range: 15 feet
Higher Levels: The damage dice roll for this move changes to Description: You attempt to drench an opponent in poisonous
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. liquid. Make a ranged attack on an opponent, dealing 1d10
+ MOVE poison damage on a hit. If the target is already
poisoned, double the damage dice.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 2d12 at level 10, and 4d8 at level 17.

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Vice Grip Volt Tackle


Type: Normal Type: Electric
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You crush an opponent with a forceful, gripping Description: You rush forward in a flash of electricity with
attack. Make a melee attack, doing 1d8 + MOVE normal extended reach, slamming into an opponent. When
damage on a hit, grappling the opponent. On each activating this move, gain an additional 10 feet of movement
successive turn, if the Pokémon is still grappled, you may and make a melee attack roll against an opponent, dealing
use this move again (as an action) and automatically hit. A 2d10 + Move electric damage on a hit. On a hit, you also
Pokémon may attempt to excape the grapple at the take a quarter of the total (rounded down) in normal-type
beginning of its turns with a STR save against your Move recoil damage.
DC. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Wake-Up Slap
Vine Whip Type: Fighting
Type: Grass Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 5
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 15ft Description: You attack with a jolting slap from your palms.
Description: You extend a sharp vine to whip the opponent Make a melee attack on an opponent, dealing 1d12 +
with. Make a ranged attack roll, doing 1d6 + MOVE grass MOVE fighting damage on a hit. If the target is asleep,
damage on a hit. double the damage dice, but the target automatically wakes
Higher Levels: The damage dice roll for this move changes to up.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Higher Levels: The damage dice roll for this move changes to
Vital Throw
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Fighting Water Gun
Move Power: STR Type: Water
Move Time: 1 action, charge Move Power: DEX
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: Melee Duration: Instantaneous
Description: A slow fighting attack that pummels your foes. Range: 40ft
As an action on your turn, you can choose to hold this move Description: You fire a quick spurt of water at a Pokémon in
until next turn, where it will automatically hit for 1d12 + range. Make a ranged attack roll, doing 1d6 + MOVE water
MOVE fighting damage as long as the opponent remains in damage on a hit.
melee range. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Water Pulse
Volt Switch Type: Water
Type: Electric Move Power: DEX
Move Power: DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 30 ft
Range: Melee Description: You send a wave of ultrasonic aquatic energy at
Description: You lash out with a quick, electric strike before an opponent in range. Make a ranged attack roll, dealing
you make a getaway. Make a melee attack, dealing 1d12 + 1d10 + MOVE water damage on a hit. On a natural attack
MOVE electric damage on a hit. After this move is activated, roll of 17 or higher, the target is confused.
a trainer must switch out the user as a free action. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Water Sport Weather Ball


Type: Water Type: Normal
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: 1 minute Duration: Instantaneous
Range: 5ft Range: 30 ft
Description: You soak yourself and all allies with water, Description: You send a powerful ball of energy that changes
reducing the amount of fire damage taken for anyone type based on the surrounding weather, dealing 1d8 +
affected. For the duration, you and any ally in range (when MOVE damage of that type.
you initially activated this move) have resistance to fire-type Weather Type
attacks. If you were already resistant, you are now immune.
If you were vulnerable, you now take normal damage. If you Bright Sunlight Fire
are immune to fire-type moves already, nothing happens. Rain Water
Water Spout Sandstorm Rock
Type: Water Hail or Snow Ice
Move Power: STR/DEX
Move Time: 1 action Foggy or Cloudy Normal
PP: 3
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: 30 ft to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Description: You fire a blast of water at an opponent that Whirlpool
increases in power the more healthy you are. Make a
ranged attack roll against an opponent, doing 3d8 + MOVE Type: Water
water damage on a hit if you are at or above 50% of your Move Power: STR
health. If you are below 50%, halve the total damage done. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 10
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Duration: Instantaneous
Range: 60 ft
Waterfall Description: You create a wave of water that swirls around an
Type: Water opponent in range. Make a ranged attack roll. On a hit, the
Move Power: STR/DEX target takes 1d6 + MOVE water damage and is grappled
Move Time: 1 action and restrained. At the beginning of each of its turns, it may
PP: 10 attempt to escape with a STR save against your Move DC.
Duration: Instantaneous On each successive turn, if the Pokémon is still grappled,
Range: 80ft you may use this move again (as an action) and
Description: You create an intense waterfall that crashes automatically hit.
down upon enemy Pokémon in a 10 foot radius, centered Higher Levels: The damage dice roll for this move changes to
on a point within range. Pokémon in the area must make a 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
DEX save against your Move DC or take 2d6 + MOVE water Whirlwind
damage and fall prone on a fail, or half as much without
falling prone on a save. Type: Normal
Higher Levels: The damage dice roll for this move changes to Move Power: DEX
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: 5 ft
Description: You create a whirlwind of spinning air around
you, increasing your AC by +2 until the beginning of your
next turn. When you activate this move, any Pokemon
within 5 feet of you must succeed on a STR saving throw
against your Move DC or fall prone. In wild Pokémon
battles, this move can be activated to automatically count as
a single success in a group DEX check to run away.

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Wild Charge Wood Hammer


Type: Electric Type: Grass
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You shroud yourself in electricity and charge at Description: You slam your rough body against an opponent,
an opponent. Make a melee attack, dealing 2d8 + MOVE taking serious recoil damage. Make an attack roll against a
electric damage on a hit, but taking 1/4 of the damage target, dealing 2d10 + MOVE grass damage on a hit. On a
(rounded down) in normal-type recoil. hit, you also take half the damage dealt in normal-type
Higher Levels: The damage dice roll for this move changes to recoil damage.
2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Higher Levels: The damage dice roll for this move changes to
Will-O-Wisp
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Type: Fire Work Up
Move Power: DEX Type: Normal
Move Time: 1 action Move Power: None
PP: 10 Move Time: 1 bonus action
Duration: Instantaneous PP: 3
Range: 30 ft Duration: 1 minute
Description: You send a sinister, white-hot flame at an Range: Self
opponent attempting to inflict a burn. Make a ranged attack Description: You get your adrenaline pumping and go into a
roll on a target, causing burn on a hit. frenzy. While worked up, you add +2 to all attack rolls. Your
Wing Attack
worked up status ends if you are incapacitated or if you
have not attacked a hostile target since your last turn, or
Type: Flying taken any damage since then.
Move Power: STR/DEX
Move Time: 1 action Worry Seed
PP: 20 Type: Grass
Duration: Instantaneous Move Power: DEX/CHA
Range: Melee Move Time: 1 action
Description: You strike out at an enemy Pokémon with your PP: 5
wings. Make a melee attack roll, doing 1d10 + MOVE flying Duration: 1 minute
damage on a hit. Range: 30 feet
Higher Levels: The damage dice roll for this move changes to Description: You shoot a bizarre seed that implants worry
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. into another creature, ally or foe. The target must succeed
Wish
on a CON save against your Move DC or gain the
"Insomnia" ability, preventing sleep for the duration.
Type: Normal
Move Power: WIS/CHA Wrap
Move Time: 1 action, charge Type: Normal
PP: 5 Move Power: STR/DEX
Duration: 1 round Move Time: 1 action
Range: Self PP: 15
Description: You send forth a healing wish that takes time to Duration: Instantaneous
come true. At the end of your next turn, heal for 3d8 + Range: Melee
MOVE hit points. Description: You attempt to grapple a target into submission.
Higher Levels: The healing dice roll for this move changes to Make a melee attack roll. On a hit, the target takes 1d4 +
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. MOVE normal damage and is grappled and restrained. At
Withdraw
the beginning of each of its turns, it may attempt to escape
with a STR save against your Move DC. As long as the
Type: Water target is restrained on your subsequent turns, this move can
Move Power: None be activated again as a bonus action with an automatic hit,
Move Time: 1 reaction dealing 1d4 normal damage.
PP: 3 Higher Levels: The damage dice rolls for this move change to
Duration: Instantaneous 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Range: Self
Description: When hit by a melee or ranged attack, you can
spend your reaction to increase your AC by +2 if it would
cause the attack to miss.
Higher Levels: Increase your AC by +3 at level 10 and above.

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Wring Out Zen Headbutt


Type: Normal Type: Psychic
Move Power: STR Move Power: STR/WIS
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You wrap your hands around the opponent and Description: You focus all of your willpower into your head
squeeze hard. Make a melee attack against an opponent, and ram it into an opponent. Make a melee attack, dealing
dealing 3d8 + MOVE normal damage on a hit. If the 2d6 + MOVE psychic damage on a hit. If the natural attack
opponent has 50% or more of its maximum HP, add an roll is 17 or higher, the target flinches.
additional damage dice to the attack. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
X-Scissor
Type: Bug
Move Power: STR/DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You cross your claws for a scissor-like slashing
attack. Make a melee attack against an opponent, dealing
2d6 + MOVE bug damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Yawn
Type: Normal
Move Power: None
Move Time: 1 action
PP: 5
Duration: 1 round
Range: 30 ft
Description: You release a big yawn that causes an opponent
to become very drowsy. Choose a target in range. If that
target is still in the battle at the end of its next turn, it falls
asleep.
Zap Cannon
Type: Electric
Move Power: STR/DEX
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: 120ft
Description: You fire out an extreme blast of pure electric
energy at an opponent. Make a ranged attack against a foe
in range, doing 2d10 + MOVE electric damage. If the
natural attack roll is 15 or higher, the target is paralyzed.
Higher Levels: The damage dice roll for this move changes to
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

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10. Abilities
Adaptability Blaze
This Pokémon's STAB is increased by +1 at all levels. When this Pokémon falls below 25% of its maximum HP,
double the STAB damage for its fire-type moves.
Aftermath
This Pokémon deals damage to an attacker equal to half of the Blizzard
damage received when knocked out by a melee move. This Pokémon knows Blizzard as a fifth move. The move is
forgotten if it takes any other form.
Air Lock
While this Pokémon is in battle, weather-related abilities have Burrower
no effect on the Pokémon that have them. This Pokémon can burrow underground traveling a distance
equal to its walking speed before re-emerging. "
Air Slash
This Pokémon knows Air Slash as a fifth move. The move is Cacophony
forgotten if it takes any other form. This Pokémon is immune to sound-based moves.
Analytic Chlorophyll
After this Pokémon misses an attack, its next attack is done at This Pokémon’s speed is doubled in bright sunlight.
advantage.
Clear Body
Anger Point
Other Pokémon's moves or abilities cannot lower this
After suffering a critical hit, this Pokémon adds proficiency to Pokémon stats.
its damage if its next attack hits.
Cloud Nine
Anticipation
While this Pokémon is in battle, weather-related abilities have
When this Pokémon enters the battle, an opponent must no effect on the Pokémon that have them.
reveal if it has a move that the Pokémon is vulnerable to. The
move does not have to be revealed - only that there is such a Color Change
move.
When hit by a damaging attack, this Pokémon's type changes
Aqua Camoflauge to the type that hit it. It takes on the new type's resistances,
vulnerabilities, and immunities.
Once per short rest, this Pokémon gains temporary hit points
equal to its level when battling in coastal and swampy areas, Competitive
or in rainy conditions.
This Pokémon adds its proficiency bonus to damage rolls
Arena Trap while poisoned, burned, confused, or paralyzed.
Wild Pokémon cannot flee from this Pokémon if it is active in Compound Eyes
battle, except if they are flying-type, or use the Levitate ability,.
This Pokémon gets an additional +1 to attack rolls.
Bad Dreams
Contrary
If an opponent in battle with this Pokémon falls asleep, they
take an amount of damage equal to this Pokémon's proficeincy Moves that affect this Pokémon's stats have the opposite
bonus at the end of each of their turns. effect. (For example, Defense Curl would lower AC by 4.
Growl would increase its attack by +1)"
Battle Armor
Cursed Body
This Pokémon is immune to extra damage dealt by a Critical
Hit. When hit by a melee attack, this Pokémon may roll 1d4. On a
result of 4, the opponent who made the attack cannot use the
Big Pecks same move on its next turn.
This Pokémon's AC cannot be reduced by an opponent's Cute Charm
moves.
Once per short rest, you can impose disadvantage on an
enemy attack roll of your choice.

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Damp Flower Gift


This Pokémon is unaffected by Self Destruct and Explosion During strong sunlight, ally Pokémon within 30 feet of this
moves. Pokémon add their proficiency bonus to damage rolls.
Defiant Forecast
When this Pokémon is subject to a move that gives it a status This Pokémon changes form with the weather. In rain it
condition, it has advantage on the next attack. becomes water-type, in bright sun it becomes fire-type, in cold
and snowy conditions it becomes ice-type. In all other
Download conditions it is normal-type. Its STAB, resistance, immunities,
Once per short rest, this Pokémon can choose a different and vulnerabilities change to match the form it takes.
damage type for one of their normal attacks. Forewarn
Drizzle When this Pokémon enters battle, it selects a target to reveal
A constant light rain forms on the battlefield when the the move it knows with the most damage output. In the case
Pokémon enters into combat. In the case of another Pokémon of a tie, the target can choose which move it reveals.
with a similar weather ability, the tie goes to the Pokémon Friend Guard
with the highest DEX score.
Once per long rest, when an ally within 15 feet of this
Drought Pokémon is hit by an attack, it may choose to halve the
When this Pokémon enters an outside battle, the weather damage dealt.
immediately changes to bright sunlight. In the case of another Frisk
Pokémon with a similar weather ability, the tie goes to the
Pokémon with the highest DEX score. Upon entering a battle, a single opponent’s held item is
revealed, if it has one.
Dry Skin
At the end of each of this Pokémon's turns, it takes an amount Gluttony
of damage equal to its proficiency modifier in strong sunlight, This Pokémon must eat its held berry when it falls below ½ of
or heals for the same amount during rain. its maximum HP.
Early Bird Guts
This Pokémon has advantage on rolls to wake from sleep. When this Pokémon is burned or poisoned, they are not
affected by the disadvantage or half damage effects. They still
Effect Spore take damage at the end of each of their turns.
When hit by a melee attack, roll a d4. On a 4, deal an amount Harvest
of grass damage equal to your proficiency modifier to your
attacker. At the end of this Pokémon's turn, if it used a berry, roll 1d4.
On a result of 3 or 4, it regains that berry as a held item.
Filter
When hit by a move type this Pokémon is vulnerable to, it may Healer
roll a d4. In a result of 4, it does not take the additional As an action, this Pokémon can touch an ally to restore a
damage. negative status effect.
Flame Body Healing Rain
The flames from this Pokémon's body shine dim light in a 15 This Pokémon can use its action to heal hit points equal to its
ft radius. In addition, when hit by a melee attack, roll a d10. level, in rainy conditions.
On a 10, the attacker is burned.
Heatproof
Flare Boost This Pokémon takes quarter damage from fire-type moves and
This Pokémon adds proficiency to its damage rolls while is immune to the burning condition.
burned.
Heavy Metal
Flash Fire This Pokémon is especially heavy. Once per long rest, after
This Pokémon takes no damage from fire. Instead, being targeted by an attack, it may increase its AC by 2 if it
immediately after taking a hit from a fire-type move, or in open would cause an attack to miss.
flames, double the STAB bonus on the next fire-type move.

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Honey Gather Iron Fist


At the end of each battle, this Pokémon may roll a d20. On a When attacking with a punch-based move (Mega Punch,
result of 20, its trainer adds a Honey to its inventory. Dynamic Punch, Ice/Fire/Thunder Punch, etc.), this Pokémon
may roll the damage twice and take the higher result.
Huge Power
Once per short rest, this Pokémon may double the damage it Justified
does on a single move that requires an attack roll. The player When this Pokémon is hit by a dark-type move, it gets
must announce that they are using this ability before the advantage on its next attack.
attack roll.
Keen Eye
Hustle This Pokémon ignores disadvantage when it relates to sight.
When this Pokémon scores a critical hit, it may immediately
use the same move to attack again at disadvantage. Klutz
Hydration This Pokémon cannot hold an item.
This Pokémon is unaffected by negative status ailments in Leaf Guard
water or during rainy conditions. This Pokémon does not suffer from any negative status
Hydro Pump ailments in bright sunlight.
This Pokémon knows Hydro Pump as a fifth move. The move Leaf Storm
is forgotten if it takes any other form. This Pokémon knows Leaf Storm as a fifth move. The move is
Hyper Cutter forgotten if it takes any other form.
This Pokémon’s ability modifiers cannot be decreased by an Levitate
opponent’s moves. This Pokémon is immune to ground moves.
Ice Body Light Metal
While it is snowing or hailing, this Pokémon heals for an This Pokémon is especially light for its species. Once per long
amount of HP equal to its proficiency modifier at the end of rest, it may impose disadvantage on an attack roll against it.
each of its turns.
Illuminate Lightning Rod
This Pokémon knows the ""Light"" cantrip and can cast it at If an ally within 30 feet is attacked with an electric type move,
will. this Pokémon can choose to use a reaction to redirect that
attack to themselves instead. This does not work on area of
Immunity effect moves.
This Pokémon is immune to becoming poisoned. Limber
Imposter This Pokémon is immune to being paralyzed.
This Pokémon can use Transform as a bonus action. Liquid Ooze
Infiltrator If an enemy uses a leeching or absorb move against this
Pokémon, the Pokémon must make a DC 12 CON save or
This Pokémon bypasses Light Screen and Reflect. become poisoned.
Inner Focus Magic Bounce
This Pokémon is immune to flinching. Once per long rest, when succumbing to a negative status
effect, this Pokémon can instead reflect the effect back on the
Insomnia attacker.
This Pokémon is immune to sleep.
Intimidate
Once per short rest, you can impose disadvantage on an
enemy attack roll of your choice.

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Magic Guard Normalize


If this Pokémon is subjected to a move that forces it to make a Every move this Pokémon makes is Normal type.
saving throw to take only half damage, it instead takes no
damage on a success. Oblivious
Magma Armor This Pokémon is immune to moves that attempt to charm or
taunt it.
This Pokémon is immune to freezing.
Overcoat
Magnet Pull This Pokémon does not take damage from weather-related
Steel opponents in battle with this Pokémon may not switch moves like Hail, Weather Ball, etc.
out or flee.
Overgrow
Marvel Scale When this Pokémon falls below 25% of its maximum HP,
This Pokémon's AC increase by 2 when suffering from a double the STAB damage for its grass-type moves.
negative status condition.
Overheat
Minus This Pokémon knows Overheat as a fifth move. The move is
This Pokémon boosts its attack and damage rolls by 2 if an forgotten if it takes any other form.
ally also has a Plus or Minus ability"
Own Tempo
Mold Breaker This Pokémon is immune to becoming confused.
This Pokémon's moves ignore any abilities or moves that
would lessen their effect or ability to hit an opponent (Due to Paper Thin
things like Water Absorb, Snow Cloak, Thick Fat, etc.)" This Pokémon always has a maximum HP of 1.
Moody Pickpocket
At the end of each long rest, this Pokémon rerolls on the As a bonus action, this Pokémon can make a DEX check
nature table, replacing its nature with the result until the next contested by the opponent’s WIS to attempt to steal a held
long rest. item. After the first attempt, all other attempts against the
Motor Drive same opponent are rolled at disadvantage.
When hit by an electric-type move, if not immune, this Pickup
Pokémon's speed increases by 10 feet until the end of combat If an opponent uses a consumable held item in battle, this
(up to a max of 50 additional feet). Pokémon gains a copy of it if it is not currently holding an
Moxie item.
Upon causing an opponent to faint, this Pokémon may Plus
immediately take another action. This Pokémon boosts its attack and damage rolls by 2 if an
Multiscale ally also has a Plus or Minus ability.
If this Pokémon is at full health, the first attack that hits it Poison Heal
deals half damage. If this Pokémon is poisoned, the amount of damage dealt by
Multitype the poison heals the Pokémon instead.
This Pokémon's type and form change to match the type of Poison Point
Elemental Plate this Pokémon holds. The Plate cannot be On melee attacks made by this Pokémon, roll a d10 on a hit.
effected by any item-removing ability or move. On a result of a 10, the target is poisoned. "
Natural Cure Poison Touch
This Pokémon is cured of negative status ailments upon When this Pokémon is hit with a melee attack, roll a 1d4. On a
returning to its Pokeball. result of 4, the attacker takes an amount of poison damage
No Guard equal to this Pokémon’s proficiency modifier.
Any attack made by or against this Pokémon has advantage.

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Prankster Run Away


Once per short rest, this Pokémon can move to the top of While this Pokémon is active, the trainer automatically
initiative order in a single round, but must use a status- succeeds on their DEX roll to run away from a wild Pokémon
affecting move on its turn. encounter.
Pressure Sand Force
Any move targeting this Pokémon directly costs an additional During a Sandstorm, this Pokémon can double its STAB
1 PP. when it hits an opponent.
Protean Sand Rush
This Pokémon's type changes to the type of move it uses, just This Pokémon’s speed is doubled in desert terrain, or during a
before the move is used. It takes on the new type's resistances, Sandstorm.
vulnerabilities, and immunities.
Sand Stream
Pure Power A constant Sandstorm covers the battlefield when this
Once per short rest, this Pokémon may double the damage it Pokémon enters a battle. This Pokémon may use the move
does on a single move that requires an attack roll. The player Sandstorm as a bonus action. In the case of another Pokémon
must announce that they are using this ability before the with a similar weather ability, the tie goes to the Pokémon
attack roll. with the highest DEX score.
Quick Feet Sand Veil
When suffering from a negative status condition, this This Pokémon’s AC increases by 2 in desert terrain, or during
Pokémon’s speed increases by 15 ft. a Sandstorm.
Rain Dish Sap Sipper
In rainy conditions, this Pokémon heals for an amount of HP This Pokémon is immune to grass-type moves. If hit by a grass
equal to its proficiency bonus at the end of each of its turns. type move, it takes no damage and instead absorbs the energy,
granting advantage on its next attack.
Rattled
When this Pokémon is hit by a damaging Dark, Bug, or Ghost Scrappy
move, it makes its next attack at advantage. This Pokémon's Normal and Fighting type moves hit Ghost
type Pokémon.
Reckless
When attacking with moves with recoil damage, this Pokémon Serene Grace
doubles its STAB bonus. The DC to avoid a negative status condition from this
Pokémon is increased by 1.
Regenerator
Once per long rest, this Pokémon regains hit points equal to Shadow Tag
its level when it returns to its Pokéball. If this Pokémon is active, an opponent cannot flee or be
switched out.
Rivalry
This Pokémon adds its proficiency bonus to damage when Shed Skin
attacking a Pokémon of the same type. If this Pokémon is affected by a negative status ailment, they
can roll a d4 at the end of each of their turns. On a result of 4,
Rock Head they are cured.
This Pokémon takes no recoil damage. Sheer Force
Rough Skin This Pokémon adds its proficiency bonus to damage rolls
When this Pokémon is hit by a melee attack, it may roll a d4. while poisoned, burned, confused, or paralyzed.
On a 4, deal an amount of normal damage equal to its Shell Armor
proficiency modifier to its attacker.
This Pokémon is immune to extra damage dealt by a Critical
Hit.

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Shield Dust Steadfast


Once per long rest, this Pokémon can ignore a negative status Once per long rest, when this Pokémon fails a saving throw
condition that results from an enemy move. against a negative status condition, it can choose to pass
instead.
Simple
Once per short rest, you may double this Pokémon's Move Stench
modifier for a single attack or damage roll. When this Pokémon is hit by a melee attack, roll a d10. On a
10, the attacker flinches.
Skill Link
On combo moves like Fury Swipes, Comet Punch, etc., this Sticky Hold
Pokémon is guaranteed to hit at least twice. Held items cannot be stolen or knocked away from this
Pokémon.
Slow Start
This Pokémon's speed is halved and its attacks are made at Stone Veil
disadvantage for the first two rounds of every combat. This Pokémon's AC is increased by 2 in rocky terrain, or
during a Sandstorm. "
Sniper
On a critical hit made by this Pokémon, triple the dice roll Storm Drain
instead of doubling it. If an ally within 30 feet is attacked with a water type move,
this Pokémon can use a reaction to choose to redirect that
Snow Cloak attack to themselves instead, gaining an amount of HP equal
This Pokémon's AC is increased by 2 in arctic conditions, or to half the damage dealt. This does not work on area of effect
when it is snowing or hailing. moves.

Snow Warning Sturdy


When this Pokémon enters an outside battle, the weather When this Pokémon takes an amount of damage from a single
immediately changes to hail. In the case of another Pokémon hit that is equal or greater than half the Pokémon's maximum
with a similar weather ability, the tie goes to the Pokémon HP, the damage is halved.
with the highest DEX score. Suction Cups
Solar Power This Pokémon cannot be forced out of battle by an opponent’s
Damage rolls for this Pokémon get an additional +2 during moves.
bright sunlight. Super Luck
Solid Rock This Pokémon increases its critical hit range by 1 (20 to 19+,
This Pokémon does not take any additional damage from a etc.).
critical hit. Swarm
Soundproof This Pokémon adds doubles its STAB bonus when it has 25%
This Pokémon is immune to sound-based moves. or less of its maximum health.

Speed Boost Swift Swim


While this Pokémon is active and in an environment related to This Pokémon's swim speed is doubled in rainy conditions.
its type (DM Discretion), its trainer gets advantage on initiative Synchronize
rolls.
If this Pokémon becomes burned, paralyzed, or poisoned, its
Stall attacker receives the negative status condition as well (if not
This Pokémon is always last in initiative order. immune).

Static Tangled Feet


When this Pokémon is hit by a melee attack, roll a d4. On a Attacks against this Pokémon have disadvantage when it is
result of 4, the attacker takes an amount of electric damage confused.
equal to this Pokemon's proficiency bonus.

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Technician Unnerve
For damaging moves activated by this Pokémon with 15 max Opponents in combat with this Pokémon cannot eat held
PP or more, they may roll the damage twice and use the berries.
higher result.
Vital Spirit
Telepathy This Pokémon cannot be put to sleep.
This Pokémon cannot be damaged by its allies' attacks.
Volt Absorb
Thick Fat Electric type moves do not damage this Pokémon. Instead,
This Pokémon takes quarter damage from Fire and Ice type half of any electric damage done is absorbed, restoring the
moves. Pokémon's HP.
Tinted Lens Water Absorb
This Pokémon’s moves ignore resistances. Water type moves do not damage this Pokémon. Instead, half
of any water damage done is absorbed, restoring the
Torrent Pokémon's HP.
When this Pokémon falls below 25% of its health, double the Water Veil
STAB damage for its water-type moves.
This Pokémon is immune to burning.
Toxic Boost
When this Pokémon is hit by a poison-type attack, its next Water Weight
attack is rolled at advantage. Once per short rest, this Pokémon gains temporary hit points
equal to its level when battling in coastal and swampy areas,
Trace or in rainy conditions.
This Pokémon copies a random ability of an opponent when Weak Armor
entering battle. The ability cannot be Flower Gift, Forecast,
Illusion, Imposter, Multitype, Trace, Wonder Guard, or Zen When an attack hits this Pokémon, its speed increases by 5
Mode. feet, but its AC is temporarily reduced by 1 until the end of
battle (for a maximum reduction of -5).
Transformer
This Pokémon has a standard Normal form from which all White Smoke
stats are based, but may change forms as a bonus action to Other Pokémon's moves or abilities cannot lower this
drastically change its abilities. The forms it can take are Pokémon stats.
Attack, Defense, and Speed.
Wonder Guard
In Attack form, it adds an additional +5 to its attack rolls,
but all attacks against it has advantage. This Pokémon is immune to damaging attacks from types that
In Defense form, its AC increases by 3, but its attacks are are not in its vulnerabilities list.
rolled at disadvantage. If the activated move requires a
save, the target(s) have advantage. Wonder Skin
In Speed form, it gains an additional attack action each This Pokémon has advantage on all saving throws related to
turn, but the attack is done at disadvantage. If it is a move being burned, frozen, poisoned, or paralyzed.
that requires a save, the target(s) have advantage.
Truant
This Pokémon cannot use the same move in back to back
rounds.
Unaware
When this Pokémon attacks an opponent, it ignores any stat
boosts the opponent has been affected with since the start of
battle. This includes boosts to AC or saving throws the
Pokémon has to make.
Unburden
While this Pokémon is active and not holding an item, its
trainer gets advantage on initiative rolls.

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11. Pokémon Stat Blocks


Previously, this section contained the stat blocks for all Pokémon. With the addition of Generation IV, this caused the manual to be
incredibly large and difficult to load\manage. In an effort to save space and make browsing the manual more user-friendly, I have
provided links to two separate "Monster Manuals" that contain the stat blocks for Generation I & II, and Generation III & IV
Pokémon, respectively.
Generation I & II Monster Manual: https://drive.google.com/open?id=1UmTLxxAHAQreomLH37JoIERA1PMHYoQW
Generation III & IV Monster Manual: https://drive.google.com/open?id=12AU0bpiYFbuhbITV1Afj6FO_nuI7N4vA

Ivysaur #002 (A): The minimum level this Pokémon can be found in the
Small Grass/Poison Type | Level 5 (A) | SR 5 wild.
Armor Class: 15 (B)
(B): Not tied to DEX in any way. This is a fixed number based
Hit Points: 45 on Natural Armor that can only be increased by items, moves,
Hit Dice: d8 or the "AC Up" feature.
Speed: 30ft. walking
(C): This Pokémon adds its proficiency bonus to checks made
with these skills. In addition, if they are a trainer's Active
STR DEX CON INT WIS CHA Pokémon, they can "help" the trainer with these skills,
15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
granting advantage.
(D): Attacks of this type that are made against this Pokémon
Proficient Skills: Athletics, Nature (C) deal double the damage (after all bonuses).
Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic (D) (E): Attacks of this type that are made against this Pokémon
Resistances: Electric, Fairy, Fighting, Grass, Water (E) deal half the damage (after all bonuses).
Overgrow: When this Pokémon falls below 10% of (F): In the case of two abilities here, the DM can choose to
its maximum HP, double the STAB damage for its give a Pokémon both, or flip a coin to determine witch ability
grass-type moves. (F) the Pokémon gets.
Hidden Ability (G): This ability can only be unlocked with the "Hidden
Chlorophyll: This Pokémon’s speed is doubled in Ability" feature.
bright sunlight. (G)
(H): A Pokémon may, at any time, know up to four of these
moves, or ones that are in tiers below this based on current
Evolution: Ivysaur can evolve into Venusaur at level level. If it chooses, a Pokémon may switch its known moves at
14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
each level increase. A Pokémon that evolves at the same level
its ability scores (max 20).
a new move is learned (2, 6, 10, 14, 18) can only learn new
moves that are in its evolved form's stat block.
Moves
Starting Moves: Tackle, Leech Seed, Vine Whip (H)
Level 6: Poison Powder, Sleep Powder, Take Down
Level 10: Razor Leaf, Sweet Scent
Level 14: Growth, Double-Edge, Worry Seed
Level 18: Synthesis, Solar Beam
Learnable Moves:
TM: 01, 06, 09, 10, 11, 16, 17, 20, 21, 22,
27,32,36, 42, 44, 45, 48, 49, 53, 75, 86, 87, 88,
90, 96, 100

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12. Appendix
Pokémon Experience Rewarded By Level & SR
Level :: SR 1/8 1/4 1/2 1 2 3 4 5 6
1 20 40 80 160 360 560 880 1,400 1,800
2 40 80 160 360 560 880 1,400 1,800 2,300
3 80 150 340 530 840 1,400 1,700 2,200 3,000
4 140 320 500 790 1,300 1,700 2,100 2,800 3,600
5 360 560 880 1,400 1,800 2,300 3,100 4,000 4,700
6 530 840 1,400 1,700 2,200 3,000 3,800 4,500 5,500
7 820 1,300 1,700 2,200 2,900 3,700 4,400 5,400 6,200
8 1,300 1,700 2,100 2,800 3,600 4,300 5,200 6,100 7,300
9 1,600 2,000 2,700 3,500 4,200 5,100 5,900 7,000 8,100
10 2,300 3,100 4,000 4,700 5,800 6,700 8,000 9,200 10,400
11 3,000 3,800 4,500 5,500 6,500 7,700 8,800 10,000 10,800
12 3,800 4,400 5,400 6,300 7,500 8,600 9,800 10,500 11,100
13 4,300 5,300 6,200 7,400 8,500 9,600 10,300 10,900 11,400
14 5,200 6,000 7,200 8,300 9,400 10,100 10,600 11,200 11,900
15 5,900 7,000 8,100 9,200 9,900 10,400 10,900 11,600 12,700
16 6,900 7,900 8,900 9,600 10,100 10,700 11,400 12,400 13,400
17 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800
18 10,000 10,800 11,300 11,900 12,700 13,800 15,000 16,100 17,700
19 10,500 11,100 11,700 12,400 13,500 14,700 15,800 17,300 18,800
20 10,900 11,400 12,100 13,200 14,400 15,500 16,900 18,400 19,900

Level :: SR 7 8 9 10 11 12 13 14 15
1 2,300
2 3,100
3 3,800
4 4,200
5 5,800 6,700 8,000 9,200 10,400
6 6,400 7,600 8,700 9,900 10,600
7 7,400 8,600 9,700 10,400 11,000
8 8,400 9,500 10,200 10,700 11,300 12,200
9 9,200 9,900 10,400 10,900 11,600 12,600
10 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
11 11,300 11,900 12,700 13,800 15,000 16,100 17,700 19,200
12 11,700 12,400 13,500 14,700 15,800 17,300 18,800 20,300
13 12,100 13,200 14,400 15,500 16,900 18,400 19,900 21,700
14 13,000 14,000 15,100 16,600 18,000 19,400 21,200 23,000
15 13,700 14,800 16,200 17,600 19,000 20,800 22,500 24,600 26,800
16 14,400 15,800 17,200 18,600 20,300 22,000 24,100 26,100 28,200
17 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000
18 19,200 20,700 22,700 24,600 26,900 29,200 31,500 34,600 38,400
19 20,300 22,200 24,100 26,300 28,600 30,800 33,800 37,600 42,300
20 21,700 23,600 25,800 28,000 30,200 33,100 36,800 41,400 46,000

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Pokémon List by Base Species Rating


SR 1/8 SR 6
Azurill, Caterpie, Cleffa, Igglybuff, Pichu, Sentret, Slugma, Arbok, Azumarill, Beautifly, Beedrill, Butterfree, Delcatty,
Starly, Weedle, Whismur, Wurmple Dragonair, Girafarig, Gorebyss, Graveler, Hitmonchan,
Hitmonlee, Hitmontop, Kadabra, Kecleon, Lanturn, Luxio,
SR 1/4 Minun, Ninjask, Noctowl, Octillery, Pachirisu, Plusle, Porygon,
Barboach, Bellsprout, Bidoof, Budew, Burmy, Cacnea, Primeape, Quagsire, Skiploom, Sudowoodo, Swellow,
Carvanha, Cherubi, Chinchou, Combee, Corphish, Croagunk, Ursaring, Vigoroth, Whiscash, Wigglytuff, Wobbuffet,
Doduo, Dratini, Electrike, Feebas, Goldeen, Hoothoot, Wormadam Plant Cloak, Wormadam Sand Cloak, Wormadam
Hoppip, Krabby, Kricketot, Ledyba, Lotad, Magikarp, Mareep, Trash Cloak, Zangoose
Nidoran ♀, Nidoran ♂, Nincada, Numel, Oddish, Paras,
Pidgey, Poliwag, Poochyena, Ralts, Rattata, Remoraid, Seedot, SR 7
Shinx, Skitty, Slakoth, Snorunt, Spearow, Spheal, Spinarak, Bibarel, Breloom, Carnivine, Chansey, Donphan, Dustox,
Sunkern, Surskit, Swinub, Taillow, Trapinch, Tyrogue, Vulpix, Gabite, Golbat, Hariyama, Illumise, Lickitung, Linoone,
Wingull, Wooper, Wynaut, Zigzagoon, Zubat Marowak, Masquerain, Mawile, Misdreavus, Ninetales,
Parasect, Pelipper, Persian, Pupitar, Raichu, Sableye,
SR 1/2 Sandslash, Shelgon, Sunflora, Vibrava, Volbeat, Xatu
Abra, Aron, Buizel, Bulbasaur, Charmander, Chikorita,
Chimchar, Cubone, Cyndaquil, Diglett, Drowzee, Eevee, SR 8
Ekans, Exeggcute, Gastly, Geodude, Grimer, Growlithe, Cacturne, Cherrim, Clefable, Cloyster, Dugtrio, Electrode,
Gulpin, Horsea, Houndour, Koffing, Machop, Magnemite, Espeon, Exeggutor, Flareon, Floatzel, Glaceon, Houndoom,
Mankey, Marill, Meditite, Meowth, Mudkip, Natu, Phanpy, Huntail, Hypno, Jolteon, Jynx, Kingler, Lairon, Leafeon,
Pikachu, Piplup, Ponyta, Psyduck, Riolu, Sandshrew, Seel, Ledian, Lucario, Lunatone, Magneton, Piloswine, Purugly,
Shellder, Shroomish, Slowpoke, Spoink, Squirtle, Staryu, Rampardos, Relicanth, Rotom, Rotom Fan, Rotom Heat,
Stunky, Swablu, Teddiursa, Torchic, Totodile, Treecko, Rotom Mow, Rotom Wash, RotomFrost, Scyther, Seadra,
Turtwig, Venonat, Voltorb Skuntank, Solrock, Tentacruel, Togetic, Torkoal, Toxicroak,
Umbreon, Vaporeon, Venomoth, Vespiquen
SR 1
Bagon, Baltoy, Bonsly, Cascoon, Chingling, Clamperl, Clefairy, SR 9
Delibird, Duskull, Gible, Happiny, Hippopotas, Jigglypuff, Arcanine, Banette, Camerupt, Dodrio, Drifblim, Electabuzz,
Kakuna, Larvitar, Makuhita, Metapod, Mime Jr., Pineco, Gastrodon, Heracross, Lopunny, Lumineon, Magmar,
Shedinja, Shuppet, Silcoon, Smeargle, Snover, Snubbull, Manectric, Metang, Mr. Mime, Pinsir, Seaking, Sealeo, Shiftry,
Togepi, Unown Starmie, Wailord
SR 2 SR 10
Anorith, Bronzor, Buneary, Cranidos, Drifloon, Dunsparce, Abomasnow, Armaldo, Dewgong, Drapion, Golduck,
Elekid, Finneon, Glameow, Kabuto, Lileep, Magby, Murkrow, Gyarados, Hippowdon, Honchkrow, Kangaskhan, Lapras,
Omanyte, Shellos, Skorupi, Smoochum, Spinda, Tentacool Ludicolo, Magcargo, Medicham, Milotic, Miltank, Muk, Onix,
Pidgeot, Sharpedo, Skarmory, Swalot, Tauros, Weezing
SR 3
Aipom, Beldum, Corsola, Ditto, Farfetch'd, Gligar, Mantyke, SR 11
Munchlax, Pidgeotto, Poliwhirl, Rhyhorn, Shieldon, Staravia, Ambipom, Bastiodon, Bronzong, Chimecho, Claydol, Cradily,
Wailmer Exploud, Froslass, Glalie, Gliscor, Grumpig, Kabutops,
Mantine, Omastar, Rapidash, Rhydon, Slowbro, Slowking,
SR 4 Spiritomb, Tropius, Weavile
Flaaffy, Lombre, Mothim, Nidorina, Nidorino, Nosepass,
Nuzleaf, Shuckle, Sneasel SR 12
Absol, Alakazam, Altaria, Ampharos, Dusclops, Forretress,
SR 5 Gengar, Infernape, Kingdra, Machamp, Mismagius, Nidoking,
Ariados, Bayleef, Castform, Charmeleon, Chatot, Combusken, Politoed, Poliwrath, Porygon2, Roserade, Staraptor,
Crawdaunt, Croconaw, Fearow, Furret, Gloom, Granbull, Tangrowth, Victreebel
Grotle, Grovyle, Haunter, Ivysaur, Kirlia, Kricketune, Loudred,
Luvdisc, Machoke, Marshtomp, Mightyena, Monferno, SR 13
Prinplup, Quilava, Qwilfish, Rainy Castform, Raticate, Aerodactyl, Bellossom, Blastoise, Blaziken, Charizard, Crobat,
Roselia, Seviper, Snowy Castform, Stantler, Sunny Castform, Empoleon, Feraligatr, Gallade, Gardevoir, Golem, Jumpluff,
Tangela, Wartortle, Weepinbell, Yanma Luxray, Mamoswine, Meganium, Nidoqueen, Probopass,
Sceptile, Slaking, Swampert, Torterra, Typhlosion, Venusaur,
Vileplume, Yanmega

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SR 14
Aggron, Blissey, Dragonite, Dusknoir, Electivire, Flygon,
Garchomp, Lickilicky, Magmortar, Magnezone, Metagross,
Porygon-Z, Regice, Regirock, Registeel, Rhyperior,
Salamence, Scizor, Snorlax, Steelix, Togekiss, Tyranitar,
Walrein
SR 15
Arceus, Articuno, Azelf, Celebi, Cresselia, Darkrai, Deoxys,
Dialga, Entei, Giratina Altered Forme, Giratina Origin Forme,
Groudon, Heatran, Ho-oh, Jirachi, Kyogre, Latias, Latios,
Lugia, Manaphy, Mesprit, Mew, Mewtwo, Moltres, Palkia,
Phione, Raikou, Rayquaza, Regigigas, ShayminLand,
ShayminSky, Suicune, Uxie, Zapdos

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Pokédex5E - The Pokémon 5e Companion App on Mobile


Keep track of all your Pokémon on the go. This amazing app, created by Jerakin, contains everything you need for your Pokémon.
Supports moves, abilities, health and status tracking, a working Pokédex and MORE!
iOS: https://itunes.apple.com/us/app/pokedex5e/id1463101399?ls=1&mt=8
Android: https://play.google.com/store/apps/details?id=com.jerakin.pokedex

Character Sheets
Digital Trainer/Pokémon Excel Sheet
Easy Trainer and Pokémon character sheet that fills in most information for you automatically.
Digital Trainer Sheet: https://drive.google.com/open?id=1yQOIhUnSFUfaE7y2H8JnCKeyknn3RA6hIJhSGQMXN68
Printable Trainer/Pokémon Sheets
For those of you that prefer paper. Form-fillable.
Trainer Sheet: https://drive.google.com/open?id=1t8xaYHpbdWxlfMQz_L4sjngdicy9duNs
Pokémon Sheet: https://drive.google.com/open?id=1NCxesOyhTTIL0tY-RsE19LTgtydlKOwf

DM Encounter Tool
A tool to help DMs quickly create encounters with selected Pokémon. Supports evolution and trainer bonding/loyalty.
Digital Encounter Tool: https://drive.google.com/open?id=1GwD4k8AY0-kD4WyGegU3aO64v5pxdCe2AE5GbvCnhk4

Oak's Parcel - Introductory One-Shot Adventure


An introductory, four-hour adventure to introduce trainers to the system! Oak needs trainers to head to Veridian City to pick up a
very important package, but he's not the only one that wants it...
Oak's Parcel: https://drive.google.com/open?id=1RFJuJHkJ8DCVZ0IcUfeldne5838zUg08

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Changelog
4/9/18 4/27/2018
Several typos/moves/evolution issues fixed in statblocks Gastly, Haunter, Gengar stats changed
Gastly now available as a starter at SR 1/2 Lick paralyzes, not poisons
Added STAB bonuses in Pokémon Advancement Pokédex used as bonus action
Adjusted Ace Trainer and Researcher starting bonus Stacked Specialization Bonus
Balanced Specializations
Gloom can now evolve into VIleplume at level 12 5/9/2018
GEN 2 POKEMON!!!
4/10/18 Added Moves for existing Pokémon
Paralyzed status automatically fails STR and DEX Catching Pokémon gives 1/5 normal experience
Several move typos fixed Loyalty Mechanic
Psychic move damage increase Held Items and Berries
Revamp fire moves for balance Added Items
Pokédex can only be used on conscious Pokémon Added Evolution HP bonus
Move list formatting fixed Double Edge changed
Certain traits inflicting effects changed (Poison Point,
4/11/18 Static, etc.)
Damage increased for Mega Punch and Mega Kick, TM Paralyzed status effect more lethal
cost increased
Rules on Attack of Opportunity added to Battling 5/10/2018
AC Up max at 2 Loads of stat block fixes.
Active Pokémon can be switched at any time
Newly switched Pokémon cannot be switched again until 5/11/2018
taking a full turn. Added Normal, Poison, Ice specializations
PP Up increase PP by 2, cost lowered Fixed more stat blocks
XP Share- half of rewarded XP can be distributed
5/26/2018
4/12/18 Several changes to moves to balance damage output better
Burrowing added to Onix, Sandshrew, Sandslash Some TM costs changed as a result
Pokéslot advancement changed around to include 2 slots
at level 1, Character Advancement table updated. 6/4/2018
Max SR Control added to Trainer Table Added Trainer/Pokémon Character Sheet and DM
Pokémon Builder excel files.
4/13/18
New Trainer Features added 7/11/2018
Removed "Defeat Saving Throws" Having no remaining Voltorb move list updated
Pokémon results in you losing half your money and you Several move changes for balancing
must use a revive or immediately find a Pokécenter Paralysis effect changed to be more similar to games. 25%
Psychic TM increase cost chance of no movement.
Added Pokémon Nature Section to increase variety of Afew minor resistance/vulnerability corrects for Pokémon
Pokémon stats. like Jigglypuff, Starmie, and other.
4/15/18 12/17/2018
Added Pokémon Character Sheet Multiple type/move fixes
4/17/18 12/21/2018
Leech Seed damage decreased and move updated in Update to Pokémon Leveling chart (STAB bonus
Bulbasaur stat block adjusted/New Move at level 18, not 17)
Pokémon Tracker once per long rest Added List of Pokémon by SR
Updated PokéMentor first ability to includ TM under ₽
4/18/18 3500
Changed Pokéslots to start at 3 and end at 6. Player Added an additional 10 ASI points to Magikarp's evolve.
Advancement table reworked. Updated Slam damage to be greater than Tackle
Added link to Subreddit r/Pokémon5e
4/21/18 Updated AC Up and Smooth Facade feats for balancing
Move List and Pokémon Blocks switched
Included Ether and Max Ether items
Changes to Burning and Flinched

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6/18/2019 Pokemon 5e Gen I - IV | GM Binder

Changelog (cont.)
12/23/2018 1/16/2019
Added alphabetical list of Pokémon with page numbers to Typo Fixes
Appendix. Updated states for Betang line, Deoxys, Regis
Changed Trainer Hit Dice to d8 to match "Commoner" Sleep now WIS save, not CON
Removed useless Pokéball tool proficiency Updated "Rage" Move
Removed "Struggle" constraint for Trainer actions
Gave ALL Trainers Proficiency in Animal Handling. 1/17/2019
Changed Pokémon Collector class level 2 bonus. Mud Sport/Water Sport affects Pokémon in range
DC formula changed to catch Pokémon Sandstorm move updated
Squirtle starting ability changed
12/27/2018 Added additional feats from PHB in the Feats section,
Several proofreading fixes, ability/moves clarifying available to Pokémon
changes. Magnitude move impproved
Totodile line Sheer Force ability changed. Guts ability changed
Added Discord link (https://discord.gg/DA9gQAa)
1/18/2019
12/28/2018 Trainer "Total Pokémon Level" table updated to slow down
Updated Pokémon Experience charts for all levels. leveling at higher levels.
Trainers/Pokémon were gaining levels quicker than
anticipated. 1/21/2019
Reworked Poké Mentor and Pokémon Collector paths for Trapinch move set updated
balancing against other paths. Minun SR changed to 6 to match Plusle
Sandstorm now does not require a saving throw.
12/30/2018
Added 1 to Battle Dice and Skill Dice in Trainer Paths 1/22/2019
Formatting fixes after switching to GM Binder Added missing Crabhammer move
Psyduck and Golduck incorrectly marked as Fixed duplicate Sandstorm move for Baltoy
Water/Psychic. Changed to just Water. Double moves from move set updated
Condition Immunities by type added to status conditions in
1/3/2019 "Other Changes" section.
Removed +10 bonus to starter HP. Added 10 HP to every Aron line resistances updated to include Flying and
Pokémon's stat block.\pagebreakNum Normal.
Updated damage for all moves to be more similar to power
level. 1/24/2019
Updated "Challeng Rating" to "Species Rating" (SR) to New Pokémon XP and Reward XP tables. If you have
avoid confusion with 5e CR rules. already started a campaign, use this excel sheet to convert
your Pokémon's current XP to the new system:
1/10/2019 https://drive.google.com/open?id=1GXyJX-
Typo/Stat Block fixes p6j0y5OZfJuRaQwlenprk9Ls2Pb_Xbq2w4dR8
Updated "flinched" status Night Shade given WIS/INT Move Power
Added Damage Increase description in Pokémon leveling Whirlwind Updated
chapter Sand Tomb updated with ground damage
Updated language about STAB Sturdy ability updated to be more relevant
1/14/2019 1/25/2019
Gen III is here! Updated damage dice to remove unlikely dice combos at
The addition of all 135 new Generation III Pokémon the table like 4d12. Replaced with similar averages, less
Four new trainer paths to choose from dice.
New items including a variety of berries with different Replaced $ with ₽ symbol for Pokédollars
effects Updated Flash, Tri Attack, Triple Kick, Foresight,
Updated PP for all moves to improve move strategy Crabhammer with typos.
Improved stats for most Pokémon, with the addition of Psyduck and Golduck now have swim speeds
more abilities translated to 5e Added "Senses" to many stat blocks
Ability points granted at evolution now varies by species. Added "Senses" to DM and Pokémon excel sheets
Improved learnsets based on familiar progression Hyper Beam and Solar Beam move updated

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6/18/2019 Pokemon 5e Gen I - IV | GM Binder

Changelog (cont.)
1/27/2019
2/4/2019
Lots of move updates and fixes
Capitalization typo fixes Ampharos given "Illumate" ability
Diminutive size changed to tiny. Some Pokemon size Bite now has the chance to flinch
changes Vitamin constraints added to item section.
Updated resistances for Slowpoke/Slowbro/Politoed and Added dim light to "Flame Body" ability
Steelix 2/5/2019
Climbing speeds added for those that would climb faster
than half-speed (normal D&D rules) Added fairy-type moves from Generation 6 to give fairy
Pokemon STAB options. Affected stat blocks: Vulpix,
1/28/2019 Eevee, Jolteon, Vaporeon, Flareon, Espeon, Umbreon,
Chlorophyll ability changed Teddiursa, Zigzagoon, Clefairy, Clefable, Jigglypuff,
Sandstorm/Snow Cloak abilities updated to include Wigglytuff, Ralts, Kirlia, Gardevoir, Skitty, Swablu, Altaria,
Sandstorm/Hail. Milotic, Jynx, Gorebyss, Luvdisc, Togetic, Hoppip,
Rollout now 10 PP Skiploom, Jumpluff, Mawile, Sunflora, Mr. Mime, Oddish,
Pokedollars and Tool Proficiency spots added to printable HootHoot, Noctowl, Lunatone, Persian, Marill, Azumarill,
trainer sheet Snubull, Granbull, Poocheyna, Mightyena, Linoone,
Slakoth, Volbeat, Illumise
1/29/2019 "Hover" added to some Pokemon flying speeds.
Disable now accounts for those with "Extra Move" feat 2/7/2019
Politoed given "Drizzle" ability
Updated Chlorophyll move (again) Ho-Oh and Lugia given Truesight
Sneasel given climbing speed, darkvision, and sleight of
1/30/2019 hand.
Double moves for Magneton/Hitmonchan/Rhydon fixed Ursaring given climbing speed
Multi-hit moves capped Tyranitar Res/Vul/Imm fixed
Fire spin & Petal Dance moves changed Magcargo Resistance fixed
Added internal links in TOC Porygon/Porygon2 skill changed to History
2/1/2019 2/10/2019
Anger Point, Competitive, Defiant, Effect Spore, Flash Dustox Level 2 Moves moved to Starting
Fire, Ice Body, Poison Heal, Poison Touch, Rain Dish, Porygon2 flying speed
Rivalry, Rough Skin, Sheer Force, Static, Swarm abilities Sand attack added DEX move power
all updated. Previous 1d6 and similar rolls replace with Karate Chop normal damage changed to fighting
proficiency bonus for grading of ability strength. Confusion lasts for 1d4 rounds, determined by attacker
Poisoned, Burning, Confusion damage output updated Confusion and Paralysis potential turn losses occur after a
along the same lines. move is selected.
Added recoil damage to Take Down. Updated language on Expertise added to Excel Trainer Sheet
Double-Edge and Volt Tackle for recoil 2/12/2019
Nerfed Shuckle. Now SR 4
Removed "Immunity" category in stat blocks for those that Updated HP for legendaries, Mew, Jirachi, Deoxys (Max
didn't have one to save space. Hit Dice at each level)
Spinda HP fixed
2/3/2019 Alphabetical Index of Pokemon page #s fixed
Wrap/Submission/Constrict/Clamp language changed 2/13/2019
Shuppet given Frisk Ability/Banette given Cursed Body
Altaria given Cloud Nine ability Dragon Rage damage updated
Glalie given flying speed, Dratini/Dragonair swimming Supersonic now requires a WIS save for confusion.
speeds Confuse Ray now automatically confuses.
Formula fixed on DM and Trainer excel sheets for SR Control Level language changed. Higher SR than
vulnerabilities, resistances, etc. allowed can now battle, but set at Loyalty level -3
Link to introductory Pokemon 5e One Shot added to permanently until proper level has been reached.
Appendix Loyalty level descriptions -1,-2,-3 changed
Pokedex entries added to Digital DM Sheet Ice,Fire,Thunder punches moves changes
Index Numbers added to Statblocks Charmeleon double move changed
Blizzard now with the chance to freeze Castform base level 1
Digital Pokedex added to Appendix

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6/18/2019 Pokemon 5e Gen I - IV | GM Binder

Changelog (cont.)
2/16/2019
4/18/2019
Swords Dance now Concentration
Rollout, Fury Cutter, Ice Ball language changed Sleep now a flat d20 roll to wake up
Sleep, Frozen, failed Paralysis roll now incapacitates, Mega Drain base damage 1d6
ending Concentration Forewarn affects opponents, not the user
Gust range 40ft 5/31/2019
2/19/2019 Poison Jab base damage fixed
Soft Sand added as an item Iron Fist, Overgrow, Blaze, Torrent, Swarm abilities all
updated
2/21/2019 Cacnea line given darkvision
Gloom evolution into Bellossom added Butterfree/Squirtle TM list fixed
Shedinja vulnerabilities corrected Glaceon/Leafeon now SR 8
Snubbull SR 1
2/27/2019 Snore move updated
Magical Leaf and Aerial Ace moves Hail/Sandstorm moves updated
Shedinja Resistances fixed Poison Gas updated
Onix move list updated Short rest language clarified
3/06/2019 6/5/2019
Pursuit, Mud-Slap, Mud Shot moves updated Gorebyss HP/SR updated
Swarm ability updated
3/27/2019 Dustox moves fixed
Gen IV is here!! Sheer Cold 3 PP
The addition of all 107 new Generation IV Pokémon Poisoned status updated
Two additional Trainer Paths: Tactician and Ranger 6/18/2019
Split "Monster Manuals" into different PDFs to reduce size Barrage wording updated
and improve functionality Absorb damage updated
New items, 136 new moves, and updated TM list based on Swords Dance DEX move power for attacks
Gen VII Piplup line swim speed
Added Hidden Ability feat for Pokémon to gain access to Nidoqueen/king electic immunity
an additional ability Abilities list added to PHB
Added "Legendary / Boss Battles" page for a list of Links to Pokedex 5e Companion App added to Resources
legendary actions that can be given to Pokemon for big
boss battles.
3/28/2019
Evocation for all Pokemon caviat removed. Replaced with
"Power Sculptor" feat
Poison fang Move Power changed to STR/DEX
4/6/2019
Swords Dance nerfed
Defend Order boosted
Trick Room updated
Cheerleader bonus action
Mudkip 10ft Blindsight
Technician 15 Max PP
Shuckle/Munchlax speed changed to 10ft
Rotom given special moves at each form
4/9/2019
Brutal Swing added
Rotom Form Change changed to action
4/11/2019
Seismic Toss based on USER's level
HP fix for many evolved forms. CON mod was not
changing HP retroactively.

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