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Pokémon in 5th Edition

How to run your own Pokémon role-playing game using existing 5e rules.
Including Generations I - VI
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, Kolkyboi, Lindseyrie,
temporalCourier, and Tactical_Groot 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) 1
Pokémon 5E Table of Contents
1. Creating a Pokémon Trainer (pg 3)
a. Pokémon Trainer Class
Introductory Note b. Starter Pokémon
Hello and welcome to Pokémon 5e! My name is Joe and I am c. Pokémon Control
the creator of this supplement, general D&D and Pokémon d. Specializations
lover, and DM/Host of the "You Meet in a Tavern" D&D e. Trainer Paths
podcast. 2. Catching Pokémon (pg 9)
3. Pokémon Care (pg 10)
Pokémon 5e is very different than any other D&D game you a. Active Pokémon
have played before. No longer is your PC a powerhouse with b. Healing
a slew of dangerous spells and deadly weapons. You are now c. Pokémon Nature
a Pokémon trainer – a mortal in control of your Pokémon d. Bonding
with an iron fist or a gentle heart. As such, player characters e. Loyalty
have normal abilities and skills, but your focus is not in hand 4. Battling Pokémon (pg 13)
to hand combat. In fact, trainer vs. trainer and trainer vs. a. Combat
Pokémon fighting is strictly prohibited by laws. Your ability to b. Moves/Move Power
stay in the game is dependent on the status of the Pokémon c. Trainer Actions
in your control. Although the threat of death is still very real, d. Attacks of Opportunity
the battling and utility in the game is mostly transferred to e. Running Away
your Pokémon. 5. Pokémon & Character Advancement (pg 14)
a. Pokémon Experience
I set out to create this guide as a way to run a simplified b. Pokémon Advancement
Pokémon RPG using basic rules from an already well-known c. Evolution
and popular TTRPG system. If you are jumping in on this d. Character Advancement
without knowing anything about 5e D&D, check out the Basic e. Feats
Rules here! 6. Other Changes (pg 17)
a. Death Saving Throws
Many things in 5th Edition do not transfer well to the b. Damage Types
Pokémon world we know and love, so do not expect the c. Status Effects
statistics of Pokémon, effects of moves, etc. to play out d. Species Rating (SR)
exactly as they would in the games. This has been a project e. Mounts
full of love for the game, and for the people that play it, and I f. A Note on Armor Class
hope it brings something new and exciting to your table! 7. Running a Game (pg 18)
a. Building Encounters
I will be continuing to update things in this manual as more b. Starting Past Level 1
people playtest the material, so be sure to keep checking the c. Abilities
Changelog at the end of the PDF for the latest updates. If you d. Mega Evolution
have any questions about the material, or are looking for tips e. Experience Points
on how to run it, please take advantage of our communities f. Weather
on Reddit (https://reddit.com/r/Pokémon5e) and/or Discord g. Legendary / Boss Battles
(https://discord.gg/DA9gQAa). There are also loads of 8. Additional Items (pg 21)
resources and fan-made extra content at a. Modern Trainer Items
http://www.pokemon5e.com! (Website made by Jerakin) b. Basic Restoratives
Happy Catching! c. Pokéballs
Joe d. X-Items
e. Evolutionary Items
f. Berries and Held Items
g. Vitamins
New to this Edition! h. Miscellaneous
This sixth edition of Pokémon5e contains: i. TMs
9. Move List (pg 22)
Addition of all 72 Pokémon from Gen VI 10. Abilities (pg 102)
46 new moves from Gen VI 11. Pokémon Stat Blocks (pg 119)
Updates to many old moves for clarification/cleaner 12. Appendix (pg 120)
descriptions a. Experience by SR/Level
Optional Pokémon5e rules for Mega Evolution b. Pokémon List by SR
Optional effects of Weather on Pokémon types c. Digital Pokédex
d. Character Sheets
e. DM Pokémon Creator Tool
f. Oak's Parcel: Intro One-Shot
13. Changelog (pg 124)

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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 2

Hit Points 2nd +2 Trainer Path 3 2


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

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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 Mystic
wild, searching for Pokémon high and low. Once per long You gain proficiency in Arcana. Add a +1 bonus to all skill
rest, you may make a DC 15 WIS check to search for checks made by any of your ghost Pokémon.
Pokémon in the 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 Steel Worker
appears in the next 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, your Pokémon are at peak fighting performance. You gain the ability to target one of your own Pokémon with
When you or your Pokémon fail a saving throw, you may the Telepathy spell once per day, ignoring components. Add a
choose to succeed instead. This feature can be used twice per +1 bonus to all skill checks made by any of your psychic
long rest. Pokémon.
Specializations Swimmer
At level 1, players may choose a specialization from the Gain a swim speed equal to your movement speed. Add a +1
following list, granting them bonuses depending on the type bonus to all skill checks made by any of your water Pokémon.
of Pokémon they train. Additional Specializations can be
chosen at later levels. Specializations can be stacked for an Charmer
additional +1 bonus to skill checks for each time it is chosen. Increase your Cha by +1. Add a +1 bonus to all skill checks
made by any of your fairy Pokémon.
Bird Keeper
You gain proficiency in Perception. Add a +1 bonus to all skill Shadow
checks made by any of your flying Pokémon. Gain proficiency in the Deception or Stealth skill. Add a +1
bonus to all skill checks made by any of your dark Pokémon.
Bug Maniac
You gain Proficiency in Nature. Add a +1 bonus to all skill Alchemist
checks made by any of your bug Pokémon. Gain proficiency in the Medicine or Deception skill. Add a +1
bonus to all skill checks made by any of your poison
Camper Pokémon.
You gain proficiency in Survival. Add a +1 bonus to all skill
checks made by any of your ground Pokémon. Team Player
Increase any one of your ability scores by 1. Add a +1 bonus
Dragon Tamer to all skill checks made by any of your normal Pokémon.
Increase your Wis by +1. Add a +1 bonus to all skill checks
made by any of your dragon Pokémon. Ice Skater
Gain proficiency in the Performance or Persuasion skill. Add
Engineer a +1 bonus to all skill checks made by any of your ice
Increase your Int by +1. Add a +1 bonus to all skill checks Pokémon.
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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Trainer Paths Poké Mentor:
There are many ways and reasons to train Pokémon. At the You have a nurturing touch and a skill for mentoring
2nd level, depending on your long term goals, choose one of Pokémon to bring out the best in them. Your TMs can be
the following paths: used twice before breaking.
Pokéchef:
Ace Trainer You excel at creating meals for your Pokémon, seemingly out
Your goal is to become one of the strongest trainers in the of nothing. At level 5, you are frequently prepared with an
world, and so you excel in battle. All of your Pokémon gain a "Edible Treat" for Pokémon, healing 2d4+2 hit points when
+1 bonus to their attack and damage rolls. given as an action. You can use this feature a number of times
equal to 1 + your Wisdom modifier. This pool resets at each
Battle Master: long rest.
When you reach level 5, you gain a number of battle dice (d6)
equal to 1 + your Wisdom modifier. You may assign one of Cheerleader:
these to any of your Pokémon to be added to a single attack At level 9, once per short rest, you may use a bonus action to
or damage roll, after the result of the inital roll. You replenish boost all allied Pokémon with inspiring words. Until your
your pool of battle dice at each long rest. next turn, you may add your CHA modifier to all allied attack
rolls OR damage rolls OR AC. In addition, your Pokéchef
Max Potential: treat now heals 3d10+6 hit points.
Certain trainers choose to excel in one area, utilizing it to its
fullest potential. When you reach level 9, choose to increase Loyal to a Fault:
all of your Pokémon’s speed by 10, increase their STR by 1, The care and attention you show to your Pokémon is
increase their DEX by 1, or increase their CON by 1. returned in kind. When you reach level 15, your Pokémon
have advantage on saving throws against negative status
Rapid Switching: effects. In addition, your Pokéchef treat now heals 4d12+10
When you reach level 15, you can recall and release Pokémon hit points.
as a bonus action instead of a standard action. A Pokémon
may not be switched out until after the end of its first full turn Researcher
in combat (Unless by item or move like Volt Switch, U-Turn,
etc). You wish to learn more about Pokémon and the secrets that
they hold within. Due to your heightened understanding of
Hobbyist your Pokémon, you may increase any skill check your
Pokémon makes by your trainer's Wisdom or Intelligence
You choose to dabble in a variety of skills to take care of your modifier. You must choose which at the time you choose this
Pokémon. At level two, select one additional Specialization path.
and two new skill proficiencies for your trainer.
Analyst:
Versatile: A keen mind allows you to discern details about a Pokémon
At level 5, you gain a number of skill dice (d6) equal to 1 + others might overlook. At level 5, you can make a DC 12
your WIS modifier. You may assign one of these to any of Investigation roll as a bonus action to determine a Pokémon’s
your Pokémon to be added to a single skill check or saving level and identify one of its abilities as determined by the DM.
throw, after the result of the initial roll. You replenish your
pool of skill dice at each long rest. Evolutionary Expert:
At level 9, your understanding of the secrets behind Pokémon
Many Faces: evolution allows you to enhance the process. When one of
At level 9, you may select a feature of any of the other trainer your Pokémon evolves, you may use two of its evolution
paths as long as it requires level 9 or lower. points to spend on a feat.
Skill Switch: Professor:
At level 15, you are a master of teaching your Pokémon new At level 15, you are an expert in your field. Once per combat,
strategies to aid in battle. At each long rest, choose a feat choose a Pokémon and make a DC 12 INT roll as a bonus
from the “Additional Feats” section of page 17 for all of your action. On a success, you identify all four of its known moves.
Pokémon to know for that day. The feat may be changed at In addition, you learn that target's weak spots, granting +2 to
each long rest. all attack rolls your own Pokémon makes against the target.

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Pokémon Collector Drawing Power:
Your fascination with all the different types of Pokémon of the Your Pokémon are trained to draw power from each other.
world drives your need to collect them all. You now have When you reach level 5, as long as half or more of your
expertise in Animal Handling, doubling your proficiency in carried Pokémon are of the same type and within your
this skill. specializations, Pokémon of that type add 2 to their attack
rolls.
Gotta Catch ‘Em All: Storing Power:
At level 5, once per long rest, you may roll an Animal Even Pokémon that are not of your specialization types can
Handling check with advantage, even if the opponent is not feel the effect you have in battle. When you reach level 9, all of
suffering from a negative status effect. your carried Pokémon have resistance to one of your
Catching Expert: specialization types, determined at the time of gaining this
At level 9, any Pokémon you catch are instantly healed of feature. This type may never change, so choose wisely. If a
their status ailments and have full health. In addition, you Pokémon was once vulnerable to that type, it now takes the
may now add your Charisma modifier to any catching regular amount of damage.
attempt. Releasing Power:
Disciplined Strikes: Your Pokémon are masters of their own types, focusing their
At level 15, you have trained your Pokémon to hold back or energy in every attack they make. When you reach level 15,
unleash power when necessary. When damaging a Pokémon for Pokemon of the same types you are specialized in, their
enough to cause it to faint, you can choose to bring it to 1 HP STAB can be added to any damaging move of their choosing,
instead. even if it is a different type from their own.

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
the Medicine skill. At each long rest or Pokémon center visit, to “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
Pure Heart: reach level 5, any new Pokémon you catch get a +1 bonus to
Your kindness radiates to all those around you. Starting at Loyalty.
level 5, you have a pool of healing power that replenishes
when you take a long rest. As an action, you can touch a Show Me What You’ve Got:
willing creature and restore any number of hit points from Your confidence and leadership inspire your Pokémon to
this pool. The total pool is equal to your trainer level x 5. reach deep inside themselves for unknown power. At level 9,
once per short rest, you may choose a Pokémon in battle to
Healing Spirit: activate a single move from one tier above moves that it
Your healing spirit is transferred to your Pokémon. When you currently can learn. (For example: A level 4 Bulbasaur can
reach level 9, whenever you use a consumable that heals your use Sleep Powder - a move only available at level 6 and
Pokémon, or your Pokémon uses a healing move, roll the above.) In the case of Pokémon that are already at the highest
dice twice and take the higher result. level, you may instead activate any unknown move in your
Pokemon's stat block OR double the damage dice for a single
Joy: known move. This feature must be activated before the result
You have ascended to an ultimate Pokémon healer. When you of the move is determined.
reach level 15, once after each long rest, you can spend 1
hour to gain a similar advantage as visiting a Pokémon We’re a Team:
Center. Up to six Pokémon of your choice are fully healed and Your commanding presence is felt by all ally Pokémon on the
cured of all status effects. battlefield. When you reach level 15, you may use a bonus
action to speak a commanding phrase. Until the end of your
Type Master next turn, all allied Pokémon within 60 feet of you have
advantage on their attacks. You may use this feature a
You feel drawn to the elements, focusing your skills into a number of times equal to 1 + your Charisma modifier. This
particular type of Pokémon. When you choose this path, pool resets at each long rest.
increase the STAB of any Pokémon that is the same type as
your specialization by +1 at all levels. If you select multiple
specializations at later levels, the bonus applies to the new
type as well. If your Pokémon is dual-type and you are
specialized in both types, the bonus is +2.

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Grunt Not This Time:
At level 15, your Pokémon are trained to be unrelenting in
Whether current or aspiring evil team member, your goal is to battle, never holding back. After an opponent rolls a saving
cast down all goody two shoe trainers and rise up in the throw for one of your Pokemon's moves, you may increase
ranks! When you take this trainer path, gain a pool of the DC by up to 5 points if it would cause a failure, spending
“Shadow Points” equal to your level. Your point pool a "Tactical Point" for each increase.
increases with each level, and resets on each long rest. At
level 2, you gain access to the “Sabotage” ability. As a Ranger
reaction, you may spend any number of points to decrease
the total result of an attack roll including modifiers) on your You are comfortable in the wild, and have an incredible
Pokemon if it would cause the attack to miss. The natural respect for Pokémon in their natural habitat. When you
attack roll is unaffected by this ability for purposes of move choose this path, gain proficiency in Nature and Survival. If
effects, and attacks with a natural roll of 20 may not be you were already proficient, gain expertise. In addition, gain
decreased at all. the "Natural Explorer" feature of the 5e Ranger Class for a
single terrain type of your choice.
And Make It Double
You know the ins and outs of what it means to be a part of an Deep Connection:
evil team! At level 5, gain access to the “Dark Advantage” You have the innate ability to communicate with Pokémon on
ability, allowing you to spend 3 Shadow Points to roll a different level than others. At level 5, you can cast the
advantage on any skill check, attack roll or saving throw by "Speak with Animals" spell to communicate with a willing
you or your Pokémon. Pokémon, understanding their response in your own
language. Each day, you can use this feature a number of
Surrender Now times equal to your CHA modifier.
You have made it to the top ranks, commanding authority
through your influence of the Shadow Arts. When you reach Strong Bond:
level 9, you gain the “Sinister Dodge” ability. As a reaction, Your Pokémon team understands that they are in this journey
you may spend 4 shadow points to add one level of resistance together. At level 9, you can bond with up to two Pokémon at
to a move that damages one of your Pokémon. (Vulnerable -> each long rest.
Neutral, Neutral -> Resistant, Resistant -> Immune)
Best Friends:
Prepare to Fight At level 15, you may have two Active Pokémon to roam the
With the evolution of your Shadow Abilities through your world with you, outside their balls. In battle, on your turn, you
intense training, you and your Pokémon accept the darkness follow the same rules as if you have one Active Pokémon. The
within and harness it. At level 15, gain access “Copy three of you can still move up to your movement speeds, but
Meowth” ability, allowing you to spend 5 Shadow Points for one action/reaction/bonus action is still shared by the group.
any of your Pokémon to invoke the “Me First” reaction. If any one of your Pokémon faints, you may release another to
take its place.
Tactician
You have an eye for detail and a unique set of skills to use in
battle. When you choose this path, you gain a pool of
"Tactical Points" equal to your trainer level. Your point pool
increases with each level, and resets after each long rest. At
level 2, when a Pokémon regains hit points from an item or
move, you may increase the amount by 1d4 for each "Tactical
Point" spent.
Directed Strike:
You know precisely where to hit a Pokémon for the maximum
amount of damage. At level 5 and higher, you can spend 2
"Tactical Points" to roll the damage for an attack twice,
taking the higher result.
Raise Your Defenses:
You are quickly able to sense an incoming blow to your
Pokémon. At level 9 and higher, you can use a reaction to
expend up to 3 of your "Tactical Points" to add to a
Pokémon's AC, if it would cause an attack to miss.

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Guru
You and your Pokémon are connected by way of more than
just trainer and beast. Your past has trained you to be in
complete control of your Mind, Body, and Spirit, and you
transfer that aura to your Pokémon. When you choose this
path, you gain proficiency in the Persuasion skill and gain the
level 3 Control Upgrade for your trainer. You gain access to
additional Control Upgrades one level before they are
available to other trainers.
Mind
Your presence in battle keeps your Pokémon at ease, so that
they can fully focus on the task at hand without distraction. At
level 5, all of your Pokémon are proficient in Wisdom saving
throws and have advantage on the roll to avoid failing
confusion.
Body
You have trained your Pokémon to focus deep within
themselves to unleash their full potential. At level 9, all of your
Pokémon have access to both of their non-hidden abilities (if
two are available). In addition, the Tireless feature now costs
one ASI point instead of two at levels 4, 8, 12, 16, or 20. If any
of your Pokémon already has this feature, they may gain one
ASI at this time.
Spirit
Your connection to your Pokémon is masterful. Trainer and
beast move together in perfect harmony. At level 15, you may
control a Pokémon as if it were an extension of your body. On
any single damaging move, add your trainer ability modifier
to the attack and damage rolls your Pokémon makes with a
similar ability. You may use this feature a number of times
equal to 1 + your Wisdom modifier, resetting this pool at each
long rest

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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
happy to join you in your adventures. For those that need a Note: Bonuses are added to your throw depending
little more coaxing, the mechanics of catching a Pokémon are on which type of Pokéball you use. See the item list
much like casting a spell that everyone knows. for the different types of Pokéballs.

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
the trainer to socialize and help with skill checks. In battle, means building a trusting relationship with them and
they are the first one to fight until switched out. At the end of accepting them for who they are. As such, any Pokémon you
battle, they resume status as the Active Pokémon. A trainer come into contact with has its own Nature that affects their
can switch out their Active Pokémon at any time, except ability scores and sticks with them for their entire life. The
immediately before entering a battle. If this Pokémon faints, following table can be used by the DM to randomly give
the trainer must choose a new Active Pokémon at that time. Pokémon a nature with a roll of a d20. When you choose your
Pokémon, like trainers, are proficient in various skills. starter, you may choose 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
as the Pokémon is proficient in that skill. d20 Nature Effect
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and 2 Rash +2 Strength, -2 Constitution
Persuasion. If Ash has to use either of these skills, he is given
advantage on the roll. 3 Brave +2 Strength, -2 Wisdom
4 Arrogant +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
Bring them to a Pokécenter. 7 Energetic +2 Dexterity, -2 Charisma
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
can be found across the world in abundance. 13 Careful +2 Wisdom, -2 Strength
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.
Short rests can be as little as a half an hour and recover hit 17 Sassy +2 Charisma, -2 Dexterity
points based on normal 5e rules. PP is not recovered on 18 Innocent +2 Charisma, -2 Wisdom
short 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

10
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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
-3 Disloyal impress 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 Recalling/Releasing
moves, stats, and levels to gain. A trainer may switch out a Pokémon as a standard action on
their turn. If a trainer's Pokémon faints, it must be switched
Combat out immediately (if within range), prior to the beginning of the
Combat in Pokémon 5e is not much different than what you trainer's next turn.
are used to, with a few exceptions: In order to recall a Pokémon back to its Pokéball, your
At the start of a battle, you make one initiative roll for both trainer must be within 60 feet of the creature. If a
you and your Pokémon using your trainer's initiative Pokémon faints outside of this range, it may not be
bonus. switched until the trainer is within range. A Pokémon
Only one Pokémon of yours may be on the battlefield at released must appear anywhere within 15 feet of the
once. trainer.
Changing out a Pokémon before it has fainted takes up an When a Pokémon returns to its Pokéball, concentration
entire action, but changing out a Pokémon when it faints ends and all move and item-based buffs and debuffs are
can be done immediately as a free action. A Pokémon may nullified. Examples include any effects from Focus Energy,
not be switched out until after the end of its first full turn Harden, Sand Attack, Disable, X-Attack, Stockpile, etc.
in combat (unless by item or move like Volt Switch, U- Status effects except for Confusion and Flinched remain
Turn, etc.) in effect, but damage is not taken from Poison and Burn
On your turn, both your trainer and your active Pokémon while inside the Pokéball.
have a movement up to their speed, but only one of you
may take an action/bonus action. (Trainer may bonus Moves/Move Powers
while Rattata may act) A Pokémon Trainer’s job on their Your Pokémon have several moves to choose from in battle,
turn is to assist their Pokémon in battle by interacting and can learn more as they advance levels or are given TMs.
with the environment, providing potions or boosts, Moves in Pokémon 5e work similarly to spells in 5e. Each
commanding their Pokémon to attack, or attempting to move has a number of Power Points (PP) that determine
run away. how many times the move can be used. Refilling PP can be
You MUST have a Pokémon in the battle at all times. If done by resting your Pokémon, or using an item such as
you have no remaining Pokémon, you lose the battle. A Ether.
battle loss results in you losing half your total money Most moves have at least one Move Power – the focused
(rounded up), all carried Pokémon lose 1 level of loyalty, abilities of that move. Move Powers can be any of the six
and you must immediately use a revive or find a main abilities, and determine which ability modifier to use for
Pokécenter. attack, damage, and saving throw DC. This ability modifier is
If a Pokémon runs out of PP for all moves, the only move referenced simply as "MOVE" in move descriptions seen
it can use is Struggle. Struggle can be used at any time, later in this manual.
regardless of PP remaining in other moves.
Attack Roll Bonus = MOVE + Proficiency
Attacks of Opportunity Damage Bonus = MOVE (+ STAB if applicable)
Saving Throw DC = 8 + Proficiency + MOVE
If a Pokémon leaves the melee range of another without
using the Disengage action, or when not returning to a
Pokéball, the opponent may use a melee move that has a time Running Away
of "1 action" immediately as a reaction. The move costs the If trainers get caught up in a fight with wild Pokémon they do
normal amount of PP. not think they can win against, they can attempt a group DEX
check as an action on a PC’s turn, contested by the DEX
Trainer Actions ability score of the wild Pokémon involved in the combat.
More PCs need to succeed than fail. Tie goes to the runner. In
In Pokémon battles, a trainer's main job is to interact with case of a fail, trainers may not attempt to run away again until
the environment, issue commands, and keep their Pokémon that PC’s next turn (one full round).
in the fight by administering boosts or potions. There are
strict laws governing the world of Pokémon and any trainer
vs. trainer combat is strictly prohibited, the penalty being the Raised/Grounded
loss of one's Trainer License. As such, trainers may not target Certain moves affect "Raised" and "Grounded" creatures
other trainers or a trainer's Pokémon in battle. All is fair in differently. A "Raised" creature is any creature with a flying
wild Pokémon encounters, however. A trainer may assist or hover speed, the "Levitate" ability, holding an "Air Balloon",
their Pokémon in battle, or defend against any incoming or under the effect of the "Magnet Rise" or "Telekinesis"
attacks. moves. A "Raised" creature also becomes "Grounded" when
falling prone.

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5. Pokémon & Character Advancement
Level ups for Pokémon happen immediately.
Pokémon Experience
Experience points (XP) are rewarded to Pokémon for
successfully defeating other Pokémon, or given out at the
DM’s discretion when the players complete a particularly Pokémon Leveling
difficult challenge. Catching a Pokémon also gives Level Prof Bonus Features STAB
experience, but at 1/5 the normal amount. XP can be
distributed to a player’s Pokémon in any amount, but only 1st +2 +0
Pokémon that took an action in the fight can be rewarded. 2nd +2 New Move +0
Fainted Pokémon can also be given XP as long as they were
in the fight. If two or more people battle against a single 3rd +2 STAB Increase +1
Pokémon, the XP given to each player to distribute is 4th +2 Ability Score Improvement +1
determined by the DM. See the Appendix for more 5th +3 Proficiency/Damage Increase +1
information on XP based on SR and Pokémon level.
The following is a table containing the total XP a Pokémon 6th +3 New Move +1
needs at each level to level up: 7th +3 STAB Increase +2
Level XP Needed 8th +3 Ability Score Improvement +2
1st 0 9th +4 Proficiency Increase +2
2nd 200 10th +4 New Move/Damage Increase +2
3rd 800 11th +4 STAB Increase +3
4th 2,000 12th +4 Ability Score Improvement +3
5th 6,000 13th +5 Proficiency Increase +3
6th 12,000 14th +5 New Move +3
7th 20,000 15th +5 STAB Increase +4
8th 30,000 16th +5 Ability Score Improvement +4
9th 44,000 17th +6 Proficiency/Damage Increase +4
10th 62,000 18th +6 New Move +4
11th 82,000 19th +6 STAB Increase +5
12th 104,000 20th +6 Ability Score Improvement +5
13th 128,000
14th 158,000
15th 194,000
16th 234,000
Ability Score Improvement:
17th 278,000 The Pokémon gains a number of points to add to its abilities.
(Max of 20, before nature)
18th 326,000
19th 382,000
A Pokémon that is part of an evolutionary line with three
stages gains 2 ASI points at levels 4, 8, 12, 16, and 20.
20th 450,000 A Pokémon that is part of an evolutionary line with two
stages gains 3 ASI points at levels 4, 8, 12, 16, and 20.
New Move: A Pokémon that is part of an evolutionary line with one
stage gains 4 ASI points at levels 4, 8, 12, 16, and 20.
Your Pokémon may have new moves that it can learn. All
moves at this level or lower can be taught to your Pokémon. When a Pokémon gains these points, it may spend 2 of them
Pokémon cannot have more than four moves at a time on a feat of its choice, instead of an ability score increase.
without the Extra Move Feat. Moves can only be replaced (Only one feat may be purchased for one-stagers)
when a Pokémon gains a level, and must be chosen from the
Pokémon’s current move list at a level at or below their Same-Type Attack Bonus (STAB)
current level. Your Pokémon gains a bonus to damage rolls when it uses an
Damage Increase attack move type that is the same as their Pokémon type.
STAB may only be added once per move, even for moves that
The damage of each damaging move increases at the deal damage over time like Leech Seed, Poison Gas, etc. This
acquired level, as shown in the move description. bonus increases as the Pokémon levels up.
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Evolution
Pokémon can evolve into a new form under the constraints given in their stat block. When a Pokémon evolves, the following
occurs, in order:
1. It keeps its current ability scores, but gains a number of points to add to these scores as determined in its stat block. A
Pokémon evolved in this way may not use evolution points to raise a single ability score higher than 4 points above the same
score in their evolved form’s stat block, +/- applicable nature bonus. (Maximum of 20 in any stat, before nature). With the
exception of the Researcher training path feature, these points CANNOT be used for feats.
2. It gains an HP bonus of double its level.
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 proficiencies, and vulnerabilities/resistances/immunities.
5. If it loses its current ability by evolving, it should exchange its current known ability for any one of its evolved form's non-hidden
abilities.
6. It keeps the known moves it had before evolution, but must learn all future moves from its new move list. Ex: Pikachu evolving
into Raichu at level 10 cannot learn any of Pikachu's level 10 moves.
Evolution can be delayed at the player’s discretion, but once the decision has been made, the Pokémon cannot evolve until
gaining an additional level.
For clarification, we will walk through each step of the evolution of a Brave-Natured Pikachu at level 10. Each step below matches
up with the numbers above.

Example Evolution of Pikachu at level 10


1.) A level 10, Brave (+2 STR, -2 WIS) Pikachu's ability scores may look something like this, assuming it was caught at level 1 and given
Ability Score Increases at levels 4 and 8.

STR (13) - DEX (17) - CON (12) - INT (6) - WIS (8) - CHA (12)

A wild Brave Raichu at base level in the Monster Manual has the following ability scores:

STR (14) - DEX (18) - CON (15) - INT (6) - WIS (10) - CHA (10)

The rules above state that the ability scores given at evolution can be applied to any abilities just so long as the total for any one
ability does not surpass 4 more points than it's evolved form at base level in the monster manual, after nature. This means that when
giving this particular Pikachu points for evolution, its STR score can not go above 14 + 4 = 18, its Dexterity can not go above 18 + 4 =
22 (although in this case it could not go above 20), its CON can not go above 15 + 4 = 19, and so on.

2.) The Pikachu is evolving at level 10, so add 20 to its total HP.

3.) When leveling to 10 and evolving, Pikachu would take on Raichu's hit dice of 1d8 when rolling for additional HP at this level and
beyond.

4.) A Brave Raichu has AC 15 in the monster manual, so that is its new AC.

5.) Pikachu's ability is Static. Because Raichu's only ability is Static, it must keep this ability. If Raichu were to (for example only) also
know "Lightning Rod", you would get to choose if it kept Static, or replaced it with Lightning Rod.

6.) At level 10, Pikachu is able to learn new moves. HOWEVER, because it is evolving at this level, it forfeits the new moves on its
move list at level 10 and MUST only learn new moves based on the stat block of Raichu. Any moves it currently knows stick with it, but
any new moves must come from Raichu's stat block. Once an old move from Pikachu's move list is forgotten, it cannot be re-learned
unless it is also in Raichu's move list.

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Character Advancement
Level ups for trainers happen immediately, and do not require long rests.
Option 1 Option 2:
The level of a character is determined by total levels of the The level of the trainer is based upon how many Pokémon
character’s X highest leveled Pokémon, where X is the PC’s the trainer has registered in their Pokédex. Alternatively, the
current number of Pokéslots. The following table can be used DM can choose to allow trainers to register a Pokémon by
as a guideline for PC leveling. reading a certain book, finding an artifact, speaking to a
professor, etc. The following table can be used as a reference
Character Level Total Pokémon Levels Needed for levels based on number of Pokémon in a Pokédex.
2nd 3
Character Level Pokémon Registered
3rd 6
2nd 8
4th 9
3rd 15
5th 12
4th 25
6th 20
5th 35
7th 24
6th 45
8th 28
7th 58
9th 32
8th 75
10th 36
9th 87
11th 50
10th 100
12th 55
11th 110
13th 60
12th 122
14th 65
13th 138
15th 70
14th 154
16th 90
15th 168
17th 96
16th 178
18th 102
17th 186
19th 108
18th 192
20th 114
19th 197
20th 200
For example
This option is particularly interesting if a campaign starts
Ash is currently level 4 and owns four Pokémon at levels 4, 4,
at later levels, because players can choose which Pokémon
3, and 2. He is only given three Pokéslots at this level, so his they have seen, with DM approval, leading to interesting
total Pokémon levels for the purpose of leveling his PC is the backstories.
sum of his three highest, 4 + 4 + 3 = 11. If he were to level
one of his level 4 Pokémon to level 5, then he would reach
5th level because his new total would be 5 + 4 + 3 = 12.
Because at 5th level, he receives another Pokéslot, his total for
leveling changes to 5 + 4 + 3 + 2 = 14.

The highest leveled Pokémon a trainer owns do not need to


be carried by that trainer in order to level up.
It is important to note that Pokémon captured at a high
level are typically not as strong as those caught at a lower
level and trained up to that point. Capturing higher leveled
Pokémon may be beneficial for player level changes, but a
trainer with 3 recently captured Charizards is weaker than a
trainer who has cared for 3 Charmanders through their
evolutions.

15
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Feats Additional Feats
This supplement allows any feat from the 5e PHB to be The following feats (more suitable to this supplement) can
selected for trainers, as long as it makes sense with the also be selected by your Pokémon. Each feat may only be
campaign setting you are playing in. In addition, the following taken once.
D&D 5e feats can be selected for Pokémon instead of taking Hidden Ability
the Ability Score Increase given during the leveling process. Your Pokémon reaches inside itself to discover a new ability.
All of the below feats may only be taken ONCE, except for It gains access to the Hidden Ability in its stat block.
Elemental Adept, which may be chosen for multiple damage
types. Note: In these feats, wherever it says "melee/ranged Extra Move:
weapon", use "melee/ranged attack" instead. Unearthed Your Pokémon can know five total moves instead of four.
Arcana Feats marked with (UA).
AC Up:
5e Feats for Pokémon Your Pokémon’s AC increases by 1. This bonus is included
through a Pokémon’s evolutions.
Acrobat (UA) Tireless:
Alert (initiative bonus applied to trainer while you are the Your Pokémon endures hours of rigorous training which keep
active Pokémon) it in battle longer than the average Pokémon. Gain +1 PP for
Athlete every move.
Brawny (UA)
Charger (When using melee attacks) Terrain Adept
Durable Your Pokémon is especially skilled when fighting on a
Elemental Adept (Choose one of the Pokémon damage specific terrain. Choose one of the following terrains when
types.) selecting this feat. Your Pokémon gains +2 to attack rolls
Mobile when in this terrain. Terrains: Coastal, Swamp, Forest, Arctic,
Perceptive (UA) Desert, Grassland, Hill, Mountain, Underwater.
Quick-Fingered (UA)
Resilient Combo Master
Savage Attacker Your Pokémon is an expert in combining strikes against a foe.
Sentinel When this feat is selected, moves that have the ability to hit
Skulker more than once, after the same attack roll, are guaranteed to
Stealthy (UA) hit at least twice. (Fury Swipes, Double Slap, Water
Tough Shuriken, etc.)
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.
Melee Master
Your Pokemon is a master of close combat. Gain advantage
on all attacks of opportunity. Before you make a melee attack,
you can choose to take a -5 penalty to the attack roll. If the
attack hits, you add +10 to the attack’s damage (Once per
move).
Ranged Master
Your Pokemon is a sharpshooter. Your ranged attacks ignore
half and three-fourths cover, Before you make a ranged
attack, you can choose to take a -5 penalty to the attack roll. If
the attack hits, you add +10 to the attack’s damage (Once per
move).

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6. Other Changes
Death Saving Throws Volatile Statuses
There are none for Pokémon. When your Pokémon reaches 0 A Pokémon can be affected with both a volatile and non-
HP, it faints, and you must replace it with another available volatile status. Unlike non-volatile statuses, volatile status
Pokémon in your inventory immediately as a free action. immediately end outside of combat.
Damage Types Asleep:
Pokémon 5e replaces the standard 5e damage types A creature that is asleep is incapacitated and restrained for a
(bludgeoning, slashing, etc.) with ones more typical to the maximum of three rounds. The creature rolls all saving
Pokémon universe. These include fire, water, ice, grass, throws with disadvantage during this time. If a Pokémon is
ground, rock, electric, fighting, ghost, psychic, poison, bug, returned to its ball during this time, its round count is paused
steel, dark, fairy, and normal. until released once again. A sleeping creature can roll a d20
when hit with a move AND at the end of each of its turns,
waking up on a result of 13 or higher.
Critical Hits
Due to the large availability of moves/items/abilities that Confused:
increase critical hit range, a “critical hit” in this system A confused creature is affected for 1d4 rounds, as
means that you double the damage dice for the roll. The determined by a roll from the attacker at time of confusion.
ONLY critical hit that is an “automatic” hit in Pokémon 5e is During this time, it loses its ability to take reactions and
a natural 20. No exceptions. moves at half speed. After selecting a Move to activate and
spend PP on, it must roll a d20. On a result of 9 or lower, the
Non-Volatile Statuses creature hurts itself for an amount of damage equal to its
A Pokémon can only be affected by one non-volatile status at proficiency bonus and may not make an attack, but the
a time. If a Pokémon is already affected by a non-volatile trainer of a confused Pokémon still may take an action. On a
status, it cannot be affected by another until cured of the roll of 20, the creature is no longer confused.
original status. Flinched:
Poisoned:
A flinched Pokémon has disadvantage on any attack roll, skill
check, or saving throw it makes before the end of its next
A poisoned creature has disadvantage on all ability checks turn. If it activates a move that requires a saving throw during
and attack rolls, and takes an amount of damage equal to its that time, the target has advantage on the roll.
proficiency bonus at the end of each of its turns until it faints
or is cured of its poison. If a poisoned creature uses a move Species Rating (SR)
that requires a saving throw, the target(s) have advantage on
the roll. (Poison and Steel types are immune to this status In Pokémon 5e, each Pokémon is given a "Base Species
condition) Rating” (SR). This is different than a typical CR rating in
D&D 5e, and does not fall under the traditional encounter
Frozen: building rules. SR is a numerical device that signifies the
A frozen creature is incapacitated and restrained. In combat, strength of the species as a whole, regardless of level. For
it can attempt to break free of the ice with a DC 15 STR save example, a level 10 Pidgey (Base SR 1/8) is not as strong as a
at the end of each of its turns. Outside of combat, the frozen level 10 Bulbasaur (Base SR 1/2). This SR gives a guideline
status lasts for one hour. (Ice types are immune to this status to compare Pokémon across species, and puts each Pokémon
condition) in a different column for experience rewards.
Burned: Mounts
A burned creature's melee attacks deal half their normal Many Medium or larger Pokémon can be mounted (There are
damage. In addition, the creature takes an amount of damage no hard-and-fast rules for mounting in this manual. Any
equal to its proficiency bonus at the beginning of each of its mountable Pokémon are at the discretion of the DM). When
turns until it faints or is cured of its burns. (Fire types are you mount an active Pokémon, you take on their walking,
immune to this status condition) swimming, or flying speeds.
Paralyzed:
A paralyzed creature has disadvantage on any STR or DEX A Note on Armor Class
saving throws, moves at half speed, and attacks against it A Pokémon's AC is not necessarily tied to their Dexterity.
have advantage. After selecting a Move to activate and spend This is intended. AC was assigned with a more formulaic
PP on, roll a d4. On a result of 1, it is incapacitated and approach, blending each Pokémon's DEF, SP. DEF, and
restrained. The trainer of a fully paralyzed Pokémon still may SPEED stats from the core games into a single number on a
take an action. If a creature is Paralyzed and confused/asleep, scale that fits the normal D&D AC range. Think of it as if
the paralysis roll comes first. If it fails, the creature's action is each Pokémon gets its own unique "Natural Armor". Any ties
forfeit and does not roll to wake or be confused. (Electric to Dexterity are purely coincidental.
types are immune to this status condition)
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7. Running a Game
Building Encounters Abilities
There will be essentially two types of encounters in Pokémon Listed on most every Pokémon's stat block are 1 or 2 special
5e: Wild Pokémon encounters and Trainer Battles. abilities unique to the species, and one Hidden Ability. A
Hidden Ability may only be available for those Pokémon that
Wild Pokémon: take the "Hidden Ability" feature. For the other abilities, for
Wild Pokémon encounters should be treated with caution. As each wild encounter, a DM should flip a coin to determine
a DM, you have a responsibility to continually introduce your which of the two abilities the Pokémon has (if two are
players to new Pokémon of various levels throughout the available). A trainer's starter may select one themselves.
campaign. Your trainers will want to go out into the In the case of abilities and evolution, if a Pokémon evolves
wilderness to gain experience fighting as well as catching and the evolved form does not have the current ability in its
new Pokémon. Clusters of Pokémon should contain those of stat block, it must choose to replace the old ability with a new
high and low levels, and the players should not know what one from the evolved form's options. A Pokémon may only
those levels are until they have successfully captured a ever have abilities available to it on its stat block. (this
Pokémon. It is important to remember that Pokémon of includes "Hidden Abilities")
higher levels cannot be caught until the trainer has also Exceptions to these rules include those Pokemon who's
reached that level, and higher leveled Pokémon help players design depends on their abilities (Shedinja, Ditto, Slakoth,
progress through their levels without having to do much Zorua etc.)
training. As such, capture-focused expeditions should contain
several Pokémon of lower levels, while battle-focused Mega Evolution
encounters should contain high level Pokémon to present a In the games, there are 46 species of Pokémon that can
challenge to the player, perhaps even 1 or 2 Pokémon of "Mega" evolve, essentially temporarily boosting the forms and
much higher level than the players. strength of certain final-stage Pokémon. Each Pokémon
Experience for wild Pokémon encounters should be given gained certain abilities and required unique items. In an
out at the discretion of the DM, based on participation in the effort of simplification (which is the theme of this whole
fight by each PC, or distributed equally among all players. Pokémon5e project), ANY final stage Pokémon can Mega
Trainer Battles Evolve, requiring only one single Mega Evolution stone in the
Often in a campaign, your players will come across other game, "Megalite" (see Evolutionary Items section).
trainers that will want to engage in a Pokémon battle.
Combat for these fights are similar to wild Pokémon
encounters with the exception that an enemy trainer’s The simplified rules of Mega Evolution are as follows:
Pokémon cannot be caught by any means. A Pokémon may only Mega Evolve at the beginning of its
Additionally, Pokémon that belong to an enemy trainer are turn in combat, if holding Megalite. This temporary
usually stronger than those found in the wild. When building evolution last for up to five rounds, and can only be
trainer Pokémon, consider the fact that their Pokémon may activated once per trainer per long rest.
have started at level 1 and have gone through an evolution or The Pokémon can only Mega Evolve if it is a final stage
two with that trainer. Advance the enemy Pokémon just the evolution at level 13 or higher.
same as a PC would advance their own Pokémon. A Mega Evolved Pokémon...
It may be a good idea to give the entire party experience Changes its physical form (to something mega-cool
and money for defeating a trainer, in addition to experience looking)
gained from each defeated Pokémon. Adds temporary hit points equal to double its level
(that go to zero after the Mega Evolution is over)
Starting Past Level 1 Increases its AC by 3
You may want to start a game with trainers higher than level Doubles all of its ability score modifiers for attack,
1. If this is the case, make sure you follow these additional damage, and saving throw rolls/DC.
rules: Megalite is a special held item that can never be stolen or
switched by moves or abilities like Covet, Pickpocket, etc.
If using Option 1 for character advancement, the total
levels of a trainer’s Pokémon cannot exceed the minimum
level as shown in the experience chart. For a detailed Mega Evolution ruleset more similar to game
None of the trainer’s Pokémon can have a SR above what mechanics, see FoiledFeline's excellent Mega Evolution rules
they can control based on their level. here:
One of the trainer’s Pokémon must be of a SR ½ or lower https://drive.google.com/file/d/1p2XBf78On9fPoKLAIflSQ3_uiIffnqxD/vie
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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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Weather
Weather plays a large role in Pokémon 5e. Many Pokémon have abilities that are affected by the surrounding weather or terrain,
and weather can impact the power of certain Pokémon types. Be sure to implement weather into your game as much as possible!
Below is an example d100 table you can roll on at the beginning of each day to determine the weather. Alternatively, it may be fun
to determine the weather by what is actually happening outside your game table!
The effects below have been simplified from the main games, and can be completely optional without breaking your own game.
Each type of move listed in the "Move Types Affected" can roll its damage rolls twice and take the higher result.
Spring/Summer
d100 Weather Move Types Affected (Optional) - advantage on damage rolls
1-25 Harsh Sun, Calm Grass, Ground, Fire
26-35 Harsh Sun, Windy Grass, Ground, Fire, Flying, Dragon, Psychic
36-65 Cloudy, Calm Normal, Rock, Fairy, Fighting, Poison
66-75 Cloudy, Windy Normal, Rock, Fairy, Fighting, Poison, Flying, Dragon, Psychic
76-80 Foggy Dark, Ghost
81-90 Light Drizzle Water, Electric, Bug
91-99 Heavy Rain Water, Electric, Bug
100 Dangerous Storm Water, Electric, Bug

Fall/Winter
d100 Weather Move Types Affected (Optional) - advantage on damage rolls
1-15 Harsh Sun, Calm Grass, Ground, Fire
16-25 Harsh Sun, Windy Grass, Ground, Fire, Flying, Dragon, Psychic
26-40 Cloudy, Calm Normal, Rock, Fairy, Fighting, Poison
41-50 Cloudy, Windy Normal, Rock, Fairy, Fighting, Poison, Flying, Dragon, Psychic
51-60 Foggy Dark, Ghost
61-70 Light Drizzle Water, Electric, Bug
71-80 Heavy Rain Water, Electric, Bug
81-90 Light Snow Ice, Steel
91-99 Heavy Snow Ice, Steel
100 Blizzard, Dangerous Ice, Steel

Hail and Sandstorm


These are special weather-related phenomenon that can occur naturally or in specific areas as the result of moves/abilities like
Hail, Sandstorm, Snow Warning, and Sand Stream.
Weather Effect
At the beginning of a creature's turn for 5 rounds, any non ice-type Pokémon take ice damage equal to the level
Hail of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, no damage
is dealt.
At the beginning of a creature's turn for 5 rounds, any non rock-, steel- or ground-type Pokémon take rock
Sandstorm damage equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather
occurred in nature, no damage is dealt.

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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 Legendary Armor (X/day)
in 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
Modern Trainer Items
The following are modernized items for this supplement for use by trainers.
Item Description Cost
Backpack A backpack that can hold up to 30 lbs. ₽150
Binoculars You can see objects up to double their size. ₽250
Camping A kettle that can be placed in or above a campfire for heating up liquids. ₽100
Kettle
Camping A light portable stove that is heated by wood chips. ₽250
Stove
Canteen A metal or plastic canteen to carry water or other liquids. ₽50
Energy Cell A small flat disc, used to provide energy for various powered objects. ₽20

Flashlight Casts bright light in a 15-foot cone and dim light for an additional 30 feet. Requires a new energy cell ₽50
after 4 hours of use.
Flashlight, Casts bright light in a 15-foot cone and dim light for an additional 30 feet. Charges in the sunlight - for ₽120
solar each hour doing so, it gains and hour of use, up to 4 hours.
Flint and A 'D' shaped piece of steel and a square of flint to make a spark to start a fire. ₽100
Steel
Kit, Includes special pitons, boot tips, gloves, and a harness. You have advantage on climbing checks and ₽500
climbers you can't fall more than 25 ft. if you do. Add your proficiency modifier to related checks.
Kit, Includes pots, pans, utensils and molds for cooking. Used to make foods while in a kitchen or similar ₽500
cooking facility. Add your proficiency modifier to related checks.
Includes a wetsuit, diving belt, mask, fins and air tanks. While worn it reduces your movement speed by
Kit, divers 20 ft., but gives you a swimming speed of 30 ft. In addition you have 2 hours of air, can dive to a depth ₽750
of 200 ft. and aren’t affected by the water’s temperature.
Kit, Includes clippers, gloves, a spade and watering pale. It's everything needed to gather and care for plants, ₽350
gardeners berries and apricorn trees. Add your proficiency modifier to related checks.

Lantern Casts bright light in a 30-foot radius and dim light for an additional 30 feet. Requires a new energy cell ₽100
after 4 hours of use.
Lantern, Casts bright light in a 30-foot radius and dim light for an additional 30 feet. Needs to recharge in the ₽150
solar sunlight for a short rest, but otherwise provides 4 hours of light.

Mess Kit This stainless steel box contains a cup and simple cutlery. The box clamps together, and one side can ₽150
be used as a cooking pan and the other as a plate or shallow bowl.
Multi-tool A tool with pliers, scissors, knife and other basic tools. Add your proficiency modifier to related checks. ₽150
Pocket A small pocket knife with micro tools. Add your proficiency modifier to related checks. ₽50
Knife
Ration, An air tight packet of freeze dried food, add hot water to reconstitute. Provides a daily meal for one ₽50
camping person.

Rebreather A small breathing apparatus that allow breathing underwater, its filter needs to be replaced after 4 ₽500
hours of use.
Rebreather, A filter for rebreather. ₽50
filter
Sleeping A sleeping bag for one person. ₽250
Bag
Solar A solar charger stores sunlight during a short rest during the day, and can be used to charge two energy ₽250
Charger cells during a long rest.
Tent, small A tent for two people. ₽250
Tent, large A tent for four people. ₽500
Tools, Tools used by tradesmen, such as calligraphers, artists or smiths. Choose one type of artisan tool upon ₽350
artisan purchase. Add your proficiency modifier to related checks.
Tools, You can add your proficiency modifier to checks when disarming traps or opening locks. ₽500
thieves
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Modern Trainer Packs
Item Effect Cost
Dungeoneer's Backpack, Climber's Kit, Flashlight, Energy Cell (5), Flint and Steel, Camping Rations (10), ₽1,200
Pack Canteen, 30ft. Rope.

Explorer's Pack Backpack, Sleeping Bag, Mess Kit, Flint and Steel, Flashlight, Energy Cell (5), Camping Rations ₽
(10), Canteen, 30ft. Rope. 1,200

Filcher's Pack Backpack, Thieves’ Tools, 20 ft. Wire, Bell, Lantern, Energy Cell (3), Camping Ration (5), Flint and ₽
Steel, Canteen 1,200

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 Instantly cures and grants immunity to the "Poisoned" status for one round ₽ 200
Paralyze Heal Instantly cures and grants immunity to the "Paralyzed" status for one round ₽ 200
Burn Heal Instantly cures and grants immunity to the "Burned" status for one round ₽ 200
Ice Heal Instantly cures and grants immunity to the "Frozen" status for one round ₽ 200
Awakening Instantly wakes and grants immunity to the "Asleep" status for one round ₽ 200
Full Heal Restores all Status Effects and grants immunity to all statuses for one round. ₽ 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 targets of the opposite gender from 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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Evolutionary Items
Item Effect Cost
Dawn Stone Evolves Kirlia and Snorunt ₽ 4,000
Deep Sea Scale/Tooth Evolves Clamperl ₽ 4,000
Dragon Scale Evolves Seadra ₽ 4,000
Dubious Disc Evolves Porygon2 ₽ 4,000
Dusk Stone Evolves Misdreavus, Murkrow, Lampent, and Doublade ₽ 4,000
Electirizer Evolves Electabuzz ₽ 4,000
Fire Stone Evolves Vulpix, Growlithe, Eevee, and Pansear ₽ 4,000
Icy Rock Evolves Eevee ₽ 4,000
King's Rock Evolves Slowpoke and Poliwhirl ₽ 4,000
Leaf Stone Evolves Gloom, Weepinbell, Exeggcute, Nuzleaf, and Pansage ₽ 4,000
Magmarizer Evolves Magmar ₽ 4,000
Metal Coat Evolves Onix, Scyther ₽ 4,000
Moon Stone Evolves Nidorina, Nidorino, Clefairy, Jigglypuff, Skitty, and Munna ₽ 4,000
Mossy Rock Evolves Eevee ₽ 4,000
Oval Stone Evolves Happiny ₽ 4,000
Prism Scale Evolves Feebas ₽ 4,000
Protector Evolves Rhydon ₽ 4,000
Razor Claw Evolves Sneasel ₽ 4,000
Razor Fang Evolves Gligar ₽ 4,000
Reaper Cloth Evolves Dusclops ₽ 4,000
Sachet Evolves Spritzee ₽ 4,000
Shiny Stone Evolves Togetic, Roselia, Minccino, and Floette ₽ 4,000
Sun Stone Evolves Gloom, Sunkern, Cottonee, Petilil, and Helioptile ₽ 4,000
Thunder Stone Evolves Pikachu, Eevee, and Eelektrik ₽ 4,000
Up-Grade Evolves Porygon ₽ 4,000
Water Stone Evolves Poliwhirl, Shellder, Eevee, Staryu, Lombre, and Panpour ₽ 4,000
Whipped Dream Evolves Swirlix ₽ 4,000
Eviolite Permanently prevents a Pokémon from evolving further (See below for details) ₽ 4,000
Megalite Allows a final-stage Pokémon to "Mega Evolve" (See Running A Game section) Not sold

Eviolite
Eviolite is a consumable "stone" that may be fed to a Pokemon to stop an evolution in progress. When a Pokémon consumes
Eviolite, it gains the hit dice and AC of the next evolved form (If greater than the current form), and gains a number of evolution
points to add to its scores as stated in its stat block, decreased by two. It retains all its current proficiencies and skills, move set,
and abilities. An Eviolite must be fed to a Pokemon at each possible evolution, so those Pokemon who have three stages of
evolution would need to consume two different Eviolites to maintain its first stage through level 20.

24
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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
Sitrus 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 Permanently lowers Pokémon DEX score by 2, but raises Loyalty by 1. ₽ 1,000
Berry
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 ₽ 200
move.
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

25
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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 hold this are immune to ground-type moves. Pops when holder is hit by an attack. ₽ 1,000
Ability Capsule Pokémon that hold this gain access to both their non-hidden abilities. ₽ 2,000
Assault Vest Pokémon that hold this gain +1 to their AC, but can only use damaging moves. ₽ 2,000
Black Belt Holder adds prof. bonus to damage from fighting-type moves (once per move). ₽ 4,400
Black Glasses Holder adds prof. bonus to damage from dark-type moves (once per move). ₽ 4,400
Black Sludge Restores hp equal to the holder's prof. bonus 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 (once per move). ₽ 4,400
Dragon Fang Holder adds prof. bonus to damage from dragon-type moves (once per move). ₽ 4,400
Eject Button When hit by an attack, holder may switch out as a free action. ₽ 4,000
Flame Orb While held, this orb inflicts the burn status at the end of every turn. ₽ 2,000
Focus Band Roll a d20 when suffering from the flinched status. On a 10 or higher, you do not flinch. ₽ 1,000
Hard Stone Holder adds prof. bonus to damage from rock-type moves (once per move). ₽ 4,400
King's Rock On natural attack rolls of 19 or 20, the target flinches. ₽ 4,000
Leftovers Restores HP equal to the holder's proficiency bonus at the end of each of their turns. ₽ 4,400
Life Orb Holder adds prof. bonus to its damage rolls, but takes the same amount in damage to itself. ₽ 2,000
Lucky Egg XP from battle for this Pokémon is increased by 20% ₽ 5,000
Magnet Holder adds prof. bonus to damage from electric-type moves (once per move). ₽ 4,400
Metal Coat Holder adds prof. bonus to damage from steel-type moves (once per move). ₽ 4,000
Miracle Seed Holder adds prof. bonus to damage from grass-type moves (once per move). ₽ 4,400
Mystic Water Holder adds prof. bonus to damage from water-type moves (once per move). ₽ 4,400
NeverMelt Ice Holder adds prof. bonus to damage from ice-type moves (once per move). ₽ 4,400
Poison Barb Holder adds prof. bonus to damage from poison-type moves (once per move). ₽ 4,400
Polkadot Bow Holder adds prof. bonus to damage from fairy-type moves (once per move). ₽ 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 (Once per turn). ₽ 4,400
Silk Scarf Holder adds prof. bonus to damage from normal-type moves (once per move). ₽ 4,400
Silver Powder Holder adds prof. bonus to damage from bug-type moves (once per move). ₽ 4,400
Soft Sand Holder adds prof. bonus to damage from ground-type moves (once per move). ₽ 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 (once per move). ₽ 4,400
Toxic Orb While held, this orb inflicts the poison status at the end of every turn. ₽ 2,000
Twisted Spoon Holder adds prof. bonus to damage from psychic-type moves (once per move). ₽ 4,400
Wide Lens Holder gains +1 to all attack rolls. ₽ 4,400

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Pokémon-Specific Held Items
The following are items that only affect single species of Pokémon.
Item Effect Cost
Arceus Plate Changes the typing of Arceus and the move "Judgement" N/A
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
DNA Splicer Allows Kyurem to fuse into Black or White form. N/A
Genesect Drives Casettes that change the typing of Genesect's move "Techo Blast" N/A
Gracidea Flower A beautiful flower that allows Shaymin to change forms. ₽ 1,400
Griseous Orb Allows Girantina to switch forms. Its Dragon and Ghost moves double STAB bonus. ₽ 7,000
Light Ball Raises Pikachu's MOVE power modifier by +1 ₽ 1,400
Lucky Punch Increases Chansey's critical hit range by 1 (20 to 19+, etc.). ₽ 1,200
Metal Powder When held by Ditto, its CON score increases by +3 ₽ 1,200
Stick Increases Farfetch's critical hit range by 1 (20 to 19+, etc.). ₽ 1,200
Reveal Glass Allows Thundurus, Landorus, and Tornadus to change forms N/A
Thick Club Doubles the STAB bonus of Cubone or Marowak's moves. ₽ 4,400
Prison Bottle Allows Hoopa to change forms N/A

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

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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

Honey Can be used to automatically attract a single Pokemon that resides in the area (DM discretion) ₽
1,000

Exp Share As long as it is carried by it's trainer, the wearer of this item receives up to half of the total experience ₽
gained in each combat. 7,500

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: Alomomola, Azumarill, Barboach, Basculin, Bibarel, Buizel, Carvanha, Chinchou, Clamperl, Clauncher, Corphish,
Corsola, Crawdaunt, Croconaw, Dewott, Ducklett, Feebas, Finneon, Frillish, Froakie, Frogadier, Goldeen, Horsea, Inkay,
Kabuto, Krabby, Lanturn, Lombre, Lotad, Luvdisc, Magikarp, Mantyke, Marill, Marshtomp, Mudkip, Octillery, Omanyte,
Oshawott, Palpitoad, Piplup, Poliwag, Poliwhirl, Prinplup, Psyduck, Quagsire, Qwilfish, Remoraid, Seel, Shellder, Shellos,
Skrelp, Slowpoke, Spheal, Squirtle, Staryu, Stunfisk, Surskit, Tentacool, Tirtouga, Totodile, Tympole, Tynamo, Wailmer,
Wartortle, Whiscash, Wingull, Wooper
Super Rod: Blastoise, Carracosta, Clawitzer, Cloyster, Dewgong, Dragalge, Empoleon, Feraligatr, Floatzel, Gastrodon,
Golduck, Gorebyss, Greninja, Gyarados, Huntail, Jellicent, Kabutops, Kingdra, Kingler, Lapras, Ludicolo, Lumineon, Malamar,
Mantine, Milotic, Omastar, Politoed, Poliwrath, Relicanth, Samurott, Seadra, Seaking, Sealeo, Seismitoad, Sharpedo, Slowbro,
Slowking, Starmie, Swampert, Tentacruel, 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 Acid Spray
Type: Grass Type: Poison
Move Power: STR/DEX Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: 30ft
Description: You attempt to absorb some of an enemy’s Description: You spit a spray of acidic fluid that works to
health. Make a melee attack. On a hit, the creature takes melt away an opponent's defense. Make a ranged attack
1d4 + MOVE grass damage. Half the damage done is against a target, dealing 1d6 + MOVE poison damage on a
restored by the user. hit. On a hit, the target must make a CON save against your
Higher Levels: The damage dice roll for this move changes Move DC. On a failure, the target's AC is reduce by 1 for
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. the duration. This decrease may be stacked on an
Acid opponent, up to a maximum of -3 to its AC.
Type: Poison Higher Levels: The damage dice roll for this move changes
Move Power: DEX to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 action Acrobatics
PP: 15 Type: Flying
Duration: Instantaneous Move Power: DEX
Range: 30ft cone Move Time: 1 action
Description: You create a stream of hot acid in a 30 foot PP: 5
cone, centered on you. Creatures caught in the cone must Duration: Instantaneous
succeed on a DEX save, taking 1d6 + MOVE poison Range: Melee
damage on a fail, and half as much on a success. Description: You nimbly attack a target with acrobatic
Higher Levels: The damage dice roll for this move changes prowess. Make a melee attack, dealing 3d6 + MOVE flying
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. damage on a hit. If you are holding an item when you
Acid Armor activate this move, the damage is halved.
Type: Poison Higher Levels: The damage dice roll for this move changes
Move Power: CON to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Move Time: 1 action Acupressure
PP: 10 Type: Normal
Duration: 1 minute, Concentration Move Power: None
Range: Self Move Time: 1 action
Description: You are surrounded by a shield of thick acid for PP: 20
the duration. During this time, your AC increases by 2, and Duration: 1 minute
any creature that hits you with a melee attack must Range: Self
succeed on a CON save or take 1d6 poison damage. Description: You apply pressure to different stress points on
Higher Levels: The damage dice roll for this move changes your body, boosting a random ability for the duration.
to 2d6 at level 10 When activating this move, roll a d6 and gain the following
boost based on the result. When activated on subsequent
turns, any previous effect ends.
d6 Effect d6 Effect
1 +1 to attack rolls 4 +1 to saving throws
2 +2 to damage rolls 5 Critical Hit range +1
3 +10 temporary HP 6 +1 to Armor Class

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Aerial Ace Air Cutter
Type: Flying Type: Flying
Move Power: DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You dive at an opponent with such speed that it Description: You create a gust of razor-like wind to slash an
is impossible for them to avoid. This move is guaranteed to opponent. Make a ranged attack against an opponent,
hit for 1d6 + MOVE flying damage, unless during the doing 1d10 + MOVE flying damage on a hit. This move
invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves. scores a critical hit on 19 and 20.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Aeroblast Air Slash
Type: Flying Type: Flying
Move Power: DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50ft line Range: 30ft
Description: You shoot out a powerful vortex of air that Description: You slash at an opponent with a blade of sharp
shreds through opponents. Any creature caught in a 50 foot air. Make a ranged attack on an opponent, dealing 1d12 +
line, 5 feet wide, must make a DEX save against your Move MOVE flying damage on a hit. On a natural attack roll of 15
DC, taking 4d4 + MOVE flying damage on a fail, and half as or higher, the target flinches if it has not taken a turn this
much on a save. round.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
After You Ally Switch
Type: Normal Type: Psychic
Move Power: None Move Power: None
Move Time: 1 bonus action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: 50ft
Description: As a bonus action, choose an ally or opponent Description: You use a strange psychic power to teleport
in range that has not yet taken its turn in the current round. yourself and one willing creature in range, switching places
The target must immediately take its turn now, and return on the battlefield.
to normal initiative order in the next round. Amnesia
Agility Type: Psychic
Type: Psychic Move Power: None
Move Power: None Move Time: 1 bonus action
Move Time: 1 bonus action PP: 10
PP: 15 Duration: 1 minute
Duration: 1 minute Range: Self
Range: Self Description: Your mind elevates to a new level of focus. Add
Description: You hone your abilities and feel a surge of speed +2 to any saving throw you make for the duration, but
course through your veins. Increase your movement speed select one of your moves that is not Amnesia. You forget
by 20 feet for the duration. Applicable to any movement that move and cannot use it for the duration.
type the creature has.

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Ancient Power Arm Thrust
Type: Rock Type: Fighting
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: Melee Range: Melee
Description: You lash out with unknown inner power. Make a Description: You unleash a flurry of fists on an opponent.
melee attack roll against a creature, doing 1d10 + MOVE Make a melee attack roll, doing 1d4 + MOVE fighting
rock damage on a hit. On a natural attack roll of 19 or 20, damage on a hit. After successfully hitting a target, roll a
all of your ability scores go up by 1 while you remain in d4. On a result of 3 or 4, you may immediately hit again for
battle. This move can be stacked for a maximum of +5 to an additional 1d4 fighting damage. Continue this process
all ability scores. until you fail to roll a 3 or 4 on the d4 roll, up to a
Higher Levels: The damage dice roll for this move changes maximum of four additional hits.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes
Aqua Jet
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Type: Water Aromatherapy
Move Power: DEX Type: Grass
Move Time: 1 bonus action Move Power: None
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: 10ft Duration: Instantaneous
Description: You lunge at an opponent with incredible speed. Range: 10ft radius
Choose a target within 10 feet of you. A burst of water Description: You release a pleasant aroma that empowers
propels you towards that opponent, avoiding all attacks of your allies. All allies within a ten foot circle, centered on
opportunity. Make a melee attack on that creature, dealing you, are cured of all negative status ailments.
1d4 water damage on a hit. Aromatic Mist
Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17. Type: Fairy
Move Power: None
Aqua Ring Move Time: 1 action
Type: Water PP: 5
Move Power: None Duration: 1 minute
Move Time: 1 bonus action Range: 5ft
PP: 5 Description: You release an aroma that inspires your allies.
Duration: 1 minute, Concentration When you activate this move, you and any ally within 5 feet
Range: Self of you may add a d4 to any saving throw they make for the
Description: You surround yourself with a veil of healing duration.
water. At the end of each of your turns, as long as you hold Higher Levels: The bonus dice roll for this move changes to
concentration, regain a number of hit points equal to your a 1d6 at level 10
proficiency bonus. Assist
Aqua Tail Type: Normal
Type: Water Move Power: None
Move Power: STR/DEX Move Time: 1 bonus action
Move Time: 1 action PP: 10
PP: 5 Duration: Varies
Duration: Instantaneous Range: Varies
Range: Melee Description: You call upon the help of another active
Description: You lash out with your tail to strike an creature in your party. When activating this Move, another
opponent. Make a melee attack, dealing 2d8 + MOVE player may immediately take an action in place of your
water damage on a hit. own, if you have not already taken an action this turn.
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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Assurance Aura Sphere
Type: Dark Type: Fighting
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You strike an opponent where it already hurts. Description: You focus your aura into a concentrated blast
Make a melee attack against an opponent, dealing 1d10 + that strikes an opponent in range. This move is guaranteed
MOVE dark damage on a hit. If the target has already taken to hit for 1d6 + MOVE fighting damage, except when
damage in the same round, double the damage dice. targeting an opponent in the invulnerable stages of Fly, Dig,
Higher Levels: The damage dice roll for this move changes Bounce, etc.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes
Astonish
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Ghost Aurora Beam
Move Power: DEX/WIS Type: Ice
Move Time: 1 action Move Power: STR/DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 20ft Duration: Instantaneous
Description: You startle an opponent with a loud shout . Range: 80ft
Make a ranged attack roll against an opponent doing 1d6 + Description: You send a concentrated beam of freezing ice at
MOVE ghost damage on a hit. On a natural attack roll of 15 a single creature in range. Make a ranged attack roll, doing
or more, the opponent flinches. 1d10 + MOVE ice damage on a hit, and forcing the target
Higher Levels: The damage dice roll for this move changes to make a CON save against your Move DC or become
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. frozen.
Attack Order
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: Bug
Move Power: STR/DEX Aurora Veil
Move Time: 1 action Type: Ice
PP: 10 Move Power: None
Duration: Instantaneous Move Time: 1 bonus action
Range: 20ft PP: 3
Description: You summon your underlings to attack a foe. Duration: Instantaneous
Make a ranged attack on an opponent, dealing 2d8 + Range: Self
MOVE bug damage on a hit. This move scores a critical hit Description: You use the environment to create a shield of
on rolls of 19 or 20. ice around your body. Only able to be activated while it is
Higher Levels: The damage dice roll for this move changes hailing, this move can be used as a bonus action to halve all
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. damage dealt to you for three rounds.
Attract Autotomize
Type: Normal Type: Steel
Move Power: CHA Move Power: None
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: Self Range: Self
Description: As a reaction, when dealt damage by an attack, Description: You shed away part of your body to make
you may force the attacker to make a CHA save against yourself lighter and increase your speed. For the duration,
your Move DC. On a fail, the creature must roll the damage your speed increases by 10 feet. This move may be stacked
again and use the lower result. to a maximum speed increase of 30 feet.

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Avalanche Beat Up
Type: Ice Type: Dark
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You send forth a heap of powerful snow to Description: You use strength in numbers to attack a
pummel an opponent. Make a ranged attack on a target, creature. Make a melee attack on a creature, and an
dealing 1d10 + MOVE ice damage on a hit. If the target has additional attack for each conscious creature you are
dealt any damage to you since the end of your last turn, currently carrying, doing 1d6 + MOVE dark damage on
double the damage you deal. each hit.
Higher Levels: The damage dice roll for this move changes Belch
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Poison
Baby-Doll Eyes Move Power: STR/CON
Type: Fairy Move Time: 1 action
Move Power: None PP: 5
Move Time: 1 reaction Duration: Instantaneous
PP: 3 Range: 15 feet
Duration: Instantaneous Description: You let out a damaging belch at a creature in
Range: 30ft range. Force the creature to make a CON save against your
Description: You quickly widen your eyes in an attempt to Move DC, taking 2d10 + MOVE poison damage on a
charm an opponent, decreasing their will to fight. When failure, or half as much on a success. If you are holding a
you or an ally in range are targeted by a Move that requires berry when activating this move, you may consume it and
an attack roll, you may use a reaction to impose force the opponent to automatically fail the saving throw.
disadvantage on the roll. Higher Levels: The damage dice roll for this move changes
Barrage
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Type: Normal Belly Drum
Move Power: STR/DEX Type: Normal
Move Time: 1 action Move Power: None
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 30ft Duration: While in battle
Description: Make a ranged attack on a creature, rolling 1d4 Range: Self
on a hit. You attack with a barrage of ranged strikes equal Description: You sacrifice health for attack. When using this
to the number shown. Each projectile deals 1d4 normal move, take damage equal to half your maximum, but
damage. increase your Strength score by 10 while you remain in
Higher Levels: Each projectile that hits deals 1d6 at level 5, battle. After activating this move, you are not affected by
2d4 at level 10, and 2d6 at level 17. healing items for the remainder of the encounter.
Barrier Bestow
Type: Psychic Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 10 PP: 3
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self, 5ft Range: 30ft
Description: You create a transparent shield of psychic Description: As a bonus action, you may pass your held item
energy. While active, the barrier grants +2 to AC for you to a willing creature in range, if the target is not currently
and any companions within 5 feet of you for the duration. holding an item.
Baton Pass
Type: Normal
Move Power: None
Move Time: 1 bonus action
PP: 20
Duration: Instantaneous
Range: Self
Description: As a bonus action, you may switch out, passing
along all negative status effects or stat changes to the new
creature. This includes existing substitutes, critical hit
bonuses, AC increases, etc.

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Bide Blast Burn
Type: Normal Type: Fire
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, recharge
PP: 5 PP: 3
Duration: 2-3 rounds Duration: Instantaneous
Range: 50ft Range: 50ft
Description: You embrace the damage done to you, waiting Description: Explosive projectiles rain down upon your
for your time to strike. Use your attack action to activate opponents in a 10 foot radius. Any creature caught in the
this move, and keep track of all damage done to you before blast must succeed on a DEX save against your Move DC
your next turn. On your next turn, you lash out at an enemy or take 3d8 + MOVE fire damage on a fail and half as much
with a normal ranged attack, striking them for double the on a success. This move saps you of energy, and you may
amount of damage you took on a successful hit. At 10th not make any attack until after the end of your next turn.
Level, you can choose to hold Bide for a second turn for the Higher Levels: The damage dice roll for this move changes
chance to add additional damage to the attack. to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Higher Levels: You may continue to stockpile damage for 2 Blaze Kick
turns at level 10 and above.
Type: Fire
Bind Move Power: STR/DEX
Type: Normal Move Time: 1 action
Move Power: STR PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 15 Range: Melee
Duration: Instantaneous Description: Flames burst from your feet as you deliver a
Range: Melee powerful kick. Make a melee attack on an opponent, doing
Description: You attempt to grapple a target into submission. 2d6 + MOVE fire damage on a hit. On a natural attack roll
Make a melee attack roll. On a hit, the target takes 1d4 + of 18 or more, the target is burned. This move scores a
MOVE normal damage and is grappled. At the beginning of critical hit on 19s and 20s.
each of its turns, it may attempt to escape with a STR save Higher Levels: The damage dice roll for this move changes
against your Move DC. While a creature is grappled, you to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
may continue this move, as a bonus action, to do an Blizzard
automatic 1d4 normal damage without having to make an
attack roll. Type: Ice
Higher Levels: The damage dice rolls for this move change Move Power: STR/DEX
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Move Time: 1 action
PP: 3
Bite Duration: Instantaneous
Type: Dark Range: 120ft
Move Power: STR/DEX Description: Icy clouds form overhead and pelt the ground
Move Time: 1 action with hail and snow, centered on a point you choose within
PP: 15 range. Each creature in a 30 ft radius, centered on a point
Duration: Instantaneous within range, must make a DEX saving throw against your
Range: Melee Move DC, taking 3d6 + MOVE ice damage on a failed save,
Description: You sink your teeth into an enemy creature. or half as much on a successful one. Targets that fail the
Make a melee attack roll, doing 1d10 + MOVE dark save by 5 or more become frozen.
damage on a successful hit. On natural attack rolls of 19 or Higher Levels: The damage dice roll for this move changes
20, the target flinches to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Higher Levels: The damage dice roll for this move changes Block
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Move Power: None
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: 50ft
Description: If an opponent within range attempts to flee or
switch out, you may use your reaction to stop it dead in its
tracks, keeping this from happening.

35
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Blue Flare Bone Rush
Type: Fire Type: Ground
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 50ft line Range: Melee
Description: You unleash an intense and beautiful line of Description: You rush forward to deliver a series of hard hits
blue flames in a 50 foot line, 5 feet wide. Any creature against a target. Make a melee attack roll, doing 1d4 +
caught in the line must make a DEX save against your MOVE ground damage on a hit. After successfully hitting a
Move DC, taking 5d4 + MOVE fire damage on a failure, or target, roll a d4. On a result of 3 or 4, you may immediately
half as much on a success. If a creature fails the save by hit again for an additional 1d4 ground damage. Continue
more than 5, they are burned. this process until you fail to roll a 3 or 4 on the d4 roll, up
Higher Levels: The damage dice roll for this move changes to a maximum of four additional hits.
to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. Higher Levels: The damage dice rolls for this move change
Body Slam
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Normal Bonemerang
Move Power: STR Type: Ground
Move Time: 1 action Move Power: DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: You thrust yourself towards an opponent in an Range: 80ft
attempt to crush them with your physical size. Make a Description: You throw a boomerang and make two ranged
melee attack on a target. On a hit, the target takes 2d6 + attacks against a target. On each successful hit, do 1d4 +
MOVE normal damage, and must succeed on a STR saving MOVE ground damage.
throw against your Move DC or be knocked prone. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 2d4 at level 10, and 3d4 at level 17.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Boomburst
Bolt Strike Type: Normal
Type: Electric Move Power: STR/CHA
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 5
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 20 ft circle
Range: 50ft Description: You create a deafening, explosive sound that
Description: You send down a powerful strike of lightning damages all creatures within 20 feet of you. Force any
from the heavens, surrounding an area of the battlefield creature in range to make a CON save against your Move
with surging electricity. Any opponent caught in a 20 foot DC, taking 2d12 + MOVE normal damage on a failure, or
radius, centered on a point within range, must make a DEX half as much on a success.
save against your Move DC, taking 5d4 + MOVE electric Higher Levels: The damage dice roll for this move changes
damage on a failure, or half as much on a success. If a to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
creature fails the save by more than 5, it becomes Bounce
paralyzed.
Higher Levels: The damage dice roll for this move changes Type: Flying
to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. Move Power: DEX
Move Time: 1 action
Bone Club PP: 3
Type: Ground Duration: Instantaneous
Move Power: STR/DEX Range: 30ft
Move Time: 1 action Description: When you activate this move, you bounce high
PP: 10 into the air, disappearing into the Ethereal plane. You may
Duration: Instantaneous not be targeted by attacks in the Ethereal plane. On your
Range: Melee next turn, as an action, you reappear and attempt to slam
Description: You strike a creature with a club of bone, doing down on top of an opponent. Make a melee attack roll on
1d10 + MOVE ground damage on a successful hit. If the an opponent in range, with advantage, doing 2d6 + MOVE
natural attack roll is 18 or more, the target flinches. flying damage on a hit. On a natural attack roll of 15 or
Higher Levels: The damage dice roll for this move changes more, the target is paralyzed.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

36
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Brave Bird Bubble
Type: Flying Type: Water
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You tuck in your wings and dive at an opponent. Description: You shoot a series of quickly moving bubbles at
Make a melee attack, dealing 2d10 + MOVE flying damage a target. Make three ranged attacks, doing 1d4 water
on a hit. On a hit, you also take a quarter of the total damage on each successful hit.
(rounded down) in typeless recoil damage. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d8 at level 5, 2d6 at level 10, and 3d6 at level 17.
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Bubble Beam
Brick Break Type: Water
Type: Fighting 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
Range: Melee Description: You shoot a concentrated stream of bubbles at a
Description: You strike out with a powerful and focused single creature in range. Make a ranged attack roll, doing
punch. Make a melee attack roll on an opponent, doing 1d10 + MOVE water damage on a hit.
1d12 + MOVE fighting damage on a hit. On a hit, this move Higher Levels: The damage dice roll for this move changes
automatically ends an opponent’s Light Screen, and to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
bypasses Reflect with no effect. Bug Bite
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: Bug
Move Power: STR/DEX
Brine Move Time: 1 action
Type: Water PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You lash out and bite a foe. Make a melee attack
Duration: Instantaneous against an opponent, dealing 1d10 + MOVE bug damage
Range: 40ft on a hit. If the target is holding a berry when you hit, you
Description: You send a harsh blast of salt water at an immediately eat it and gain its effect.
opponent. Make a ranged attack against an opponent, Higher Levels: The damage dice roll for this move changes
dealing 1d10 + MOVE water damage on a hit. If the to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
opponent has less that 50% of its max HP, double the Bug Buzz
damage dealt.
Higher Levels: The damage dice roll for this move changes Type: Bug
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Power: DEX/CHA
Move Time: 1 action
Brutal Swing PP: 3
Type: Dark Duration: Instantaneous
Move Power: STR Range: 20ft
Move Time: 1 action Description: You vibrate your wings, creating a harsh sound
PP: 10 that damages any creature in range. All creatures within 20
Duration: Instantaneous feet of you must make a CON save against your Move DC,
Range: 5ft circle taking 2d8 + MOVE bug damage on a fail. If an opponent
Description: You swing your arms around violently, attacking fails the save by more than 5, they have disadvantage on
anything within a 5 foot circle, centered on yourself. All their next attack.
creatures in range must make a DEX saving throw against Higher Levels: The damage dice roll for this move changes
your Move DC, taking 1d10 + MOVE dark damage on a to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
failure, or half as much on a success.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

37
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Bulk Up Calm Mind
Type: Fighting Type: Psychic
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute Duration: 1 minute, Concentration
Range: Self Range: Self
Description: You pump yourself up, increasing your Description: You clear your mind of all distractions. For the
adrenaline. For the next minute, choose to add +1 to your duration, double your STAB bonus when dealing damage
attack rolls OR +1 to AC. This move can be stacked to a of your type.
maximum of +5 for either choice. Camouflage
Bulldoze Type: Normal
Type: Ground Move Power: None
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: 1 minute, Concentration
Duration: Instantaneous Range: Self
Range: 15 foot circle Description: You blend in with your surroundings, taking on
Description: You strike the ground so hard that it ripples out a new type for resistances/vulnerabilities/immunities. The
from you in a 15 foot circle. Any creature caught in the area type is dependent on the terrain, and up to the DMs
must make a DEX save against your Move DC, taking 1d10 discretion. (Ex: Forest = Grass, Beach = Water, Desert =
+ MOVE ground damage on a failure. Ground/Fire, Mountain = Rock, etc.)
Higher Levels: The damage dice roll for this move changes Captivate
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Bullet Punch Move Power: WIS/CHA
Type: Steel Move Time: 1 reaction
Move Power: DEX PP: 3
Move Time: 1 bonus action Duration: Instantaneous
PP: 15 Range: 40ft
Duration: Instantaneous Description: You attempt to charm an opponent into pulling
Range: Melee its punches. When hit by an attack from an opponent of the
Description: You strike with a punch that is quick as a bullet. opposite gender, you may use a reaction to force it to make
Choose a target within 10 feet of you. You rush forward to a CHA save against your Move DC. On a failure, the attack
slam a fist into the creature, avoiding all attacks of does not hit.
opportunity. Make a melee attack on that creature, dealing Charge
1d4 steel damage on a hit.
Higher Levels: The damage dice roll for this move changes Type: Electric
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17. Move Power: None
Move Time: 1 action
Bullet Seed PP: 10
Type: Grass Duration: 1 round, Concentration
Move Power: DEX Range: Self
Move Time: 1 action Description: Electricity surges through your body, charging
PP: 15 up for your next attack. Until your next turn, boost your AC
Duration: Instantaneous by 2. On your next turn, double your STAB bonus when
Range: 30ft dealing damage of your type.
Description: Your fire a series of high-speed seeds at an Charge Beam
opponent. Make a ranged attack roll, doing 1d4 + MOVE
grass damage on a hit. After successfully hitting a target, Type: Electric
roll a d4. On a result of 3 or 4, you may immediately hit Move Power: STR/DEX
again for an additional 1d4 grass damage. Continue this Move Time: 1 action
process until you fail to roll a 3 or 4 on the d4 roll, up to a PP: 5
maximum of four additional hits. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes Range: 80ft
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Description: You send a beam of electric energy at an
opponent that has a chance to power you up. Make a
ranged attack, dealing 1d8 + MOVE electric damage on a
hit. If the natural attack roll is 10 or higher and the attack
hits, add your proficiency bonus to the damage.
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

38
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Charm Clamp
Type: Fairy Type: Water
Move Power: CHA/WIS Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute Duration: 1 minute
Range: 80ft Range: Melee
Description: You attempt to charm an opponent, sharply Description: You clamp down on a target, attempting to deal
decreasing its attack. A target you choose in range must damage and keep them in place. Make a melee attack roll.
make a WIS save against your Move DC. On a fail, the On a hit, the target takes 1d6 + MOVE water damage and
target adds -2 to all attacks against you for the duration. is grappled. At the beginning of each of its turns, it may
Higher Levels: The target adds -3 at level 5, -4 at level 10, attempt to pry itself away with a STR save against your
and -5 at level 17. Move DC. As long as the target is grappled on your
Chatter
subsequent turns, this move can be activated again as a
bonus action with an automatic hit, dealing 1d6 water
Type: Flying damage.
Move Power: WIS/CHA Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
PP: 5
Duration: Instantaneous Clear Smog
Range: 30ft Type: Poison
Description: You shout a series of disorienting words at an Move Power: DEX/CON
opponent, scrambling their senses. Make a ranged attack. Move Time: 1 action
On a hit, deal 1d10 + MOVE flying damage and cause the PP: 10
target to become confused. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes Range: 20ft
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Description: You throw a clump of special mud that has the
Chip Away
power to remove all stat changes from a target. Make a
ranged attack, dealing 1d8 + MOVE poison damage on a
Type: Normal hit. On a hit, any stat changes affecting the target since the
Move Power: STR/DEX beginning of battle are reset.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 10 to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Duration: Instantaneous
Range: Melee Close Combat
Description: You wait for an opening, striking with speed Type: Fighting
when the moment is right. Ignoring any boosts to the AC of Move Power: STR
a target, make a melee attack, dealing 1d12 + MOVE Move Time: 1 action
normal damage on a hit. PP: 3
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Range: Melee
Circle Throw
Description: You get in close for a devastating strike,
sacrificing your defenses. Make a melee attack on an
Type: Fighting opponent, dealing 2d10 + MOVE fighting damage on a hit.
Move Power: STR After activating this move, the target has advantage on any
Move Time: 1 action attack it makes against you before the beginning of your
PP: 5 next turn.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: Melee to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Description: You swing the opponent around and throw it as
hard as you can, away from the battlefield. Make a melee Coil
attack, dealing 1d10 + MOVE fighting damage on a hit. In Type: Poison
wild battles, the target takes the damage and flees from Move Power: None
battle if its level is lower than that of the user. In trainer Move Time: 1 action
battles, the target takes the damage and must be PP: 3
immediately switched out for another creature in the Duration: 1 minute, Concentration
trainer's party, if any remain. Range: Self
Higher Levels: The damage dice roll for this move changes Description: You coil up and concentrate your power. For the
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. duration, gain +1 to your attack rolls, damage rolls, and AC.

39
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Comet Punch Constrict
Type: Normal Type: Normal
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with a lightning fast punch. Make Description: You wrap yourself around a creature, trying to
a melee attack roll. The target takes 1d4 + MOVE normal squeeze the life from them. Make a melee attack roll. On a
damage on a hit. After successfully hitting a target, roll a hit, the target takes 1d4 + MOVE normal damage and is
d4. On a result of 3 or 4, you may immediately hit again for grappled. At the beginning of each of its turns, it may
an additional 1d4 normal damage. Continue this process attempt to escape with a STR save against your Move DC.
until you fail to roll a 3 or 4 on the d4 roll, up to a As long as the target is grappled on your subsequent turns,
maximum of four additional hits. this move can be activated again as a bonus action with an
Higher Levels: The damage dice rolls for this move change automatic hit, dealing 1d4 normal damage.
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Higher Levels: The damage dice rolls for this move change
Confide
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Normal Conversion
Move Power: WIS/CHA Type: Normal
Move Time: 1 action Move Power: None
PP: 10 Move Time: 1 bonus action
Duration: Instantaneous PP: 15
Range: 40ft Duration: 1 minute
Description: You whisper an untold secret into the mind of Range: Self
an opponent in range. The target must make a WIS save Description: You take on a new type for
against your Move DC, becoming confused on a failure. resistances/vulnerabilities/immunities, equal to one of the
Confuse Ray
types of a move you currently know for the duration.
Type: Ghost Conversion 2
Move Power: None Type: Normal
Move Time: 1 action Move Power: None
PP: 5 Move Time: 1 reaction
Duration: Instantaneous PP: 5
Range: 60ft Duration: 1 minute
Description: You target an opponent in range with a sinister Range: Self
ray of ghostly light. The target becomes confused. Description: After taking damage from an attack, You may
Confusion
use your reaction to change your creature type to one of
your choice that is resistant or immune to the type of move
Type: Psychic used against you for the duration
Move Power: INT/WIS
Move Time: 1 action Copycat
PP: 15 Type: Normal
Duration: Instantaneous Move Power: None
Range: 80ft Move Time: 1 action
Description: You attempt to enter the mind of an enemy and PP: 10
cause confusion. Make a ranged attack on a creature in Duration: Instantaneous
range. On a hit, the target takes 1d8 + MOVE psychic Range: Self
damage. If the natural attack roll is 15 or more, the target Description: You mimic a target that acted just before you.
becomes confused. When activating this move, you use the identical move of
Higher Levels: The damage dice roll for this move changes the creature whose turn came immediately before yours.
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Cosmic Power
Type: Psychic
Move Power: None
Move Time: 1 action
PP: 10
Duration: 1 minute, Concentration
Range: Self
Description: You call upon a mystic force to come to your aid.
For the duration, you have advantage on all saving throws.

40
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Cotton Guard Crabhammer
Type: Grass Type: Water
Move Power: None Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: Melee
Description: You protect yourself by wrapping your body up Description: You slam down onto an opponent with a heavy
in thick, soft cotton. For the duration, boost your AC by +2. claw. Make a melee attack roll on a target, dealing 2d8 +
Cotton Spore
MOVE water damage on a hit. This move scores a critical
hit on rolls of 19 or 20.
Type: Grass Higher Levels: The damage dice roll for this move changes
Move Power: DEX/CON to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Move Time: 1 action
PP: 20 Crafty Shield
Duration: 1 minute Type: Fairy
Range: 30ft Move Power: None
Description: You unleash spores of thick cotton that covers Move Time: 1 reaction
the opponent. Force a target in range to make a CON save PP: 3
against your Move DC. On a fail, the target’s speed is Duration: Instantaneous
reduced by 10 for the duration. If this reduction in speed Range: 5ft
causes their speed to be 0, they are restrained for the Description: You summon forth a mysterious power that
duration. blocks an incoming status condition. When you or an ally
Counter
within 5 feet of you are subject to a status condition from
an enemy move, you may use your reaction to nullify the
Type: Fighting condition.
Move Power: DEX/STR
Move Time: 1 reaction Cross Chop
PP: 5 Type: Fighting
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: When you are hit by a melee attack, you can use PP: 3
your reaction to make a melee attack of opportunity against Duration: Instantaneous
your foe, doing 1d4 + MOVE fighting damage on a Range: Melee
successful hit. Description: You crush an opponent with a strong sideways
Higher Levels: The damage dice roll for this move changes strike. Make a melee attack against a target, doing 4d4 +
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. MOVE fighting damage on a hit. Cross Chop results in a
Covet
critical hit on 19s and 20s.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Power: DEX
Move Time: 1 action Cross Poison
PP: 15 Type: Poison
Duration: Instantaneous Move Power: DEX
Range: Melee Move Time: 1 action
Description: You strike out with quick and sticky hands. PP: 10
Make a melee attack roll against an opponent, doing 1d10 Duration: Instantaneous
+ MOVE normal damage on a hit. On a successful attack, Range: Melee
you steal the opponents held item if you are not currently Description: You slash at an opponent with a poisonous
holding one. strike. Make a melee attack, dealing 1d12 + MOVE poison
Higher Levels: The damage dice roll for this move changes damage on a hit. On a natural attack roll of 19 or 20, the
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. attack is treated as a critical hit and the target is poisoned.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

41
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Crunch Curse
Type: Dark Type: Ghost
Move Power: STR/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: 10ft
Description: You unleash a powerful blow that has a chance Description: This Move has a different effect based on your
to temporarily lower a target’s defense. Make a melee creature type. If you are ghost-type: You attempt to put a
attack against a target, doing 2d6 + MOVE dark damage on curse on an opponent. Force a target in range to make a
a hit. On a natural attack roll of 18 or higher, the target’s WIS saving throw against your Move DC. On a fail, the
AC is decreased by 1 for the remainder of combat. This target is cursed. You take 1d6 damage initially and your
decrease may be stacked, up to a maximum of -5 to AC. opponent takes 1d6 ghost damage at the end of each of its
Higher Levels: The damage dice roll for this move changes turns for the duration. If you are any other type: You place a
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. curse on yourself. For the duration, your STR and CON
Crush Claw
scores increase by 2, but your DEX score decreases by 4.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: STR
Move Time: 1 action Cut
PP: 5 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You strike out with powerful claws. Make a PP: 15
melee attack roll against an opponent, doing 1d12 + MOVE Duration: Instantaneous
normal damage on a hit. If the natural attack roll is 15 or Range: Melee
more, your next attack on the same target gets an Description: You lash out at an enemy with vine or claw or
additional +1 to hit. blade. Make a melee roll on an enemy, doing 1d8 + MOVE
Higher Levels: The damage dice roll for this move changes on a successful hit.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Higher Levels: The damage dice roll for this move changes
Crush Grip
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Normal Dark Pulse
Move Power: STR Type: Dark
Move Time: 1 action Move Power: WIS/CHA
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You clasp your hands around an opponent for a Range: 30ft
crushing blow. Make a melee attack against a target, Description: You target an opponent with a dark aura filled
dealing 2d10 + MOVE normal damage on a hit. If the with horrible thoughts. Make a ranged attack on an
target is above 50% of its maximum health, add your opponent, dealing 2d6 + MOVE dark damage on a hit. On
proficiency bonus to the damage roll. natural attack rolls of 17 or higher, the target flinches.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Dark Void
Type: Dark
Move Power: WIS
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 30ft
Description: You send the minds of your opponents into a
world of darkness, putting them to sleep. All creatures
within 30 feet of you must make a WIS save against your
Move DC, falling asleep on a failure.

42
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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 a move, you may
make a CON save against your Move DC, taking 2d6 + automatically avoid the damage/effects on the first instance
MOVE fairy damage on a failure, or half as much on a of this reaction. On future instances of this move in the
success. same combat, you must roll higher than a 15 on a d20 roll
Higher Levels: The damage dice roll for this move changes for the reaction to be successful.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Diamond Storm
Defend Order Type: Rock
Type: Bug Move Power: None
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 3
PP: 5 Duration: 3 rounds, Concentration
Duration: 1 minute, Concentration Range: 50ft
Range: Self Description: You stir up a massive storm of sharp diamonds
Description: You summon forth your underlings to form a in a 30 foot radius, centered on a point in range. Any
natural shield in front of you. For the duration, as long as creature in the area at the beginning of their turn takes 4d4
you keep your concentration, gain +1 to your AC. rock damage. The Diamond Storm lasts for 3 rounds.
Higher Levels: The AC boost for this move changes to +2 at When you activate this move, roll a d4. On a result of 3 or 4,
level 5, +3 at level 10, and +4 at level 17. your AC is increased by 2 while the Diamond Storm is
Defense Curl
active.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Power: None
Move Time: 1 action Dig
PP: 20 Type: Ground
Duration: Instantaneous Move Power: STR/DEX
Range: Self Move Time: 1 action
Description: You curl up into a tight ball, increasing your PP: 5
defensive stance. Until your next turn, you gain + 4 to your Duration: Instantaneous
AC and have resistance to normal attacks. Range: 30ft
Defog
Description: Your creature burrows underground,
disappearing from view before striking from underneath a
Type: Flying foe. When you activate this move, you burrow underground
Move Power: None and remain there until your next turn. During this time, you
Move Time: 1 action cannot be the target of any attack. On your next turn, make
PP: 10 a melee attack on a creature in range, with advantage,
Duration: Instantaneous doing 2d6 + MOVE ground damage on a successful hit. If
Range: 50ft the target has Tremorsense, the attack is not rolled with
Description: You summon a swift, magical breeze in a 50 advantage.
foot radius, centered on you, that sweeps away foggy Higher Levels: The damage dice roll for this move changes
weather and obstacles. When activating this move, any to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
area of effect moves that are still active end immediately
(Examples: Misty Terrain, Fog Cloud, Smog, etc.).
Destiny Bond
Type: Ghost
Move Power: WIS/CHA
Move Time: 1 action
PP: 3
Duration: Rest of encounter
Range: 100ft
Description: You create a dark, internal bond with an
opponent. Select a target in range, who must make a WIS
save against your Move DC. On a fail, if you faint during the
combat, the opponent must take damage equal to twice the
damage of the same type that caused you to faint.

43
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Disable Dive
Type: Normal Type: Water
Move Power: CHA/WIS Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 60ft Range: 30ft
Description: You attempt to disable a target, hindering its Description: When you activate this move, you dive down
abilities. Choose a target in range. The target must succeed and disappear into the Ethereal plane. You may not be
on a WIS saving throw against your Move DC. On a fail, targeted by attacks in the Ethereal plane. On your next
roll a d4. Each of the opponent’s moves is numbered 1 – 4 turn, as an action, you reappear and attempt to strike an
in alphabetical order. The move corresponding to the opponent from below. Make a melee attack roll on an
number rolled is unable to be activated for one minute. If opponent in range, with advantage, doing 2d6 + MOVE
the target has less than 4 moves, reroll until you get a water damage on a hit.
lower result. If the target has the Extra Move feat, use a d6 Higher Levels: The damage dice roll for this move changes
and reroll on 6s. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Disarming Voice Dizzy Punch
Type: Fairy Type: Normal
Move Power: CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: Melee
Description: You let out a charming cry, dealing emotional Description: You strike out with a devastating punch. Make a
damage to any opponent in range that can hear you. This melee attack roll on a target, doing 1d12 + MOVE normal
move automatically hits for 1d4 + MOVE fairy damage damage on a hit. On a natural attack roll of 18 or more, the
unless a creature is in the invulnerable stages of Fly, Dig, target becomes confused. At level 17, a natural attack roll of
Bounce, etc. 17 or more confuses the target.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Discharge Doom Desire
Type: Electric Type: Steel
Move Power: DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: 2 turns, Concentration
Range: 10ft Range: 30ft
Description: You let loose a flare of electricity in a 10 foot Description: You promise doom upon an opponent. When
circle, centered on you, striking all creatures around you. you activate this move, select a target and make an attack
Creatures in the area must make a DEX saving throw roll. On a hit, at the beginning of the third round after you
against your Move DC. On a fail, a creature takes 2d6 + activate this move, the target takes 2d12 + MOVE damage
MOVE electric damage. If a creature fails the save by more of no specific type. If the target is switched out, the damage
than 5, it is paralyzed. is done to the trainer's current active Pokémon.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
Double Hit
Type: Normal
Move Power: STR/DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You lash out quickly with two strikes. Make two
melee attacks, dealing 1d6 + MOVE on each hit.
Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

44
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Double Kick Draco Meteor
Type: Fighting Type: Dragon
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You strike twice with two devastating kicks. Description: You summon forth a meteor shower that rains
Make two melee attack rolls, doing 1d6 + MOVE fighting down on your opponents. All creatures in a 10 foot circle,
damage on each successful hit. centered on a point within range, must make a DEX save
Higher Levels: The damage dice rolls for this move changes against your Move DC, taking 5d4 + MOVE dragon damage
to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. on a hit, or half as much on a save. After activating this
Double Slap
move, your next attack is rolled at disadvantage. If that
attack requires a saving throw, the target has advantage.
Type: Normal Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX/CHA to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Move Time: 1 action
PP: 5 Dragon Ascent
Duration: Instantaneous Type: Flying
Range: Melee Move Power: STR/DEX
Description: You reach out to slap a creature with quick Move Time: 1 action
strikes. Make a melee attack roll, doing 1d4 + MOVE on a PP: 3
hit. After successfully hitting a target, roll a d4. On a result Duration: Instantaneous
of 3 or 4, you may immediately hit again for an additional Range: 50ft
1d4 normal damage. Continue this process until you fail to Description: You soar upward and come crashing down
roll a 3 or 4 on the d4 roll, up to a maximum of four towards a creature in range at tremendous speed. Make a
additional hits. melee attack roll, dealing 2d10 + MOVE flying damage on a
Higher Levels: The damage dice rolls for this move change hit. After activating this move, any attack roll that targets
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. you until the beginning of your next turn is rolled with
Double Team
advantage.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Power: None
Move Time: 1 bonus action Dragon Breath
PP: 3 Type: Dragon
Duration: 1 minute, Concentration Move Power: STR/DEX
Range: Self Move Time: 1 action
Description: You create a duplicate image of yourself, 5 feet PP: 10
beside you. The image copies every move you make. When Duration: Instantaneous
an enemy hits you with a damaging melee or ranged attack Range: 40ft cone
with an area of effect of 5 feet wide or less, roll a d4. On a 3 Description: You release a powerful breath of energy in a 40
or 4, the image absorbs the damage and/or effects of the foot cone. All targets caught in the blast must make a DEX
attack and disappears. Enemies with Truesight bypass the save against your Move DC, taking 1d10 + MOVE dragon
effect of this move. damage on a fail, and half as much on a save. If an
Double-Edge
opponent fails the save by 5 or more, it is paralyzed.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Power: STR/DEX
Move Time: 1 action Dragon Claw
PP: 5 Type: Dragon
Duration: Instantaneous Move Power: STR
Range: Melee Move Time: 1 action
Description: You commit a massive attack against an PP: 10
opponent. Make a melee attack against a target, doing Duration: Instantaneous
2d10 + MOVE normal damage on a hit, but taking a Range: Melee
quarter of the total damage (rounded down) in typeless Description: You strike out with a powerful claw attack.
recoil. Make a melee attack on an opponent, doing 2d6 + MOVE
Higher Levels: The damage dice roll for this move changes dragon damage on a hit.
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

45
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Dragon Dance Dragon Tail
Type: Dragon Type: Dragon
Move Power: None Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: Melee
Description: You perform a mystical dance, pumping Description: You whip your dragon tail at an opponent in an
yourself up. For the duration, double your proficiency attempt to send them away. Force a target to make a CON
bonus when making an attack. save against your Move DC. On a failure, they take 1d10 +
Dragon Pulse
MOVE dragon damage and are too frightened by you to
remain in battle. In trainer battles, the target must be
Type: Dragon switched out if another creature is available. In wild
Move Power: DEX battles, the target only flees if it a lower level than the user.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 5 to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Duration: Instantaneous
Range: 50ft Drain Punch
Description: You open your mouth and send a shockwave of Type: Fighting
draconic energy at a target in range. Make a ranged attack, Move Power: STR/DEX
dealing 2d6 + MOVE dragon damage on a hit. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 5
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Duration: Instantaneous
Dragon Rage
Range: Melee
Description: Your strike a foe with an energy-draining punch.
Type: Dragon Make a melee attack, dealing 1d12 + MOVE fighting
Move Power: STR damage on a hit, gaining half the damage dealt (rounded
Move Time: 1 action down) in HP.
PP: 3 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Range: Self, 100ft line
Description: You unleash a devastating flow of energy in a Draining Kiss
100 foot long line, 5 feet wide. Each creature caught in the Type: Fairy
blast must make a DEX save against your Move DC, taking Move Power: DEX/CHA
2d10 + MOVE dragon damage on a fail, and half as much Move Time: 1 action
on a save. PP: 5
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Range: Melee
Dragon Rush
Description: You attempt to zap the target's energy with a
kiss. Make a melee attack roll on an opponent, dealing 1d8
Type: Dragon + MOVE fairy damage on a hit. The user is then healed for
Move Power: STR half the damage dealt.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 5 to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Duration: Instantaneous
Range: Melee Dream Eater
Description: You rush at an opponent with overwhelming Type: Psychic
menace. Make a melee attack, dealing 4d4 + MOVE dragon Move Power: WIS
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 Duration: Instantaneous
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Range: 30ft
Description: You tap into a sleeping creature’s dreams,
sucking from its energy pool. Instantly inflict 4d4 + MOVE
psychic damage on a sleeping target in range, regaining
half as many hitpoints to yourself. This move does not
wake a sleeping creature.
Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

46
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Drill Peck Earth Power
Type: Flying Type: Ground
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You hammer down on an enemy with a peck Description: You cause the ground beneath an opponent to
attack. Make a melee attack roll on a target, doing 2d6 + erupt with power. Make a ranged attack, dealing 2d8 +
MOVE flying damage on a successful hit. Drill Peck scores MOVE ground damage on a hit. If the natural attack roll is
a critical hit on 19s and 20s. 19 or 20, the next attack against the target is rolled at
Higher Levels: The damage dice roll for this move changes advantage.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Higher Levels: The damage dice roll for this move changes
Drill Run
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Ground Earthquake
Move Power: STR/DEX Type: Ground
Move Time: 1 action Move Power: STR
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: You crash into an opponent, spinning your body Range: 10ft
like a drill. Make a melee attack, dealing 2d6 + MOVE Description: You create a tremor in the ground in a 10 foot
ground damage on a hit. This attack scores a critical hit on radius, centered on you. Each creature in the area must
19s and 20s. succeed on a DEX save against your Move DC, taking 4d4
Higher Levels: The damage dice roll for this move changes + MOVE ground damage on a fail and be knocked prone.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. On a success, they take half as much damage and are not
Dual Chop
knocked prone. The area becomes difficult terrain. Flying
creature are immune to this attack.
Type: Dragon Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Time: 1 action
PP: 10 Echoed Voice
Duration: Instantaneous Type: Normal
Range: Melee Move Power: WIS/CHA
Description: You lash out at an opponent(s) with two quick Move Time: 1 action
strikes. Make two melee attack rolls, dealing 1d6 + MOVE PP: 10
dragon damage with each hit. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes Range: 40ft
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Description: You release a shout that echoes across the
Dynamic Punch
battlefield towards an opponent. Make a ranged attack,
dealing 1d6 + MOVE normal damage on a hit. Until the
Type: Fighting beginning of your next turn, if any other creature in range
Move Power: STR/DEX uses this move, they may double their damage dice on a hit.
Move Time: 1 action This multiplier can continue to stack to a maximum of 8x
PP: 3 the damage dice, resetting if any of the attacks miss.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: Melee to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: You strike out with a twirling punch that
confuses your foes. Make a melee attack roll against an Eerie Impulse
opponent, doing 4d4 + MOVE fighting damage on a hit. On Type: Electric
a hit, it also becomes confused. Move Power: DEX/CHA
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. PP: 3
Duration: Instantaneous
Range: 30 ft circle
Description: Your body generates a strange pulsating sound
that can disrupt your opponent's ability to attack. When you
activate this move, any creature within 30 feet of you must
make a CON saving throw against your Move DC. On a
failure, the target flinches for 1d4 rounds.

47
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Egg Bomb Electroweb
Type: Normal Type: Electric
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: 40ft
Description: You hurl a hard egg at a creature that explodes Description: You unleash an electric net of web upon an
on impact. Make a ranged attack on a creature, doing 4d4 opponent. Make a ranged attack roll, dealing 1d8 + MOVE
+ MOVE normal damage on a successful hit. electric damage on a hit, and reducing the target's speed by
Higher Levels: The damage dice roll for this move changes 5 feet. The target can use an action on its turn remove any
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. web from its body. A target whose speed is reduced to 0 is
Electric Terrain
restrained.
Higher Levels: The damage dice roll for this move changes
Type: Electric to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Move Power: None
Move Time: 1 action Embargo
PP: 5 Type: Dark
Duration: 3 rounds Move Power: WIS
Range: 40ft circle Move Time: 1 action
Description: You electrify the ground around you to create a PP: 10
static field of electricity. For 3 turns, no grounded creatures Duration: 1 minute
inside the area can be asleep. Grounded creatures are Range: 30ft
those that do not have a flying speed or Levitate, Magnet Description: You surround an opponent in range with a dark
Rise, or similar ability. In addition, creatures may double aura. Force an opponent to make a WIS save against your
their MOVE modifier on damage rolls from electric-type Move DC. On a failure, the opponent cannot gain the effect
moves activated inside the area of any held item or trainer item given to it for the duration.
Electrify Ember
Type: Electric Type: Fire
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You suddenly surge with electric energy that Description: You hurl a ball of flame at an enemy within
transfers to your attacker. When hit by a melee attack, you range. Make a ranged attack, doing 1d6 + Move fire
may instantly use your reaction to force the attacker to damage on a successful hit. If the natural attack roll is 19
make a CON save against your Move DC. On a failure, the or 20, the target is burnt.
attacking move's type is changed to electric. Higher Levels: The damage dice roll for this move changes
Electro Ball
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Electric Encore
Move Power: DEX Type: Normal
Move Time: 1 action Move Power: WIS/CHA
PP: 5 Move Time: 1 reaction
Duration: Instantaneous PP: 3
Range: 40ft Duration: Instantaneous
Description: You hurl an electric orb at a target in range. Range: 100ft
Make a ranged attack roll, dealing 1d6 + MOVE electric Description: After being targeted by a move, force an
damage on a hit. Compare the target and user's highest opponent to make a WIS save against your Move DC as a
speed type (walking, flying, etc.). If the user's speed is reaction. On a fail, the target can only use the move that
higher, roll the next tier's damage dice for this move. In the targeted you for its next turn.
case of level 17 or higher, double the damage dice. Higher Levels: The number of turns the opponent must use
Higher Levels: The damage dice roll for this move changes the move increases to 2 turns at level 10 and 3 turns at
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. level 17.

48
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Endeavor Eruption
Type: Normal Type: Fire
Move Power: WIS/CON Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 15ft cone
Description: When you activate this move, select an Description: You spew hot magma in a 15 foot cone. Any
opponent in range. The opponent must make a WIS saving creature caught in the blast must make a DEX saving
throw against your Move DC. On a failure, the target’s throw against your Move DC, taking 3d8 + MOVE fire
current HP reduced to be equal to your own. This move damage on a failure, or half as much on a success. If you
can not be used in the first round of combat. are at full health when activating this move, double your
Endure
STAB bonus when dealing damage.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Move Power: None
Move Time: 1 reaction Explosion
PP: 3 Type: Normal
Duration: Instantaneous Move Power: None
Range: Self Move Time: 1 action
Description: When damaged by an attack that would PP: 3
otherwise cause you to faint, you may instead fall to 1HP Duration: Instantaneous
on the first instance of this reaction. On future instances of Range: 80ft
this move in the same combat, you must roll higher than a Description: You create a sphere of energy that packs a
15 on a d20 roll for the reaction to be successful. concentrated and devastating explosion. Choose a target
Energy Ball
within range and roll a d20. On a 20, the explosion goes off
and all creature within 5 feet of that point faint On any
Type: Grass other roll, the explosion fails to go off and this move has no
Move Power: WIS/DEX effect. If the target's level is 10 more than your own, this
Move Time: 1 action move automatically fails.
PP: 5
Duration: Instantaneous Extrasensory
Range: 40ft Type: Psychic
Description: You draw in power from nature in a Move Power: WIS
concentrated ball that you send towards an opponent. Move Time: 1 action
Make a ranged attack, dealing 2d8 + MOVE grass damage PP: 10
on a hit. On a natural attack roll of 19 or 20, the next attack Duration: Instantaneous
against the target is rolled at advantage. Range: 30ft
Higher Levels: The damage dice roll for this move changes Description: You create an irritating, damaging sound in the
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. mind of an opponent. Make a ranged attack roll against an
Entrainment
opponent in range, doing 2d6 + MOVE psychic damage on
a hit. If the natural attack roll is 19 or 20, the target
Type: Normal flinches.
Move Power: WIS/CHA Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
PP: 10
Duration: 1 minute Extreme Speed
Range: 60ft Type: Normal
Description: You dance with a strange rhythm that causes an Move Power: DEX
opponent to mimic you. Choose a target in range and force Move Time: 1 bonus action
them to make a WIS save against your Move DC. On a PP: 15
failure, choose one of their abilities to replace with one of Duration: Instantaneous
your own for the duration. Range: Melee
Description: You rush to attack with incredible speed. As a
bonus action, you can immediately move up to 10ft and
make a melee attack against a creature in range without
taking an attack of opportunity, doing 1d10 normal damage
on a 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.

49
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Facade Fake Tears
Type: Normal Type: Dark
Move Power: STR/DEX Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft
Description: You strike out at an opponent with revenge. Description: You fake an opponent out with superficial tears,
Make a melee attack roll against a target, dealing 1d12 + lowering their defenses. When activating this move, a
MOVE normal damage on a hit. If you are poisoned, target must make a WIS saving throw against your Move
paralyzed, or burned, double the dice for the damage. DC. On a failure, all attack rolls against the target are given
Higher Levels: The damage dice roll for this move changes a +5 bonus until the end of your next turn.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. False Swipe
Fairy Lock Type: Normal
Type: Fairy Move Power: STR/DEX
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 20
PP: 5 Duration: Instantaneous
Duration: 1 round Range: Melee
Range: 40ft Description: You swipe at an opponent but hold back power
Description: You summon forth a mystical power that locks slightly. Make a melee attack against an opponent, doing
down the battlefield. Creatures within a 40 foot circle, 1d6 + MOVE normal damage on a hit. If this attack would
centered on you, may not flee or be switched out on their normally cause an opponent to faint, it is reduced to 1HP
next turn. instead.
Fairy Wind
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: Fairy
Move Power: DEX/CHA Feather Dance
Move Time: 1 action Type: Flying
PP: 15 Move Power: DEX/CHA
Duration: Instantaneous Move Time: 1 action
Range: 30ft PP: 10
Description: You stir up a series of vicious fairy winds that Duration: 1 minute, Concentration
fly towards an opponent in range. Make a ranged attack Range: 50ft
roll against a target, dealing 1d6 + MOVE fairy damage on Description: You distract an opponent in range with a
a hit. beautiful dance. The target must make a WIS saving throw
Higher Levels: The damage dice roll for this move changes against your Move DC. On a fail, the target cannot add
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. proficiency to its attack rolls for the duration.
Fake Out Feint
Type: Normal Type: Normal
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: This move is only usable in the first round of Description: You fake out an opponent before you strike.
combat. Make a melee attack on an opponent, doing 1d6 + Make a melee attack against a target, dealing 1d6 + MOVE
MOVE normal damage on a hit, causing the target to flinch. normal damage on a hit. If an opponent attempts to use a
Higher Levels: The damage dice roll for this move changes Protect or Detect reaction against the damage, it fails.
to 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.

50
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Feint Attack Fire Blast
Type: Dark Type: Fire
Move Power: STR/DEX/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You bring an opponent close and hit it with a Description: Two pillars of raging hot flames explode out
sucker punch. Make a melee attack on an opponent, always from you and leap towards two unique creatures in range.
with advantage, doing 1d10 + MOVE dark damage on a hit. The creatures targeted must succeed on a DEX save
Higher Levels: The damage dice roll for this move changes against your Move DC, taking 3d6 + MOVE fire damage on
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. a failure, or half as much on a success. Creatures that fail
Fell Stinger
the save by more than 5 become burned.
Higher Levels: The damage dice roll for this move changes
Type: Bug to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Move Power: STR/DEX
Move Time: 1 action Fire Fang
PP: 10 Type: Fire
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You lunge at an opponent with a devastating PP: 10
sting attack. Make a melee attack on an opponent, dealing Duration: Instantaneous
1d8 + MOVE bug damage on a hit. If this attack causes the Range: Melee
opponent to faint, double your ability modifier for attack Description: You attempt to pierce an opponent with flame-
rolls and damage on your next turn. cloaked fangs. Make a melee attack, dealing 1d10 + MOVE
Higher Levels: The damage dice roll for this move changes fire damage on a hit. On a natural attack roll of 19 or 20,
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. the target is burned and flinches.
Fiery Dance
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: Fire
Move Power: DEX/CHA Fire Pledge
Move Time: 1 action Type: Fire
PP: 5 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: 15ft circle PP: 5
Description: You dance and flap your wings, sending flames Duration: Instantaneous
in a 15 foot circle, centered on you. Anyone caught in the Range: 40ft
blaze must make a DEX save against your Move DC, taking Description: You send a plume of flame towards an
2d6 + MOVE fire damage on a failure, or half as much on a opponent. Make a ranged attack, dealing 2d6 + MOVE fire
success. If a creature fails the save by more than 5, double damage on a hit. After you land a hit, any ally that uses
the MOVE modifier when adding damage another Pledge move in the same round automatically hits.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Final Gambit Fire Punch
Type: Fighting Type: Fire
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You risk everything and use your own life force Description: You strike out with fire-infused fists. Make a
to damage an opponent in range. When you activate this melee attack roll, doing 1d12 + MOVE fire damage on a hit.
move, you faint, and force a target in range to make a CON On a natural attack roll of 19 or 20, the target is burned.
save against your Move DC. The target takes an amount of Higher Levels: The damage dice roll for this move changes
fighting damage equal to your remaining HP on a failure, to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
or half as much on a success

51
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Fire Spin Flame Charge
Type: Fire Type: Fire
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 3 turns, Concentration Duration: Instantaneous
Range: 40ft Range: Melee
Description: You release a series of moving flames that Description: You cloak yourself with flame and lash out at an
dance around a target. Make a ranged attack roll, doing opponent. Make a melee attack, dealing 1d8 + MOVE fire
1d6 + MOVE fire damage on a hit. As long as you maintain damage on a hit. With each successful hit from this move,
concentration, the target takes an additional 1d6 fire increase your movement speed by 5 until you are
damage at the end of each of its next three turns. incapacitated, are switched out, or the combat ends.
Higher Levels: The damage dice rolls for this move changes (Maximum of +30 to movement speed)
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Higher Levels: The damage dice roll for this move changes
Fissure
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Ground Flame Wheel
Move Power: None Type: Fire
Move Time: 1 action Move Power: STR/DEX
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: 100ft Duration: Instantaneous
Description: You crack open the ground with devastating Range: 10ft
force. Choose a target in range and roll a d20. On a 20, the Description: A wheel of flame explodes out from you in a 10
target falls into the crack and vanished into the abyss. On foot radius. All creature in the area must succeed on a DEX
any other roll, or if targeting a flying creature, this move save against your Move DC, taking 1d10 + MOVE fire
has no effect. The area in a 20 foot radius around the damage on a fail and half as much on a save. If the user is
target becomes difficult terrain. If the target's level is 10 frozen, this move can still be used, thawing out the creature
more than your own, this move automatically fails. during the attack
Flail
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: STR/DEX Flamethrower
Move Time: 1 action Type: Fire
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You flail about with a wild strike that increases Duration: Instantaneous
in power the more injured you are. Make a melee attack Range: 40ft cone
roll against an opponent, doing 1d6 + MOVE normal Description: You shoot a concentrated gout of flame in an 40
damage on a hit. If you are below 50% of your maximum foot cone. Any creature caught in the cone must succeed
health, double the damage. If you are at 10% or below of on a DEX save against your Move DC, taking 2d8 + MOVE
your maximum health, triple the damage. The multiplier fire damage on a failure, or half damage on a success. Any
for this attack occurs before the multiplier for resistances creature that fails the save by more than 5 becomes
or vulnerabilities. burned.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Flame Burst
Type: Fire
Move Power: STR/DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: 40ft
Description: You release a fireball that explodes on contact.
Choose a point in range. Any creature within 5 feet of that
point must make a DEX save against your Move DC, taking
1d12 + MOVE fire damage on a hit, or half as much on a
success.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

52
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Flare Blitz Fling
Type: Fire 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: 60ft
Description: You cloak yourself in fire and charge at an Description: You sacrifice your held item to throw it an
opponent with serious damage. Make a melee attack opponent. Make a ranged attack. On a hit, the amount of
against an opponent, dealing 2d10 + MOVE fire damage on dark damage dealt is equal to the price of the item in the
a hit. On a hit, you take half the damage dealt in typeless manual, divided by 100 (rounded down), plus STAB (if
recoil damage. On a natural attack roll of 19 or 20, the applicable). After activating this move, on a hit or miss, the
target is burned. If the user is frozen, this move can still be item disappears.
used, thawing out the creature during the attack Flower Shield
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: Fairy
Move Power: None
Flash Move Time: 1 action
Type: Normal PP: 5
Move Power: CON Duration: 1 minute, Concentration
Move Time: 1 action Range: 15ft
PP: 10 Description: Large flowers sprout from any grass-type allies
Duration: Instantaneous in range, boosting their defense. For one minute, as long as
Range: 20ft you keep your concentration, grass-type allies in a 15 foot
Description: You emit an immense flash of light in a 20 foot circle, centered on you, gain +2 to their AC.
radius circle, centered on you. Creatures in the area must Fly
make a CON save against your Move DC. On a fail, they are
blinded until the end of their next turn. Outside of combat, Type: Flying
this move can be used to light a dim area, much like the Move Power: STR/DEX
Light cantrip. Move Time: 1 action
PP: 10
Flash Cannon Duration: Instantaneous
Type: Steel Range: 50ft
Move Power: STR/DEX Description: You fly high into the air to prepare for a dive
Move Time: 1 action bomb attack. When you activate this move, you flap your
PP: 5 wings and disappear into the Ethereal plane above you.
Duration: Instantaneous You cannot be targeted by attacks while you are in the
Range: 60ft Ethereal plane. On your next turn, you use your action to
Description: You gather energy from the light around you reappear and make a diving melee attack on a creature in
and send a concentrated beam towards an opponent in range, with advantage, dealing 2d8 + MOVE flying damage
range. Make a ranged attack, dealing 2d6 + MOVE steel on a successful hit.
damage on a hit. On a natural attack roll of 19 or 20, the Higher Levels: The damage dice roll for this move changes
next attack against the opponent is rolled at advantage. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The damage dice roll for this move changes Flying Press
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Fighting/Flying
Flatter Move Power: STR/DEX
Type: Dark Move Time: 1 action
Move Power: None PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You dive at an opponent with quick reaction
Range: 30ft speed, able to change the type of attack when you reach
Description: You send mixed signals to an opponent. Select them. Make a melee attack against a target, dealing 4d4 +
a target in range. They become confused, but during this MOVE flying OR fighting damage, depending on your
confusion, they double their proficiency bonus when choice. STAB can only added to this move if its type is
making attack rolls. fighting.
Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

53
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Focus Blast Force Palm
Type: Fighting Type: Fighting
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: 30ft
Description: You heighten your focus and unleash it upon an Description: You thrust your palm outward with such
opponent. Make a ranged attack, dealing 2d10 + MOVE strength that a shockwave is sent towards an opponent.
fighting damage on a hit. On a natural attack roll of 19 or Make a ranged attack, dealing 1d10 + MOVE fighting
20, the next attack against the opponent is rolled at damage on a hit. On a natural attack roll of 16 or higher,
advantage. the target is paralyzed.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Focus Energy Foresight
Type: Normal Type: Normal
Move Power: None Move Power: WIS
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 20
Duration: 1 minute Duration: 1 minute
Range: Self Range: 50ft
Description: You sacrifice your action to focus in on the Description: Force a target in range to make a WIS saving
energy inside you. For the duration, increase your critical throw against your Move DC. On a fail, add +2 to all attack
range by 1 (From 20 to 19+ , from 19+ to 18+, etc.). This rolls you make against the opponent for the duration.
move is stackable up to a maximum of +5 to the critical hit Regardless of the saving throw, for the remainder of
range (15+). combat, any of your fighting or normal moves can hit a
Focus Punch
ghost type creature. If you are a ghost type, your ghost
moves can now hit normal type creatures.
Type: Fighting
Move Power: STR/DEX Forest's Curse
Move Time: 1 action Type: Grass
PP: 10 Move Power: CON/WIS
Duration: 1 round, Concentration Move Time: 1 action
Range: Melee PP: 5
Description: When activating this move, you spend your Duration: 3 rounds
action focusing your next attack. If you keep concentration, Range: 30ft
as an action on your next turn, make an attack roll against Description: You summon the energy of the forest to change
an opponent, doing 3d8 + MOVE fighting damage on a hit. the type of another creature. Force an opponent in range to
Higher Levels: The damage dice roll for this move changes make a CON save against your Move DC. On a failure, its
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. type is changed to Grass for the duration.
Follow Me Foul Play
Type: Normal Type: Dark
Move Power: None Move Power: STR/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 round Duration: Instantaneous
Range: 50ft Range: Melee
Description: You entice all enemies to attack you. All ranged Description: You turn an opponent's own power against it.
and melee attacks by any opponent in range must target Make a melee attack roll using your MOVE power. On a hit,
you until the beginning of your next turn. the target takes 2d8 + MOVE dark damage using their own
MOVE power.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

54
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Freeze Shock Frustration
Type: Ice Type: Normal
Move Power: DEX Move Power: STR
Move Time: 1 action, charge Move Time: 1 action
PP: 3 PP: 10
Duration: 1 round, Concentration Duration: Instantaneous
Range: 50ft Range: Melee
Description: When you use this move, you charge up a ball Description: You lash out at an opponent, venting your
of rock-hard ice. On your next turn’s action, if you keep your frustration at your trainer. Make a melee attack roll against
concentration, you fire your electrically charged ice at an an opponent, doing 1d6 + MOVE normal damage on a hit.
opponent. Make a ranged attack roll, dealing 3d8 + MOVE When you make this attack, add an additional bonus to hit
ice damage on a hit. On natural attack rolls of 15 or more, and damage equal to the number of levels you are below
the target is paralyzed. zero on the Loyalty Chart.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Freeze-Dry Fury Attack
Type: Ice Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: Melee
Description: You unleash a freezing cold air that rapidly Description: You reach out and unleash relentless strikes
chills a creature in range. Make a ranged attack on an against a creature. Make a melee attack roll, doing 1d4 +
opponent, dealing 1d12 + MOVE ice damage on a hit. On a MOVE normal damage on a hit. After successfully hitting a
natural attack roll of 19 or 20, the target is frozen. This target, roll a d4. On a result of 3 or 4, you may immediately
move deals super effective damage to water-type creatures. hit again for an additional 1d4 normal damage. Continue
Higher Levels: The damage dice roll for this move changes this process until you fail to roll a 3 or 4 on the d4 roll, up
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. to a maximum of four additional hits.
Frenzy Plant
Higher Levels: The damage dice rolls for this move change
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Type: Grass
Move Power: DEX Fury Cutter
Move Time: 1 action, recharge Type: Bug
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 15ft circle PP: 10
Description: You summon a whirlwind of jagged branches Duration: Instantaneous
and razor sharp leaves that batter all opponents in a 15 Range: Melee
foot circle, centered on you. All opponent caught in the Description: You unleash series of cuts against a creature
flurry must make a DEX saving throw against your Move that increase in strength. When you activate this move,
DC, taking 3d8 + MOVE grass damage on a failure, and make a melee attack on a target in range, doing 1d4 +
half as much on a success. This move saps you of energy, MOVE bug damage on a hit. If you continue to use this
and may not make any attack until after the end of your move on consecutive turns, double the dice roll for damage
next turn. each time you hit. The multiplier maxes out at 8x the
Higher Levels: The damage dice roll for this move changes original damage. The damage resets if any of the attacks
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. miss, or if you are incapacitated.
Frost Breath
Higher Levels: The damage dice rolls for this move change
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Type: Ice
Move Power: CON/DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 15ft
Description: You blow a gust of freezing cold air at an
opponent in range. Make a ranged attack roll, dealing 1d12
+ MOVE ice damage on a hit. This move scores a critical
hit on natural attack rolls of 16 and higher.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

55
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Fury Swipes Future Sight
Type: Normal Type: Psychic
Move Power: STR/DEX Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 3 rounds, Concentration
Range: Melee Range: 30ft
Description: You reach out and unleash relentless claw Description: You save an attack to unleash at a later time.
attacks against a creature. Make a melee attack roll, doing When you activate this move, you may choose to attack on
1d4 + MOVE normal damage on a hit. After successfully this turn, or delay the attack. You may use the attack as a
hitting a target, roll a d4. On a result of 3 or 4, you may free action at any time during the next three rounds. When
immediately hit again for an additional 1d4 normal you make the attack, make a ranged attack roll, dealing
damage. Continue this process until you fail to roll a 3 or 4 2d10 + MOVE psychic damage on a hit.
on the d4 roll, up to a maximum of four additional hits. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Gastro Acid
Fusion Bolt Type: Poison
Type: Electric Move Power: DEX/CON
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 5
PP: 3 Duration: 1 minute
Duration: Instantaneous Range: 20ft
Range: 100ft Description: You hurl stomach acid towards a foe. Make a
Description: You summon a gigantic lightning bolt that ranged attack. On a hit, the target is covered in the
strikes down from the heavens in a 30 foot circle, centered disgusting substance and cannot benefit from the effect of
on a point within range. All creatures caught in the blast any of its abilities for the duration.
must make a DEX save against your Move DC, taking 4d4 Gear Grind
+ MOVE electric damage on a failure, or half as much on a
success. If Fusion Bolt was already used this round, double Type: Steel
the damage dealt. Move Power: STR/DEX
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. PP: 10
Duration: Instantaneous
Fusion Flare Range: 40ft
Type: Fire Description: You send a pair of steel gears at a target(s) in
Move Power: STR range. Make two ranged attacks, dealing 1d8 + MOVE steel
Move Time: 1 action damage with each hit.
PP: 3 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Range: 100ft Geomancy
Description: You summon a gigantic fireball that strikes
down from the heavens in a 30 foot circle, centered on a Type: Fairy
point within range. All creatures caught in the blast must Move Power: None
make a DEX save against your Move DC, taking 4d4 + Move Time: 1 action, charge
MOVE fire damage on a failure, or half as much on a PP: 5
success. If Fusion Flare was already used this round, Duration: 1 round, Concentration
double the damage dealt. Fusion Flare may be used to Range: Self
thaw out the user from the frozen status before attacking. Description: You spend time to absorb the natural energy
Higher Levels: The damage dice roll for this move changes around you, sharply increasing your effect in battle. When
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. you activate this move, you charge your energy and your
turn is over. At the beginning of your next turn, for one
round, your speed increases by 10 feet, and all of your
attacks and saving throws are rolled with advantage.

56
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Giga Drain Grass Knot
Type: Grass Type: Grass
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: 30ft
Description: You attempt to drain the life force of a target. Description: You attempt to ensnare an opponent with vines
Make a ranged attack on a target, doing 2d6 + MOVE grass that sprout from the ground, causing it to trip. Make a
damage on a hit. Half of the damage dealt is restored to the ranged attack, dealing 1d10 + MOVE grass damage on a
user. hit. If the targets size is Large or bigger, double the dice roll
Higher Levels: The damage dice roll for this move changes for the damage. On a natural attack roll of 19 or 20, the
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. target falls prone.
Giga Impact
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: STR Grass Pledge
Move Time: 1 action, recharge Type: Grass
PP: 3 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You charge at an opponent with every ounce of Duration: Instantaneous
your power. Make a melee attack, dealing 3d8 + MOVE Range: 40ft
normal damage on a hit. This move cannot be used on Description: You send a column of thick grass towards an
consecutive turns by the same creature. opponent. Make a ranged attack, dealing 2d6 + MOVE
Higher Levels: The damage dice roll for this move changes grass damage on a hit. After you land a hit, any ally that
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. uses another Pledge move in the same round automatically
Glaciate
hits.
Higher Levels: The damage dice roll for this move changes
Type: Ice to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: DEX
Move Time: 1 action Grass Whistle
PP: 5 Type: Grass
Duration: Instantaneous Move Power: CON/CHA
Range: 20ft Move Time: 1 action
Description: You blow a wind of freezing cold air at an PP: 15
opponent in range. Make a ranged attack roll, dealing 1d10 Duration: Instantaneous
+ MOVE ice damage on a hit. On a hit, reduce the target's Range: 30ft
speed by 5 feet. A target reduced to a speed of 0 in this Description: You attempt to put the target to sleep. The
manner becomes frozen. The target may use an action at target must make a WIS save against your Move DC,
any time (before becoming frozen) to warm its body, falling asleep on a failure.
resetting its speed. Grassy Terrain
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: Grass
Move Power: None
Glare Move Time: 1 action
Type: Normal PP: 5
Move Power: WIS/CHA Duration: 3 rounds
Move Time: 1 action Range: 40ft circle
PP: 15 Description: Grass sprouts from the ground in a circle
Duration: Instantaneous around you, coating the earth with healing energy. For 3
Range: 100ft turns, all creatures in the affected area heal for 1d4 hit
Description: You stare into the depths of a creature’s eyes points at the end of their turn. Grounded creatures are
with intense ferocity. The creature must make a WIS those that do not have a flying speed or Levitate, Magnet
saving throw against your Move DC or become paralyzed. A Rise, or similar ability. In addition, creatures may double
creature that succeeds on this saving throw is unaffected their MOVE modifier on damage rolls from grass-type
by future attempts during this combat. moves activated inside the area.

57
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Gravity Guard Swap
Type: Psychic Type: Psychic
Move Power: None Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 1 minute, Concentration Duration: 1 minute, Concentration
Range: 40 foot sphere Range: 40ft
Description: You strengthen gravity in a 40 foot sphere, Description: You use your psychic power to swap defenses
centered on you. Any creature in the area cannot use with an opponent. Force an opponent in range to make a
moves like Fly or Bounce, flying types lose their ground CHA save against your Move DC. On a failure, switch
immunity, and the Levitate ability is suppressed. armor class with the opponent for the duration.
Growl Guillotine
Type: Normal Type: Normal
Move Power: CHA/STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 3
Duration: 1 minute Duration: Instantaneous
Range: 100ft Range: Melee
Description: You target a creature with an intimidating Description: You are filled with an incredible rage, grabbing
growl. The creature must make a WIS save against your the head of an enemy creature in an attempt to squeeze the
Move DC. On a fail, it adds -1 to any attack it makes for the life from it. Roll a d20. On a 20, you instantly cause the
duration. This modifier can be stacked if it fails multiple creature to faint. On any other roll, this move has no effect.
growl saves, up to a maximum of -5. If the target's level is 10 more than your own, this move
Growth
automatically fails.
Type: Normal Gunk Shot
Move Power: None Type: Poison
Move Time: 1 action Move Power: DEX
PP: 20 Move Time: 1 action
Duration: 1 minute, Concentration PP: 3
Range: 30ft Duration: Instantaneous
Description: You increase the size of a target. When you use Range: 30ft
this move, a creature in range (or you) grows slightly larger, Description: You fire a wad of icky gunk at an opponent.
gaining the ability to add a d4 to any attack roll or saving Make a ranged attack, dealing 1d10 + MOVE poison
throw for the duration. damage on a hit. On a natural attack roll of 16 or higher,
Higher Levels: The dice to add increases to 1d6 at level 10. the target is poisoned.
Grudge
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: Ghost
Move Power: WIS/CHA Gust
Move Time: 1 reaction Type: Flying
PP: 3 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: 50ft PP: 20
Description: When you take damage from a move that Duration: Instantaneous
reduces you to zero hit points, you may use your reaction to Range: 40ft
force the attacker to make a WIS saving throw against your Description: You create a strong wind that batters a target in
Move DC. On a failure, all PP from the move that caused range. Make a ranged attack, doing 1d6 + MOVE flying
you to faint is depleted . damage on a hit.
Guard Split
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: Psychic
Move Power: WIS/INT
Move Time: 1 action
PP: 5
Duration: 1 minute, Concentration
Range: 30ft
Description: You use your psychic power to change your
defense to match your opponent's the best you can. Force
an opponent in range to make a CHA save against your
Move DC. On a failure, for the duration, your AC changes
to become an average of your current AC and the
opponent's, rounded down.

58
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Gyro Ball Harden
Type: Steel Type: Normal
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: Self
Description: You tackle an opponent with a high-speed spin. Description: You increase your defense, adding + 1 to your
Make a melee attack against an opponent, dealing 1d6 + AC. This effect can be stacked with multiple Harden
MOVE steel damage on a hit. If your DEX score is lower moves, to a maximum of + 5 AC. Your AC returns to normal
than the opponent's, double the dice roll for damage. after combat.
Higher Levels: The damage dice roll for this move changes Haze
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Ice
Hail Move Power: None
Type: Ice Move Time: 1 action
Move Power: None PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: 30ft
Duration: 5 rounds, Concentration Description: You create a haze of light snow that washes
Range: 100ft over the creature in a 30ft circle, centered on you. Any stat
Description: You stir up a massive hail storm in a 50 foot bonuses or modifiers, status effects, shields or other
radius, centered on a point in range. Any non ice-type outside forces affecting the stats or abilities of a creature
creature in the area at the beginning of their turn take an are removed. This includes things like Leech Seed, Focus
amount of ice damage equal to half your level, rounded up. Energy, Iron Defense, Disable, etc.
The hail storm lasts for 5 rounds. Head Charge
Hammer Arm Type: Normal
Type: Fighting Move Power: STR
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You lower your head and charge at an
Description: You put all your power into a strong and heavy opponent. Make a melee attack. On a hit, you deal 2d10 +
fist attack. Make a melee attack, dealing 4d4 + MOVE MOVE normal damage, taking a quarter of the total
fighting damage on a hit. Until the beginning of your next damage (rounded down) in typeless recoil.
turn, you have disadvantage on all DEX saves and your Higher Levels: The damage dice roll for this move changes
speed is halved. to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Higher Levels: The damage dice roll for this move changes Head Smash
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Type: Rock
Happy Hour Move Power: STR
Type: Normal Move Time: 1 action
Move Power: None PP: 3
Move Time: 1 action Duration: Instantaneous
PP: 15 Range: Melee
Duration: Instantaneous Description: You lower your head to deliver a dangerous
Range: Melee headbutt. Make a melee attack, dealing 3d8 + MOVE rock
Description: You celebrate your impending victory with a damage on a hit. On a hit, the user takes 1/2 the damage
little jig. Prize money awarded at the end of battle is dealt in typeless recoil.
doubled. Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

59
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Headbutt Healing Wish
Type: Normal Type: Psychic
Move Power: STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You really know how to use your head. Make a Description: You sacrifice yourself for another one of your
melee attack roll, doing 1d12 + MOVE normal damage on a trainer's Pokémon. When activating this move, the user
hit. If the natural attack roll is 18 or more, the target falls faints, but the next conscious creature released by its
prone. trainer is healed of all status effects and recovers an
Higher Levels: The damage dice roll for this move changes amount of HP equal to what the user lost by fainting.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Heart Stamp
Heal Bell Type: Psychic
Type: Normal Move Power: WIS/CHA
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 15
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 60ft Description: You unleash a vicious blow after acting cute.
Description: You ring a bell that chimes beautifully across Make a melee attack against an opponent, dealing 1d10 +
the battlefield. All active allied creature in a 60ft circle, MOVE psychic damage on a hit.
centered on you, are healed of their negative status effects. Higher Levels: The damage dice roll for this move changes
Heal Block
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Psychic Heart Swap
Move Power: None Type: Psychic
Move Time: 1 reaction Move Power: WIS/INT
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 40ft Duration: Instantaneous
Description: When an opponent within range attempts to Range: 40ft
use an HP recovery move, item, or ability, you may use your Description: Force an opponent in range to make a CHA
reaction to send psychic waves into the mind of the target, save against your Move DC. On a failure, you employ your
preventing the recovery of health. psychic power to swap any changes in ability modifiers, AC,
Heal Order
attack changes, damage boosts, etc. that are currently in
affect on you or the target.
Type: Bug
Move Power: CON Heat Crash
Move Time: 1 action Type: Fire
PP: 5 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: Self PP: 5
Description: You summon forth your underlings to heal your Duration: Instantaneous
wounds. Regain 4d4 + MOVE hit points. Range: Melee
Higher Levels: The healing dice roll for this move changes to Description: You slam into an opponent with your flaming
3d6 at level 5, 5d6 at level 10, and 8d6 at level 17. body. Make a melee attack on a target, dealing a minimum
Heal Pulse
of 1d8 + MOVE fire damage on a hit. Add an additional
bonus to damage equal to your MOVE modifier for each
Type: Psychic size level you are above an opponent. (Sizes, in order, are:
Move Power: CON/WIS Tiny, Small, Medium, Large, Huge, Gargantuan)
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 5 to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Duration: Instantaneous
Range: 30ft
Description: You emit a healing pulse that restores a target's
HP. Choose a target in range (cannot be yourself). The
target regains 2d6 + MOVE hit points.
Higher Levels: The healing dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

60
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Heat Wave Hidden Power
Type: Fire Type: Normal
Move Power: DEX/CON Move Power: Any
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 10ft circle Range: 30ft
Description: Intense heat bursts from your body in a 10 foot Description: You unleash a wave of force of unknown power
radius, centered on you. Creatures caught in the area must at a creature in range. Make a ranged attack on an
make a DEX save against your Move DC, taking 2d8 + opponent, doing 1d10 + MOVE damage of a random type.
MOVE fire damage on failure, or half as much on a Roll a d12 to determine which type of damage is dealt.
success. If the creature fails the save by 5 or more, it is d12 Type
burned.
Higher Levels: The damage dice roll for this move changes 1 Bug
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. 2 Fighting
Heavy Slam 3 Fire
Type: Steel 4 Flying
Move Power: STR
Move Time: 1 action 5 Grass
PP: 5 6 Ground
Duration: Instantaneous 7 Electric
Range: Melee
Description: You slam into an opponent with your heavy 8 Ice
body. Make a melee attack on a target, dealing a minimum 9 Psychic
of 1d8 + MOVE steel damage on a hit. Add an additional
bonus to damage equal to your MOVE modifier for each 10 Rock
size level you are above an opponent. (Sizes, in order, are: 11 Steel
Tiny, Small, Medium, Large, Huge, Gargantuan) 12 Water
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Higher Levels: The damage dice roll for this move changes
Helping Hand to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Move Power: None High Jump Kick
Move Time: 1 bonus action Type: Fighting
PP: 5 Move Power: STR/DEX
Duration: 10 minutes Move Time: 1 action
Range: 60ft PP: 5
Description: You can use a bonus action on your turn to Duration: Instantaneous
choose one ally other than yourself within 60 feet of you Range: Melee
who can hear you. That ally can add a d6 to one ability Description: You leap into the air to deliver a strong kick to
check, attack roll, or saving throw it makes within the next the enemy. Make a melee attack, doing 2d8 + MOVE
10 minutes, before the result of the roll is called by the fighting damage on a hit. On a miss, you take 1 damage.
DM. An ally being helped can only have one d6 available at Higher Levels: The damage dice roll for this move changes
a time. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The helping dice for this move changes to d8 Hold Back
at level 5, d10 at level 10, and d12 at level 17. Type: Normal
Hex Move Power: DEX
Type: Ghost Move Time: 1 action
Move Power: WIS PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Melee
Duration: Instantaneous Description: You lash out with force, but contain your strike
Range: 50ft to a glancing blow, leaving an opponent conscious. Make a
Description: You send a ghostly energy at an opponent that melee attack on a target, dealing 1d6 + MOVE normal
does additional damage to those affected by status damage on a hit. This attack will always leave its target
conditions. Make a ranged attack, dealing 1d10 + MOVE with 1 hp if it would otherwise cause the target to faint.
ghost damage on a hit. If the target is affected by a status Higher Levels: The damage dice roll for this move changes
condition, double your MOVE modifier when adding to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
damage.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

61
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Hold Hands Horn Leech
Type: Normal Type: Grass
Move Power: None Move Power: STR/DEX
Move Time: 1 reaction Move Time: 1 action
PP: 20 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: If you are within melee range of an ally, you Description: You sink your horns into an enemy, draining
grasp its hand to spread happiness. Use this reaction when some of their power. Make a melee attack, dealing 1d12 +
an ally is attacking to add +1 to its attack rolls, or when it is MOVE grass damage on a hit. Half the damage dealt is
targeted by an attack to add +1 to its AC. This reaction can recovered by the user (rounded down).
be used only before the result of either attack roll (by ally Higher Levels: The damage dice roll for this move changes
or opponent) is called. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Hone Claws Howl
Type: Dark Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 20
Duration: 1 minute Duration: 1 minute
Range: Self Range: Self
Description: You sharpen your claws to increase the power Description: You increase your adrenaline with a menacing
of your attacks. For the duration, add an additional +1 to howl. For the duration, add +1 to any attack roll you make.
your attack and damage rolls. This move may be stacked to This move can be stacked for a maximum of +5.
a maximum of +3 to attack and damage rolls. Hurricane
Horn Attack Type: Flying
Type: Normal Move Power: STR/DEX
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 5
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 40ft
Range: Melee Description: You wrap an opponent in a fierce wind. Make a
Description: You strike at an enemy with your horn. Make a ranged attack against a target, dealing 3d6 + MOVE flying
melee attack, doing 1d10 + MOVE normal damage on a hit. damage on a hit. If this attack is activated during rain, roll
If you moved 20 feet or more towards an enemy on this the attack with advantage. If used during harsh sunlight,
turn, force the enemy to make a STR save against your roll the attack with disadvantage. If the natural attack roll
Move DC or be knocked prone. is 15 or higher, the target becomes confused.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Horn Drill Hydro Cannon
Type: Normal Type: Water
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, recharge
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft line
Description: You attempt to drill your horn through an Description: You fire a powerful stream of high-speed water
enemy creature with tremendous strength. Roll a d20. On a at opponents in a 50 foot line, 5 feet wide. Any opponent
20, the creature is impaled and immediately faints. On any caught in the blast must make a DEX saving throw against
other roll, you miss and this move fails. If the target's level your Move DC, taking 3d8 + MOVE water damage on a
is 10 more than your own, this move automatically fails. failure, and half as much on a success.. Creatures that fail
the save also are pushed back 10 feet and fall prone. This
move saps you of energy, and you may not make any attack
until after the end of your next turn.
Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

62
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Hydro Pump Hyperspace Fury
Type: Water Type: Dark
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30ft line Range: 60ft
Description: You send a surge of powerful water towards Description: Using your many arms, you send a barrage of
enemy creature in a 30 foot line, 5 feet wide. Creatures three balls of furious energy at any creature(s) in range.
caught in the blast must succeed on a DEX save against Each ball automatically deals 1d6 dark damage to any
your Move DC, taking 3d6 + MOVE water damage on a creature(s) you choose. Reactions that negate damage such
failed save, and half as much on a success. as Protect or Detect cannot be used. After activating this
Higher Levels: The damage dice roll for this move changes move, any attacks against you, until the beginning of your
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17. next turn, are rolled at advantage.
Hyper Beam
Higher Levels: You can fire 4 projectiles at level 5, 5
projectiles at level 10, and 6 projectiles at level 17.
Type: Normal
Move Power: STR/DEX Hyperspace Hole
Move Time: 1 action, recharge Type: Psychic
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 80ft line PP: 3
Description: You unleash a concentrated beam of pure Duration: Instantaneous
energy in a 80 foot line, 5ft wide. Any creature caught in Range: Melee, 40ft
the line must succeed on a DEX save or take 3d8 + MOVE Description: You create a hyperspace portal that allows you
normal damage on a fail and half as much on a save. This to instantly teleport to an opponent in range and strike out
move cannot be used on consecutive turns by the same with a melee attack. This move is guaranteed to hit for 2d6
creature. + MOVE psychic damage. Reactions that negate damage
Higher Levels: The damage dice roll for this move changes such as Protect or Detect cannot be used.
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Higher Levels: The damage dice roll for this move changes
Hyper Fang
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Normal Hypnosis
Move Power: STR/DEX Type: Psychic
Move Time: 1 action Move Power: WIS/INT
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You lash out at a creature with a quick fang Range: 30ft
attack. Make a melee attack roll, doing 2d6 + MOVE Description: You attempt to put the target to sleep. The
normal damage on a hit. Hyper Fang scores a critical hit on target must make a WIS save against your Move DC,
19 and 20. If the natural attack roll is 18 or more, the falling asleep on a failure.
target flinches. Ice Ball
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: Ice
Move Power: STR/DEX
Hyper Voice Move Time: 1 action
Type: Normal PP: 10
Move Power: DEX/CHA Duration: Instantaneous
Move Time: 1 action Range: 30ft
PP: 5 Description: You summon a rock-hard ball of ice that
Duration: Instantaneous continues to pummel an opponent. When you activate this
Range: 30ft move, make a ranged attack on a target in range, doing 1d4
Description: You release a loud and startling, high-pitched + MOVE ice damage on a hit. If you continue to use this
sound that only an opponent can hear. Make a ranged move on consecutive turns, double the dice roll for damage
attack roll against an opponent in range, doing 2d8 + each time you hit. The multiplier maxes out at 8x the
MOVE normal damage on a hit. original damage. The damage resets if any of the attacks
Higher Levels: The damage dice roll for this move changes miss, or if you are incapacitated.
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17.

63
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Ice Beam Ice Shard
Type: Ice Type: Ice
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 bonus action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 80ft line Range: 50ft
Description: You create a 80 foot line of freezing ice, 5 feet Description: You flash freeze chunks of ice and quickly hurl
wide. Any creature caught in the line must succeed on a them at an opponent. As a bonus action, you fire a shard of
DEX save against your Move DC or take 2d8 + MOVE ice ice at an opponent in range. Make a ranged attack roll,
damage and be frozen on a failure, or half as much without dealing 1d4 ice damage on a hit.
being frozen on a success. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Icicle Crash
Ice Burn Type: Ice
Type: Ice Move Power: DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 5
PP: 3 Duration: Instantaneous
Duration: 1 round, Concentration Range: 30ft
Range: 30ft circle Description: You generate a row of icicles that crash down
Description: When you use this move, you charge up an on top of an opponent in range. Make a ranged attack,
intense power within your body. On your next turn’s action, dealing 2d6 + MOVE ice damage on a hit. If the natural
if you keep your concentration, you unleash an ultracold, attack roll is 15 or higher, the target flinches.
freezing wind in a 30 foot circle all around you. Anyone Higher Levels: The damage dice roll for this move changes
caught in the blast must make a DEX save against your to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move DC, taking 2d12 + MOVE ice damage on a failure, or Icicle Spear
half as much on a success. If any creature fails the save by
more than 5, it is burned. Type: Ice
Higher Levels: The damage dice roll for this move changes Move Power: DEX
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. Move Time: 1 action
PP: 15
Ice Fang Duration: Instantaneous
Type: Ice Range: 20ft
Move Power: STR/DEX Description: Your pummel an opponent in range with
Move Time: 1 action multiple sharp shards of ice. Make a ranged attack roll,
PP: 10 doing 1d4 + MOVE ice damage on a hit. After successfully
Duration: Instantaneous hitting a target, roll a d4. On a result of 3 or 4, you may
Range: Melee immediately hit again for an additional 1d4 ice damage.
Description: You attempt to pierce an opponent with ice- Continue this process until you fail to roll a 3 or 4 on the
infused fangs. Make a melee attack, dealing 1d10 + MOVE d4 roll, up to a maximum of four additional hits.
ice damage on a hit. On a natural attack roll of 19 or 20, the Higher Levels: The damage dice roll for this move changes
target is frozen and flinches. to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Higher Levels: The damage dice roll for this move changes Icy Wind
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Ice
Ice Punch Move Power: DEX
Type: Ice Move Time: 1 action
Move Power: STR/DEX PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 80ft
Duration: Instantaneous Description: You create an icy wind that gusts towards a
Range: Melee creature in range. Make a ranged attack against an
Description: You strike out with ice-infused fists. Make a opponent, doing 1d8 + MOVE ice damage on a hit. On a
melee attack roll, doing 1d12 + MOVE ice damage on a hit. natural attack roll of 18 or more, the target falls prone.
On a natural attack roll of 19 or 20, the target is frozen. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

64
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Imprison Ingrain
Type: Psychic Type: Grass
Move Power: WIS/INT Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 minute, Concentration Duration: 3 rounds
Range: 30ft Range: Self
Description: You create psychic walls within the mind of a Description: You pierce the ground with roots, absorbing
target in range. Force the target to make a WIS saving natural energy and fixing you in place. At the end of each of
throw against your Move DC. On a failure, the target is your next three turns (including this one), heal yourself for
unable to use any Move it knows that is the same as yours 1d6 + MOVE hit points as a free action. During this time,
for the duration. you may not flee or be switched out.
Incinerate
Higher Levels: The healing dice roll for this move changes to
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Fire
Move Power: STR/DEX Ion Deluge
Move Time: 1 action Type: Electric
PP: 10 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: 50ft PP: 15
Description: You summon forth a burning hot flame that Duration: Instantaneous
surrounds an opponent. Make a ranged attack, dealing Range: 50ft
1d10 + MOVE fire damage on a hit. On a hit, if the target is Description: You disperse electric particles that charge the
holding a berry, it is immediately burned to ash, becoming battlefield. Until the beginning of your next turn, any
unusable. normal-type move activated within 50 feet of you is
Higher Levels: The damage dice roll for this move changes considered electric-type.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Iron Defense
Inferno Type: Steel
Type: Fire Move Power: None
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: 1 round
Duration: Instantaneous Range: Self
Range: 15ft Description: Your body temporarily becomes solid as steel
Description: You engulf a target in intense flames. Make a plate. Until your next turn, you gain + 6 to your AC and
ranged attack against a target, dealing 4d4 + MOVE fire have resistance to all types of damage. If you were
damage on a hit, burning the target in the process. vulnerable, you now take regular damage. If you were
Higher Levels: The damage dice roll for this move changes already resistant, you become immune.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Iron Head
Infestation Type: Steel
Type: Bug Move Power: STR
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: 1d4 rounds Range: Melee
Range: 30ft Description: You slam into your opponent with your hard
Description: You summon an infestation of tiny insects to head. Make a melee attack, dealing 2d6 + MOVE steel
attack a foe for multiple turns. Make a ranged attack on a damage on a hit. On a natural attack roll of 16 or higher,
target. On a hit, the target takes 1d4 + MOVE bug damage the target flinches.
and becomes infested for 1d4 rounds. An infested creature Higher Levels: The damage dice roll for this move changes
must make a CON save against your Move DC at the to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
beginning of each of its turns, taking 1d4 + MOVE bug
damage on a failed save.
Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

65
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Iron Tail Kinesis
Type: Steel Type: Psychic
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: Self
Description: You swing your tail out, attempting to crush an Description: You move with incredible speed. Increase your
opponent. Make an attack roll on an opponent in range, walking, flying, or swimming speed by 20 if it is greater
doing 4d4 + MOVE steel damage on a hit. If the natural than 0, and add +2 to AC when targeted by ranged attacks
attack roll is a 19 or 20, the target’s AC is decreased by 1 for the duration. This move cannot be stacked.
for the rest of combat. King's Shield
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: Steel
Move Power: None
Judgment Move Time: 1 reaction
Type: Varies PP: 3
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: Self
PP: 5 Description: Your body is cloaked with a protective shield
Duration: Instantaneous that negates all damage to you. When targeted by an
Range: 100ft attack, you may automatically avoid taking damage from
Description: You send powerful missiles of pure energy to this attack and any other damaging move until the
rain down on any opponent in a 40 foot circle, centered on beginning of your next turn. On future instances of this
a point in range. Any creature caught in the area must move in the same combat, you must roll higher than a 15
make a DEX save against your Move DC, taking 5d6 + on a d20 roll for the reaction to be successful.
MOVE damage on a failure, or half as much on a success. Knock Off
The type of the damage depends on the kind of plate the
user is holding. Type: Dark
Higher Levels: The damage dice roll for this move changes Move Power: DEX
to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17. Move Time: 1 action
PP: 10
Jump Kick Duration: Instantaneous
Type: Fighting Range: Melee
Move Power: STR/DEX Description: You attempt to rid an opponent of their held
Move Time: 1 action item for the rest of battle. Make a melee attack roll against
PP: 5 a target. On a hit, deal 1d10 + MOVE dark damage and any
Duration: Instantaneous held item of the target disappears. The item appears back
Range: Melee in the target's inventory when the battle is over.
Description: You leap into the air to deliver a strong kick to Higher Levels: The damage dice roll for this move changes
the enemy. Make a melee attack against, doing 4d4 + to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
MOVE fighting damage on a hit. On a miss, you take 1 Land's Wrath
damage.
Higher Levels: The damage dice roll for this move changes Type: Ground
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Move Power: STR
Move Time: 1 action
Karate Chop PP: 5
Type: Fighting Duration: Instantaneous
Move Power: STR/DEX Range: 100ft
Move Time: 1 action Description: You gather in the natural energy of the land
PP: 15 around you and focus it into a sudden eruption of earth in a
Duration: Instantaneous 30 ft radius, centered on a point within range. All creatures
Range: Melee caught in the blast must make a DEX save against your
Description: You extend a hand towards an enemy creature Move DC, taking 2d8 + MOVE ground damage on a failure,
for a savage karate chop. Make a melee Attack roll, doing or half as much on a success.
1d8 + MOVE fighting damage on a hit. Karate Chop scores Higher Levels: The damage dice roll for this move changes
a critical hit on 19s and 20s. to 2d10 at level 5, 3d10 at level 10, and 4d12 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.

66
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Last Resort Leaf Tornado
Type: Normal Type: Grass
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40 feet
Description: You lash out an an opponent with a furious Description: You summon forth a cyclone of harsh winds and
strike. This move can only be activated when all other fast moving leaves that rushes forward to strike an
known moves by a user have been activated in the same opponent in range. Make a ranged attack roll, dealing 1d10
combat. If the user is switched out, this rule resets. Make a + MOVE grass damage on a hit. If the natural attack roll is
melee attack, dealing 2d12 + MOVE normal damage on a 15 or higher, the target has disadvantage on its next attack.
hit. If the opponent activates a move that requires a saving
Higher Levels: The damage dice roll for this move changes throw, its target(s) have advantage on the roll.
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. Higher Levels: The damage dice roll for this move changes
Lava Plume
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Fire Leech Life
Move Power: STR Type: Bug
Move Time: 1 action Move Power: DEX
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 20ft cone Duration: Instantaneous
Description: You unleash an inferno of hot flames at all Range: Melee
creatures in a 20 foot cone. Creatures in the blast must Description: You attempt to suck away some of a creature’s
make a DEX save against your Move DC, taking 2d6 + life force. Make a melee attack roll, doing 2d6 + MOVE bug
MOVE fire damage on a failure, or half as much on a damage on a hit. Half of the damage done is restored to the
success. If any creature fails the saving throw by more than user.
5, the creature is burned. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Leech Seed
Leaf Blade Type: Grass
Type: Grass Move Power: DEX
Move Power: DEX Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 80ft
Range: Melee Description: You send a seed at a creature in range that
Description: You attempt to slash an opponent with a sharp implants itself in their hide. Make a ranged attack roll. On a
leaf. Make a melee attack against a target, dealing 2d8 + hit, a seed implants into their skin. The target takes 1d4
MOVE grass damage on a hit. This attack scores a critical grass damage at the end of each of its subsequent turns
on 19 and 20. until it faints or is switched out. Half of the damage is
Higher Levels: The damage dice roll for this move changes restored by the attacker, or any other active creature the
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. trainer has in battle, even if the original attacker faints or is
Leaf Storm
returned to its Pokéball. Only one creature can be seeded
by the attacker at a time.
Type: Grass Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX to 2d4 at level 5, 2d6 at level 10, and 2d8 at level 17.
Move Time: 1 action
PP: 3 Leer
Duration: Instantaneous Type: Normal
Range: 40ft Move Power: WIS/CHA
Description: You whip up a powerful storm of leaves in a 20 Move Time: 1 action
foot circle, centered on a point within range. All creatures PP: 15
in the area must make a DEX save against your Move DC, Duration: 1 minute
taking 5d4 + MOVE grass damage on a fail, or half as much Range: 60ft
on a success. After activating this move, you are sapped of Description: You stare down a target, reducing its will. The
energy. Your next attack deals half the normal damage, if it creature must make a WIS save against your Move DC. On
hits. a fail, allies may add +1 to any attack they target it with for
Higher Levels: The damage dice roll for this move changes the duration. This modifier can be stacked if it fails
to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. multiple leer saves, up to a maximum of +5.

67
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Lick Lovely Kiss
Type: Ghost Type: Normal
Move Power: WIS/INT Move Power: CHA/WIS
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You reach out and lick a target. Make a melee Description: You blow a kiss to a creature, attempting to put
attack roll. On a hit, do 1d6 + MOVE ghost damage. On a the target to sleep. The target must make a CHA save
natural attack roll of 18 or higher, the target becomes against your Move DC, falling asleep on a failure.
paralyzed. Low Kick
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: Fighting
Move Power: STR/DEX
Light of Ruin Move Time: 1 action
Type: Fairy PP: 10
Move Power: DEX/CHA Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 3 Description: You kick out at a creature’s lower half, dealing
Duration: Instantaneous damage and attempting to knock it off balance. Make a
Range: 80ft line melee attack, doing 1d8 + MOVE fighting damage on a hit.
Description: You draw forth a powerful natural essence, If the natural attack roll is 19 or 20, the target flinches.
concentrating it into a beam of light 80ft long and 5 feet Higher Levels: The damage dice roll for this move changes
wide. Any creature caught in the blast must make DEX to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
saving throw against your Move DC, taking 2d12 + MOVE Low Sweep
fairy damage on a failure, or half as much on a success.
The user takes typeless recoil damage equal to half the Type: Fighting
damage roll. Move Power: STR/DEX
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. PP: 10
Duration: Instantaneous
Light Screen Range: Melee
Type: Psychic Description: You sweep your legs at the lower half of an
Move Power: None opponent's body. Make a melee attack roll, dealing 1d10 +
Move Time: 1 reaction MOVE fighting damage on a hit. On a hit, target must
PP: 3 succeed on a STR save against your Move DC or be
Duration: Instantaneous knocked prone.
Range: Self Higher Levels: The damage dice roll for this move changes
Description: When you are hit by a ranged attack, use your to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
reaction to take half the damage dealt. Lucky Chant
Lock-On Type: Normal
Type: Normal Move Power: None
Move Power: None Move Time: 1 reaction
Move Time: 1 action PP: 3
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: Self
Range: 60ft Description: When an opponent scores a critical hit on you,
Description: You hone in on your target, ready to strike. you may use your reaction to quickly recite a magical
When this move is activated, a single attack roll you make incantation that treats the attack like a normal hit,
next turn is guaranteed to hit. You may roll to see if you crit preventing the extra damage.
or cause an effect from a high roll. This move does not Lunar Dance
affect one-shot moves like Fissure, Guillotine, etc.
Type: Psychic
Move Power: None
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Self
Description: You sacrifice yourself for another one of your
trainer's Pokémon. When activating this move, the user
faints, but the next creature released by its trainer is fully
healed and cured of any status effects.

68
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Luster Purge Magical Leaf
Type: Psychic Type: Grass
Move Power: DEX/WIS Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 1 round Duration: Instantaneous
Range: 30ft Range: 30ft
Description: You create a blinding bright light that damages Description: You summon a sharp, magical leaf that strikes
a target's eyes and may lower their defense. Make a ranged an opponent. This move is guaranteed to hit for 1d6 +
attack against an opponent, dealing 1d12 + MOVE psychic MOVE grass damage, unless during the invulnerable stage
damage on a hit. On a natural attack roll of 18 or more, any of Fly, Dig, Bounce, Dive, etc. moves.
attack against this target has advantage until the end of Higher Levels: The damage dice roll for this move changes
your next turn. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Higher Levels: The damage dice roll for this move changes Magma Storm
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Fire
Mach Punch Move Power: STR
Type: Fighting Move Time: 1 action
Move Power: STR/DEX PP: 3
Move Time: 1 bonus action Duration: 1 minute, Concentration
PP: 15 Range: 50ft
Duration: Instantaneous Description: You stir up a maelstrom of fire in a 20 foot
Range: 10ft circle, centered on a point within range, that continues to
Description: You rush forward to punch with incredible rage as long as you hold your concentration. Any creature
speed. Choose a target withing 10 feet of you. You rush that starts their turn in the storm must make a CON save
forward to slam a fist into the creature, avoiding all attacks against your Move DC, taking 4d4 + MOVE fire damage on
of opportunity. Make a melee attack on that creature, a failure, or half as much on a success.
dealing 1d4 fighting damage on a hit. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17. Magnet Bomb
Magic Coat Type: Steel
Type: Psychic Move Power: STR/DEX
Move Power: WIS/CON Move Time: 1 action
Move Time: 1 reaction PP: 5
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 60ft
Range: 50ft Description: You hurl a steel ball that seeks out an opponent
Description: A flash of magical energy forms between you in range, never missing. This move is guaranteed to hit for
and an opponent, reflecting negative energy back at an 1d6 + MOVE steel damage, unless during the invulnerable
attacker in range. When an attack from an opponent stage of Fly, Dig, Bounce, Dive, etc. moves.
causes you to suffer from a negative status condition, they Higher Levels: The damage dice roll for this move changes
are also affected by the same condition. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Magic Room Magnet Rise
Type: Psychic Type: Electric
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 5 rounds, Concentration Duration: 1 minute, Concentration
Range: 50ft circle Range: Self
Description: You employ your psychic power to suppress the Description: You use magnetic power within yourself to raise
effect of all held items in a 50 foot circle, centered on you. yourself from the ground, becoming immune to ground
moves for the duration.

69
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Magnetic Flux Me First
Type: Electric Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: 1 round Duration: Instantaneous
Range: 40ft Range: 40ft
Description: You use your electric energy to manipulate Description: When targeted by a move that isn't Fake Out or
magnetic fields. Until the beginning of your next turn, any Sucker Punch, you may use your reaction to copy the
creature in range with the Plus or Minus ability gains a opponent's move against it before it makes the attack. If the
bonus to their AC equal to your proficiency modifier, and attack requires a roll, you have disadvantage. On a hit,
any saving throw they are forced to make is rolled with double the damage dice for the move. The damage/effect
advantage. tier for the move is based off of your level, not the
Magnitude
opponent's.
Type: Ground Mean Look
Move Power: STR Type: Normal
Move Time: 1 action Move Power: STR/CHA
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: 40ft Duration: 3 rounds
Description: You shake the ground with an earth-shattering Range: 50ft
quake. All creature in range must make a DEX save against Description: You flash an intimidating look at a target,
your Move DC, taking half damage on a success and full attempting to freeze them in fear. Force a target in range to
damage on a fail. Roll a d100 on the table below to make a WIS save against your Move DC. On a fail, the
determine damage. target cannot flee or be switched out for 3 rounds.
d100 Damage Meditate
01-05 1d4+MOVE Type: Psychic
06-15 1d8+MOVE
Move Power: None
Move Time: 1 action
16-35 1d10+MOVE PP: 20
36-65 1d12+MOVE Duration: 1 minute, Concentration
Range: Self
66-85 2d6+MOVE Description: You become one with your inner self. For the
86-95 2d8+MOVE duration, double your proficiency bonus when it comes to
96-100 2d12+MOVE
attack rolls and saving throws.
Mega Drain
Higher Levels: For damage rolls, use 2x Dice at level 5, 3x Type: Grass
Dice at level 10, and 4x Dice at level 17. Move Power: STR/DEX
Move Time: 1 action
Mat Block PP: 10
Type: Fighting Duration: Instantaneous
Move Power: None Range: 50ft
Move Time: 1 action Description: You attempt to drain the life force of a target.
PP: 3 Make a ranged attack on a target, doing 1d6 + MOVE grass
Duration: Instantaneous damage on a hit. Half of the damage dealt is restored to the
Range: 15ft user.
Description: You conjure up a ethereal, protective mat to Higher Levels: The damage dice roll for this move changes
shield you and your allies. Until the end of your next turn, to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
any ally creature within 15 feet of you (including you) is
immune to damage from damaging moves. Status-inducing
moves can still affect their targets.

70
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Mega Kick Metal Burst
Type: Normal Type: Steel
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with a hard kick. Make a melee Description: You lash out in retaliation with a bust of harsh
attack against a target, doing 2d10 + MOVE normal metal shards. As a reaction, when you are hit with a melee
damage on a hit. attack that deals damage, make a melee attack roll against
Higher Levels: The damage dice roll for this move changes your attacker, with disadvantage. On a hit, deal the same
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. amount of steel type damage back at your attacker
Mega Punch
(maximum of 5x your current level).
Type: Normal Metal Claw
Move Power: STR Type: Steel
Move Time: 1 action Move Power: STR
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You strike out with a hard punch Make a melee Range: Melee
attack against a target, doing 2d6 + MOVE normal damage Description: You strike out with sharp claws. Make a melee
on a hit. attack roll against an opponent, doing 1d8 + MOVE steel
Higher Levels: The damage dice roll for this move changes damage on a hit. If the natural attack roll is 19 or 20, your
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. next attack gets an additional +1 to hit.
Megahorn
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: Bug
Move Power: STR/DEX Metal Sound
Move Time: 1 action Type: Steel
PP: 5 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You charge an opponent for a devastating horn Duration: 1 round
attack. Make a melee attack roll, doing 2d10 + MOVE bug Range: 50ft
damage on a hit. If the user moves at least 20 feet towards Description: You emit an ear-shattering high pitched sound
a target before using this move, the target is forced to make that only your target can hear, leaving them in a
a STR save against your Move DC or be knocked prone. defenseless state. When activating this move, a target must
Higher Levels: The damage dice roll for this move changes make a CON saving throw against your Move DC. On a
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. failure, all attack rolls against the target are given a +5
Memento
bonus until the end of your next turn.
Type: Dark Meteor Mash
Move Power: None Type: Steel
Move Time: 1 action Move Power: STR/DEX
PP: 3 Move Time: 1 action
Duration: 2 rounds PP: 5
Range: Melee Duration: Instantaneous
Description: You sacrifice your life force to leave a lasting Range: Melee
mark on an enemy. When you activate this move, you touch Description: You smash an opponent with a fist as fast as a
an opponent and drop to 0 hit points. As a result, the meteor strike. Make a melee attack against an opponent,
opponent is incapacitated for 2 rounds. All attacks against doing 2d8 + MOVE steel damage on a hit. If the natural
it have advantage, it automatically fails all STR and DEX attack roll is 18 or higher, your next attack has advantage.
saving throws, and it cannot attack, move, flee, or be Higher Levels: The damage dice roll for this move changes
switched out. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

71
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Metronome Miracle Eye
Type: Normal Type: Psychic
Move Power: Varies Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 20
Duration: Varies Duration: 1 minute
Range: Varies Range: 50ft
Description: You summon a move at random to inflict Description: You flash your eyes at your opponent, stunning
against the enemy. When you use this move, roll a d100. them briefly and lowering their defenses. When activating
The resulting number is the TM number for the move you this move, choose a target in range and force them to make
make. If the move is unable to be completed because of a WIS save against your Move DC. On a failure, any
positioning, range, etc., Metronome fails. modifiers to their AC are reset, and if they are Dark or
Milk Drink
Ghost-type, their immunities are relinquished for the
duration.
Type: Normal
Move Power: CON Mirror Coat
Move Time: 1 action Type: Psychic
PP: 5 Move Power: CON/WIS
Duration: Instantaneous Move Time: 1 reaction
Range: 10ft PP: 3
Description: You create a tasty drink that heals your or an Duration: Instantaneous
ally’s wounds. The recipient gains 2d6 + MOVE hit points. Range: 40ft
Higher Levels: The dice roll for this move changes to 3d6 at Description: When hit by a ranged attack, you can attempt to
level 5, 5d6 at level 10, and 8d6 at level 17. decrease the damage and send some back at the attacker
Mimic
in range. Using this reaction, the damage is decreased by
1d6 + MOVE. If this causes the damage to fall below zero,
Type: Normal the attack is deflected and you may make a ranged attack
Move Power: None roll to send it back at the attacker for the same amount of
Move Time: 1 action psychic type damage.
PP: 5 Higher Levels: The damage dice roll for this move changes
Duration: 1 minute, Concentration to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Range: 120ft
Description: You copy another creature's movements, Mirror Move
learning its ways in battle. When used, this move is Type: Flying
temporarily replaced by your choice of one of the target's Move Power: Varies
moves. The target can be an ally. After one PP is Move Time: 1 action
subtracted to use this move, the replacement move will PP: 10
retain Mimic's remaining PP. The user can select any of the Duration: Instantaneous
target's moves to copy for the duration. Range: 50ft, Move varies
Mind Reader
Description: You perform the same move made by a chosen
target after your last turn, using your own statistics for
Type: Normal bonuses and Move saves if applicable.
Move Power: None
Move Time: 1 action Mirror Shot
PP: 3 Type: Steel
Duration: Instantaneous Move Power: STR/DEX
Range: Self Move Time: 1 action
Description: You sense the motives and moves of a creature PP: 5
around you. When this move is activated, a single attack Duration: Instantaneous
roll you make next turn is guaranteed to hit. You may roll to Range: 40ft
see if you crit or cause an effect from a high roll. This move Description: You loose a damaging flash of light from your
does not affect one-shot moves like Fissure, Guillotine, etc. polished body. Make a ranged attack on an opponent,
Minimize
dealing 1d10 + MOVE steel damage on a hit. On a hit, the
target must make a CON save against your Move DC. On a
Type: Normal failure, the target has disadvantage on its next attack roll.
Move Power: None Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
PP: 5
Duration: 1 minute, Concentration
Range: Self
Description: You appear smaller to your opponents,
increasing your evasion. For the duration, you gain an
additional +2 to your AC.

72
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Mist Moonlight
Type: Ice Type: Fairy
Move Power: None Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: 1 minute Duration: Instantaneous
Range: 30ft Range: Self
Description: A light mist surrounds a target, offering a Description: A ray of moonlight shines upon you, basking
protective barrier. The target is immune to negative stat you in healing light. The user gains 2d6 + MOVE hit points.
effects or modifier changes for the duration, but any Higher Levels: The dice roll for healing changes to 3d6 at
current effects are still in place. level 5, 5d6 at level 10, and 8d6 at level 17.
Mist Ball Morning Sun
Type: Psychic Type: Normal
Move Power: DEX/WIS 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 Description: A ray of sunlight shines upon you, basking you
an opponent in range. Make a ranged attack against a in healing light. The user gains 2d6 + MOVE hit points.
target, doing 1d12 + MOVE psychic damage on a hit. If the Higher Levels: The healing dice roll for this move changes to
natural attack roll is higher than 10, the opponent has 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.
disadvantage 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: 40ft
PP: 5 Description: You throw a hard-packed mud ball at an
Duration: 3 rounds opponent. Make a ranged attack, dealing 1d10 + MOVE
Range: 60ft 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. If activating a move
grounded creatures inside the mist can suffer from new that requires a save, the target(s) have advantage.
status conditions. Grounded creatures are those that do Higher Levels: The damage dice roll for this move changes
not have a flying speed or Levitate, Magnet Rise, or similar to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
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: 60ft
Range: 30ft 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
strikes an opponent. Make a ranged attack on a target in movement. Make a ranged attack against an opponent in
range, dealing 2d8 + MOVE fairy damage on a hit. On a range, dealing 1d8 + MOVE ground damage on a hit. If the
natural attack roll of 15 or more, the target has natural attack roll is higher than 15, the opponent's speed
disadvantage on its next attack. becomes 0 until the end of its next turn.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

73
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Mud Sport Nasty Plot
Type: Ground Type: Dark
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute Duration: 1 minute, Concentration
Range: 5ft Range: Self
Description: You cover yourself and all allies around you Description: You stimulate your brain with nasty thoughts.
with thick mud, reducing the amount of electric damage For the duration, you have advantage on any attacks with
taken for anyone affected. For the duration, you and any ally the Wisdom move power. If the attack requires a Wisdom
in range (when you initially activated this move) have saving throw, the target has disadvantage.
resistance to electric-type attacks. If you were already Natural Gift
resistant, you are now immune. If you were vulnerable, you
now take regular damage. If you are immune to electric- Type: Varies
type moves already, nothing happens. Move Power: STR/DEX
Move Time: 1 action
Mud-Slap PP: 10
Type: Ground Duration: Instantaneous
Move Power: STR/DEX Range: 40ft
Move Time: 1 action Description: You draw in power from your held berry,
PP: 5 releasing it into a ranged attack. Make a ranged attack,
Duration: Instantaneous dealing 1d12 + MOVE damage on a hit. The type is
Range: 40ft dependant on what berry you are holding, according to the
Description: You hurl mud at a target in range. Make a chart below:
ranged attack roll, doing 1d4 + MOVE ground damage on a Type Berry Type Berry
hit. On a hit, the target adds -1 to its attack rolls for the rest
of the encounter. This decrease may be stacked, up to a Normal Chilan Flying Lum, Coba
maximum of -5 to hit. The target may take an action to Fire Cherri, Occa Psychic Sitrus, Payapa
remove any mud from its face, resetting the effect.
Higher Levels: The damage dice roll for this move changes Water Chesto, Passho Bug Tanga
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Electric Pecha, Waccan Rock Charti
Muddy Water Grass Rawst, Rindo Ghost Kasib
Type: Water Ice Aspear, Yache Dragon Haban
Move Power: DEX/CON Fighting Leppa, Chople Dark Colbur
Move Time: 1 action
PP: 5 Poison Oran, Kebia Steel Babiri, Razz
Duration: Instantaneous Ground Persim, Shucca Fairy Roseli
Range: 30ft
Description: You fire a stream of muddy water at an Higher Levels: The damage dice roll for this move changes
opponent in range. Make a ranged attack against an to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
opponent, dealing 2d8 + MOVE water damage. If the
natural attack roll is 15 or higher, the opponent has
disadvantage on its next attack.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Mystical Fire
Type: Fire
Move Power: WIS/DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 30ft
Description: You summon forth a pair of mystical flames that
dance around a target, dealing damage. Make a ranged
attack roll against a target, dealing 1d12 + MOVE fire
damage on a hit. If the target is hit with this attack, any
attack roll it makes before the end of its next turn is rolled
at disadvantage.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

74
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Nature Power Night Shade
Type: Normal Type: Ghost
Move Power: Varies Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Varies Duration: Instantaneous
Range: Varies Range: 60ft
Description: You call upon the powers of nature nearby and Description: You hit an enemy with a necrotic wave of dark
activate a move based on the terrain. The DM gets final say energy. Make a ranged attack against a target. On a hit, the
on what move you activate, but here are example terrain ghost damage is equal to 1d6 + the user’s level.
types: Higher Levels: The damage dice roll for this move changes
Terrain Move to 2d4+Level at level 5, 1d12+Level at level 10, and
4d4+Level at level 17.
Cities/Roads/Buildings Swift
Night Slash
Sandy areas Earthquake
Type: Dark
Volcanoes/Lava areas Fire Blast Move Power: STR/DEX
Caves, Dark areas Shadow Ball Move Time: 1 action
PP: 10
Rocky terrain, Mountains Rock Slide Duration: Instantaneous
Fields, Plains Stun Spore Range: Melee
Forests, Tall Grasslands Razor Leaf
Description: You slash out at an opponent with dark power.
Make a melee attack, dealing 1d12 + MOVE dark damage
Ponds/Swamps Bubblebeam on a hit. This attack scores a critical hit on natural attack
At sea Surf rolls of 19 or 20.
Higher Levels: The damage dice roll for this move changes
Underwater Hydro Pump to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Needle Arm Nightmare
Type: Grass Type: Ghost
Move Power: DEX Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: Your arms turn to jagged, thorny needles as you Description: You create a horrible nightmare in the mind of
strike a foe. Make a melee attack on an opponent, dealing any sleeping creature within 60 feet of you, inflicting 3d6 +
1d10 + MOVE grass damage on a hit. If the natural attack MOVE ghost damage automatically. This move does not
roll is a 15 or more, the opponent flinches. wake a sleeping creature.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.
Night Daze Noble Roar
Type: Dark Type: Normal
Move Power: DEX/WIS Move Power: STR/CHA
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: Self
Description: A pitch black shockwave of dark energy rushes Description: You let out a stunning roar that intimidates your
towards a target. Make a ranged attack roll, dealing 2d6 + foe. When targeted by an attack, use this reaction to
MOVE dark damage on a hit. If the natural attack roll is 13 impose disadvantage on the attack roll.
or more, the target rolls its next attack with disadvantage.
If it activates a move that requires a saving throw, the
target(s) have advantage on the roll.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

75
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Nuzzle Ominous Wind
Type: Electric Type: Ghost
Move Power: DEX Move Power: WIS/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You touch an opponent with your electrified Description: You stir up a gust of repulsive wind that strikes
cheeks, sending electricity coursing through their veins. an opponent in range. Make a ranged attack, dealing 1d10
Make an attack roll against an opponent. On a hit, the + MOVE ghost damage on a hit. On a natural attack roll of
target takes 1d4 + MOVE electric damage and is forced to 19 or 20, increase all of your ability scores by +1 for three
make a CON save against your Move DC, becoming rounds.
paralyzed on a failure. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Origin Pulse
Oblivion Wing Type: Water
Type: Flying Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 3
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: 60ft
Range: 30ft Description: Your body glows a bright and brilliant blue,
Description: You extend your wings and use a dark beam of sending three beams of focused light at any creature(s) in
energy to absorb your opponent's life force. Make a ranged range. Make a ranged attack for each beam, dealing 2d6 +
attack against an opponent, dealing 2d6 + MOVE flying MOVE water damage to any creature(s) you choose on
damage on a hit, recovering your own hit points by the each hit.
amount of damage dealt. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Outrage
Octazooka Type: Dragon
Type: Water Move Power: STR
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 3
PP: 5 Duration: 3 rounds, Concentration
Duration: Instantaneous Range: Melee
Range: 30ft Description: You go into a rampage, doing several attacks
Description: You send a blast of ink towards your opponents. without control for three rounds. This move automatically
Make a ranged attack roll, doing 1d10 + MOVE water hits for 1d6 + MOVE dragon damage in the first round, 2d6
damage on a hit. If the natural attack roll is 18 or more, the + MOVE dragon damage in the second round, and 4d6 +
target must add -1 to attack rolls for the remainder of this MOVE dragon damage in the third round. When this move
combat. ends, either after the third round or from breaking
Higher Levels: The damage dice roll for this move changes concentration, you become confused. This attack stops if
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. concentration is broken, or the user becomes
Odor Sleuth
incapacitated.
Higher Levels: The dice used for this move changes to a d8
Type: Normal at level 5, a d10 at level 10, and a d12 at level 17.
Move Power: None
Move Time: 1 action
PP: 3
Duration: 1 minute, Concentration
Range: 30ft, Self
Description: When you activate this move, choose a target in
range. For the duration, the target cannot activate any
move that would increase its AC. If it has already activated
such a move, the effect ends immediately. In addition, for
the duration, no creature in range has immunity to your
Ghost, Normal, or Fighting-type moves.

76
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Overheat Pay Day
Type: Fire Type: Normal
Move Power: STR/CON Move Power: STR/DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 15ft Range: Melee
Description: With a roar, flames burst from your body in a 15 Description: You strike a target, causing it to shake out its
foot circle, centered on you. Any creature in range must roll purse. Make a melee attack, doing 1d6 + MOVE normal
a DEX saving throw against your Move DC, taking 5d4 + damage on a hit. In addition, 10x the user’s level in cash is
MOVE fire damage on a failure, or half as much on a scattered on the floor until the end of combat. This release
success. The power of the move exhausts you, and your of funds can only occur once per target per combat.
next attack is done at disadvantage. If your next attack Higher Levels: The damage dice roll for this move changes
requires an opponent saving throw, they have advantage. to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Higher Levels: The damage dice roll for this move changes Payback
to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Type: Dark
Pain Split Move Power: STR/DEX
Type: Normal Move Time: 1 action
Move Power: CON/CHA PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: Melee
Duration: Instantaneous Description: You strike hard in retaliation. Make a melee
Range: 30ft attack, dealing 1d8 + MOVE dark damage on a hit. If the
Description: You split pain from your injuries with your target damaged you on the turn immediately before yours,
attacker. Target a creature in range, forcing them to make a double the dice roll for the damage of this attack.
CON save against your Move DC. On a fail, both you and Higher Levels: The damage dice roll for this move changes
your attacker change your current health points to the to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
average of the two. If this causes either creature to go Peck
above maximum health, they take their maximum health
instead. Type: Flying
Move Power: STR/DEX
Parabolic Charge Move Time: 1 action
Type: Electric PP: 20
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 Description: You hammer down on an enemy with a peck
Duration: Instantaneous attack. Make a melee attack roll on a target, doing 1d6 +
Range: 30ft MOVE flying damage on a successful hit.
Description: A sweeping electric charge arcs around you, Higher Levels: The damage dice roll for this move changes
stealing some of your opponent's energy. Force all to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
creatures in a 30 ft circle, centered on you, to make a CON Perish Song
save against your Move DC, taking 1d10 + MOVE electric
damage on a failure. Recover hit points equal to half the Type: Normal
total damage dealt, but no more than 5 times your level. Move Power: CHA
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. PP: 3
Duration: 3 rounds
Parting Shot Range: 80ft
Type: Dark Description: You perform a song with devastating
Move Power: CHA consequences to creature that hear it. All creature in range
Move Time: 1 bonus action (including you) must make a CON saving throw against
PP: 10 your Move DC. For any that fail, they faint in 3 rounds, on
Duration: Instantaneous their turn, unless switched out by their trainer before the
Range: 50ft end of the three rounds.
Description: You deliver a brutal parting threat just before
switching out. Force a creature in range to make a WIS
save against your Move DC, then switch out immediately.
On a failure, the target deals half damage on their next turn
if using a damaging move.

77
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Petal Blizzard Pin Missile
Type: Grass Type: Bug
Move Power: DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 60ft
Description: You stir up a blizzard of sharp petals that swirl Description: You strike a creature with sharp projectiles in
around you. Any creature in a 30 ft circle, centered on you, quick succession. Make a ranged attack roll, doing 1d4 +
must make a DEX save against your Move DC, taking 2d8 MOVE bug damage on a hit. After successfully hitting a
+ MOVE grass damage on a failure, or half as much on a target, roll a d4. On a result of 3 or 4, another projectile hits
success. again for an additional 1d4 bug damage. Continue this
Higher Levels: The damage dice roll for this move changes process until you fail to roll a 3 or 4 on the d4 roll, up to a
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. maximum of four additional hits.
Petal Dance
Higher Levels: The damage dice rolls for this move change
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Grass
Move Power: DEX/CHA Play Nice
Move Time: 1 action Type: Normal
PP: 5 Move Power: CHA
Duration: Instantaneous Move Time: 1 action
Range: 80ft PP: 10
Description: You dance around, releasing a flurry of sharp Duration: Instantaneous
leaf attacks against a creature in range. Make a ranged Range: 30ft
attack roll, dealing 1d10 + MOVE grass damage on a hit. Description: You convince a creature that you mean it no
On the following turn, you may choose to use this action harm. Force a creature to make a CHA saving throw
again to hit automatically, but if you do, you become against your Move DC. On a failure, any attack the target
confused at the end of your turn. makes on its next turn is rolled at disadvantage. If the
Higher Levels: The damage dice rolls for this move change target activates a move that requires a saving throw, you
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17. have advantage on the roll.
Phantom Force Play Rough
Type: Ghost Type: Fairy
Move Power: DEX/WIS Move Power: DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You disappear from view and prepare to Description: You fake an opponent out with a playful attack
surprise your enemy with an attack. When you activate this that quickly becomes too rough. Make a melee attack
move, you become invisible and immune to any attacks of against an opponent, dealing 2d8 + MOVE fairy damage on
opportunity. You cannot be targeted by attacks while you a hit. On natural attack rolls of 19 or 20, the target adds -1
are invisible. On your next turn, you use your action to to any attack it makes for the remainder of combat. This
reappear and make a melee attack against a creature, with effect can be stacked to a maximum of -5 to hit.
advantage, dealing 2d8 + MOVE ghost damage on a Higher Levels: The damage dice roll for this move changes
successful hit. Protect and Detect reactions may not be to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
used when hit by this attack. Pluck
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: Flying
Move Power: DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You peck at a foe, attempting to grab their held
berry. Make a melee attack on an opponent, dealing 1d10 +
MOVE flying damage on a hit. On a hit, if the target is
holding a berry, you swallow it immediately and gain its
effect.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

78
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Poison Fang Poison Sting
Type: Poison Type: Poison
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You lash forward with poisonous venom. Make Description: You strike out at a creature with a poisonous
a melee attack roll against an opponent, dealing 1d8 + sting. Make a melee attack roll against a target, doing 1d4
MOVE poison damage on a hit, forcing the opponent to + MOVE poison damage on a hit. If the natural attack roll
make a CON save against your Move DC. On a failure, the is 18 or more, the creature is poisoned.
foe is poisoned. A creature poisoned by this move takes Higher Levels: The damage dice roll for this move changes
double the normal poison damage at the end of each of its to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
turns. Poison Tail
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: Poison
Move Power: STR/DEX
Poison Gas Move Time: 1 action
Type: Poison PP: 15
Move Power: CON Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: Poisonous barbs sprout from your tail as you
Duration: 1 minute, concentration swing it at an opponent. Make a melee attack against an
Range: 40ft opponent, dealing 1d8 + MOVE poison damage on a hit. If
Description: You release a toxic cloud of poisonous gas in a the natural attack roll is a 19 or 20, the move scores a
10 foot radius, centered on a point within range. Any critical hit and the target is poisoned.
creature that starts their turn in this area must succeed on Higher Levels: The damage dice roll for this move changes
a CON save against your Move DC, taking 1d6 + MOVE to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
poison damage on a failure, or half as much on a success. Pound
Creatures that fail this save by more than 5 become
poisoned. Type: Normal
Higher Levels: The damage dice roll for this move changes Move Power: STR/DEX
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Move Time: 1 action
PP: 20
Poison Jab Duration: Instantaneous
Type: Poison Range: Melee
Move Power: STR/DEX Description: You crush an opponent with a pound attack.
Move Time: 1 action Make a melee attack roll against a target, doing 1d6 +
PP: 10 MOVE normal damage on a hit.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: Melee to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: You stab an opponent with an appendage Powder
steeped in poison. Make a melee attack on an opponent,
dealing 2d6 + MOVE poison damage on a hit. On a natural Type: Bug
attack roll of 16 or higher, the target is poisoned. Move Power: CON
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. PP: 10
Duration: Instantaneous
Poison Powder Range: 15ft
Type: Poison Description: You coat a creature in an explosive powder. If
Move Power: CON the target uses a fire-type move before the end of its next
Move Time: 1 action turn, the powder explodes and automatically deals
PP: 20 2d8+MOVE typeless damage to the target.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: 40ft to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Description: You release a cluster of poisonous spores that
burst into the air above a target. The creature must
succeed on a CON save against your Move DC, becoming
poisoned on a fail.

79
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Powder Snow Power Trick
Type: Ice Type: Psychic
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 15 PP: 5
Duration: Instantaneous Duration: 1 round
Range: 40ft Range: Self
Description: You send a blast of cold snow at an opponent. Description: You employ your psychic power to switch your
Make a ranged attack roll on an opponent, doing 1d6 + own attack and defense. Until the end of your next turn,
MOVE ice damage on a hit. If the natural attack roll is 18 switch your AC with an ability score of your choice
or higher, the target is frozen. (Constitution not included)
Higher Levels: The damage dice roll for this move changes Power Whip
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Grass
Power Gem Move Power: STR/DEX
Type: Rock Move Time: 1 action
Move Power: DEX/CHA PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You violently whirl your tentacles or vines
Range: 40ft towards a foe. Make a melee attack against an opponent,
Description: A ray of light bursts out of your gemstone, dealing 2d10 + MOVE grass damage on a hit
damaging an opponent in range. Make a ranged attack, Higher Levels: The damage dice roll for this move changes
dealing 2d6 + MOVE rock damage on a hit. to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Higher Levels: The damage dice roll for this move changes Power-Up Punch
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Fighting
Power Split Move Power: STR
Type: Psychic Move Time: 1 action
Move Power: INT/WIS PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Melee
Duration: 1 minute, Concentration Description: You strike out with a powerful punch that
Range: 30ft increases in strength the more you hit. Make a melee
Description: You use your psychic power to change your attack on a target, dealing 1d6 + MOVE fighting damage on
offense to match your opponent's the best you can. Force a successful hit against the same opponent. For each
an opponent in range to make a CHA save against your successful hit, add an additional damage dice, with a
Move DC. On a failure, choose either your STR, DEX, or maximum number of damage dice equal to double the
WIS. For the duration, replace the chosen ability score original amount. The damage resets if you miss or target a
with the average of your current score and your opponent's different opponent.
score. Higher Levels: The damage dice roll for this move changes
Power Swap
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
Type: Psychic Precipice Blades
Move Power: WIS/INT Type: Ground
Move Time: 1 bonus action Move Power: STR
PP: 3 Move Time: 1 action
Duration: 1 round PP: 5
Range: 40ft Duration: Instantaneous
Description: As a bonus action, force an opponent in range Range: 100ft
to make a WIS save against your Move DC. On a failure, Description: You gather in the natural energy of the land
you employ your psychic power to swap a single ability around you and manifest all of the power into fearsome
score with an opponent until the end of their next turn, for blades of stone. Make three ranged attack rolls against any
purposes of attack and damage rolls. creature(s) in range, dealing 1d10 + MOVE ground damage
on each successful hit.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

80
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Present Psychic
Type: Normal Type: Psychic
Move Power: DEX/CHA Move Power: INT/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: 40ft
Description: You send a booby-trapped gift to an opponent. Description: You tap into a target’s mind, damaging their will
Make a ranged attack on an opponent in range. On a hit, to fight. Make a ranged attack on a creature in range, doing
the present explodes, doing 1d6 + MOVE normal damage. 2d8 + MOVE psychic damage on a hit. If the natural attack
If the natural attack roll is 2 or lower, however, regardless if roll is 18 or higher, the target becomes confused.
it hits, the present provides the target with 1d6 + MOVE hit Higher Levels: The damage dice roll for this move changes
points instead. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The damage dice roll for this move changes Psycho Boost
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Psychic
Protect Move Power: WIS/INT
Type: Normal Move Time: 1 action
Move Power: None PP: 3
Move Time: 1 reaction Duration: Instantaneous
PP: 3 Range: 25ft
Duration: Instantaneous Description: You send an extremely powerful wave of
Range: Self psychic energy at an opponent in range. Make a ranged
Description: You sense incoming danger and are able to attack roll against an opponent, dealing 2d12 + MOVE
quickly avoid it. When targeted by a move, you may psychic damage on a hit. The power of the move exhausts
automatically avoid the damage/effects on the first instance you, and your next attack is done at disadvantage. If your
of this reaction. On future instances of this move in the next attack requires an opponent saving throw, they have
same combat, you must roll higher than a 15 on a d20 roll advantage.
for the reaction to be successful. Higher Levels: The damage dice roll for this move changes
Psybeam
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
Type: Psychic Psycho Cut
Move Power: DEX/INT/WIS Type: Psychic
Move Time: 1 action Move Power: DEX/WIS
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 80ft Duration: Instantaneous
Description: You send a beam of invisible, psychic energy at Range: 30ft
a target in range. The target must make a WIS saving Description: You tear at a foe with blades formed by psychic
throw against your Move DC, taking 1d10 + MOVE psychic power. Make a ranged attack on an opponent, dealing 1d12
damage and becoming confused on a fail, and half as much + MOVE psychic damage on a hit. This move scores a
without becoming confused on a save. critical hit on natural rolls of 19 or 20.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
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: 40ft
Description: You sync up with a creature, 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
make a WIS save against your Move DC. on a failure, a
status affecting the ally (or you) is transferred to the
opponent instead.

81
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Psyshock Pursuit
Type: Psychic Type: Dark
Move Power: INT/WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 40ft
Description: You materialize a psychic wave that shocks an Description: As a reaction, when a creature is fleeing or is
opponent. Make a ranged attack, dealing 2d6 + MOVE switched out by their trainer, you may make a ranged
psychic damage on a hit. attack roll against it, doing 1d6 + MOVE dark damage on a
Higher Levels: The damage dice roll for this move changes hit.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Higher Levels: The damage dice roll for this move changes
Psystrike
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Psychic Quash
Move Power: INT/WIS Type: Dark
Move Time: 1 action Move Power: STR/WIS
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30ft Duration: Instantaneous
Description: You materialize a psychic wave that shocks an Range: 30ft
opponent. Make a ranged attack, dealing 2d6 + MOVE Description: You send dark energy at a creature in range,
psychic damage on a hit. reducing their will to fight. The target must make a WIS
Higher Levels: The damage dice roll for this move changes save against your Move DC. On a failure, it must move to
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. the bottom of the initiative order for this round only.
Psywave
Targets that have already taken their turn in this round are
unaffected.
Type: Psychic
Move Power: INT/WIS Quick Attack
Move Time: 1 action Type: Normal
PP: 10 Move Power: DEX
Duration: Instantaneous Move Time: 1 bonus action
Range: 40ft line PP: 15
Description: You emit a wave of psychic energy in a 40 foot Duration: Instantaneous
line, 5 feet wide. Each creature caught in the wave must Range: 10ft
make a WIS save against your Move DC, becoming Description: You lash out with a quick unarmed strike at a
confused on a fail. creature in range. As a bonus action, you can immediately
Punishment
move up to 10ft and make a melee attack against a
creature in range without taking an attack of opportunity,
Type: Dark doing 1d4 normal damage on a hit.
Move Power: STR/WIS Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
PP: 3
Duration: Instantaneous Quick Guard
Range: 30ft Type: Fighting
Description: You send dark energy to punish an opponent. Move Power: None
Make a ranged attack against an opponent, dealing 1d10 + Move Time: 1 reaction
MOVE dark damage on a hit. If the opponent is currently PP: 3
under the influence of a move or ability that boosts its Duration: Instantaneous
attack, damage, or AC, increase the damage by one damage Range: 30ft
dice for each effect. Description: You have the ability to rush to the aid of an ally
Higher Levels: The damage dice roll for this move changes at the start of combat. If an ally in range (or you) is attacked
to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17. on the very first turn of the very first round of combat, you
may use your reaction to negate any damage dealt.

82
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Quiver Dance Rapid Spin
Type: Bug Type: Normal
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: Melee
Description: You lightly perform a mystical dance. For the Description: You strike out with an incredibly fast spinning
duration, add +1 to your AC, attack rolls, and damage. move. Make a melee attack roll against an opponent, doing
Higher Levels: Add +2 to AC, attack, and damage at level 10 1d4 + MOVE normal damage on a hit. In addition, this
and above move automatically frees the user from Leech Seed or
Rage
anything causing it to be grappled or restrained. It is
removed from these statuses before it rolls to hit.
Type: Normal Higher Levels: The damage dice roll for this move changes
Move Power: STR to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Time: 1 bonus action
PP: 3 Razor Leaf
Duration: 1 minute, Concentration Type: Grass
Range: Self Move Power: STR/DEX
Description: You go into a fit of rage, attacking with Move Time: 1 action
relentless fury. While you are raging, you gain +1 on all PP: 15
damage rolls (once per move), have resistance to normal Duration: Instantaneous
damage, and have advantage on all Strength checks. Your Range: 80ft
rage ends if you are incapacitated or if you have not Description: You send a razor sharp leaf at a creature in
attacked a hostile target since your last turn, or taken any range at tremendous speed. Make a ranged attack roll,
damage since then. doing 1d8 + MOVE grass damage on a hit. Razor Leaf
Higher Levels: For damage when raging, the bonus changes results in a critical hit on 19s and 20s
to +2 at level 5, +4 at level 10, and +6 at level 17. Higher Levels: The damage dice roll for this move changes
Rage Powder
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Bug Razor Shell
Move Power: CON/CHA Type: Water
Move Time: 1 action Move Power: STR/DEX
PP: 3 Move Time: 1 action
Duration: 1 minute PP: 5
Range: 15ft cone Duration: Instantaneous
Description: You scatter a cloud of irritating powder, drawing Range: Melee
attacks to yourself. Any creature in a 15 foot cone must Description: You strike an opponent with a razor sharp shell.
make a WIS saving throw against your Move DC. On a Make a melee attack on an opponent, dealing 1d12 +
failure, the creature(s) can only use damaging moves that MOVE water damage on a hit. On natural attack rolls of 18
target you for the duration. Any creature affected can or higher, lower the opponents AC by 1. This decrease may
repeat the save at the end of each of its turns to shake off be stacked, up to a maximum of -5 to AC.
the effect. Higher Levels: The damage dice roll for this move changes
Rain Dance
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Water Razor Wind
Move Power: None Type: Normal
Move Time: 1 action Move Power: STR/DEX
PP: 3 Move Time: 1 action, charge
Duration: 5 rounds PP: 5
Range: Self Duration: 1 round, Concentration
Description: You summon a heavy rainfall that covers the Range: Self/20ft
battlefield for 5 rounds. Description: When you use this move, strong winds begin to
circle around you, granting +2 to AC. On your next turn, if
you keep your concentration, you release those winds as an
action in a 20 foot radius, centered on you. Each creature
in the area must make a DEX save against your Move DC,
taking 2d6 + MOVE normal damage on a fail, or half as
much on a success.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

83
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Recover Relic Song
Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: CHA/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 20ft circle
Description: You extend a healing energy to recover the hit Description: You sing an ancient song that damages
points of a creature in range. The target regains 1d6 + opponents in range with the chance to put them asleep.
MOVE hit points. Any creature in a 20ft circle, centered on you, must make a
Higher Levels: The dice roll for healing increases to 2d6 at CON save against your Move DC, taking 1d12 + MOVE
level 5, 4d6 at level 10, and 6d6 at level 17. normal damage on a failure, or half as much ona success.
Recycle
Any creature that fails the save by more than 5 is put to
sleep.
Type: Normal Higher Levels: The damage dice roll for this move changes
Move Power: None to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Move Time: 1 bonus action
PP: 5 Rest
Duration: Instantaneous Type: Psychic
Range: Self Move Power: WIS/CHA
Description: You summon a previously discarded item back Move Time: 1 action
into your hands. If you used a consumable held item any PP: 5
time within the last 5 turns, you can activate this move to Duration: Instantaneous
take advantage of the same effect one last time. This move Range: Self
may not be used in the same round the held item was used. Description: You put yourself to sleep, but recover 4d6 +
Reflect
MOVE hit points in the process.
Higher Levels: The dice roll for healing increases to 6d6 at
Type: Psychic level 5, 8d6 at level 10, and 8d10 at level 17.
Move Power: None
Move Time: 1 reaction Retaliate
PP: 3 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: Self Move Time: 1 reaction
Description: When you are hit by a melee attack, use your PP: 3
reaction to take half the damage dealt. Duration: Instantaneous
Reflect Type
Range: Melee
Description: You rush to avenge a fallen ally. When an
Type: Normal opponent causes an ally to faint, you may move up to your
Move Power: None speed to immediately rush forward and make a melee
Move Time: 1 action attack roll on the opponent, dealing 1d12 + MOVE normal
PP: 3 damage on a hit.
Duration: 1 minute, Concentration Higher Levels: The damage dice roll for this move changes
Range: 40ft to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Description: Your body flashes into a mirror for just a
moment. When it returns to normal, you take on the type of Return
an opponent in range. Type: Normal
Refresh
Move Power: STR
Move Time: 1 action
Type: Normal PP: 10
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 3 Description: You lash out at an opponent, in hopes it will
Duration: Instantaneous please your trainer. Make a melee attack roll against an
Range: Self opponent, doing 1d6 + MOVE on a hit. When you make
Description: A wave of healing energy washes over you, this attack, add an additional bonus to hit and damage
curing poison, paralysis, and burn. equal to the number of levels you are above zero on the
Loyalty Chart.
Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

84
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Revenge Roar of Time
Type: Fighting Type: Dragon
Move Power: STR/DEX Move Power: STR/WIS
Move Time: 1 reaction Move Time: 1+1d4 actions, recharge
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40 foot circle
Description: You invoke a fight within to retaliate against a Description: You unleash a roar that has the power to distort
foe that damages you. As a reaction, when you are hit with time. All creatures within 40 feet of you must make a WIS
a melee attack that deals damage, make a melee attack roll save against your Move DC, taking 5d6 + MOVE dragon
against your attacker, with disadvantage. On a hit, deal the damage on a failure, or half as much on a success. When
same amount of fighting type damage back at your attacker the initial move is activated, roll 1d4 and take a number of
(maximum of 5x your current level). additional actions equal to the result, before the end of
Reversal
your turn. Roar of Time may not be used as one of the
additional actions. This move drains you of energy, and you
Type: Fighting may not make any attack until after the end of your next
Move Power: STR/DEX turn.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 10 to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Duration: Instantaneous
Range: Melee Rock Blast
Description: You unleash an all out attack that is stronger Type: Rock
the less HP you have. Make a melee attack roll against an Move Power: STR
opponent, doing 1d6 + MOVE fighting damage on a hit. If Move Time: 1 action
you are below 50% of your maximum health, double the PP: 10
damage. If you are at 10% or below of your maximum Duration: Instantaneous
health, triple the damage. The multiplier for this attack Range: 15ft
occurs before the multiplier for resistances or Description: You summon a series of rocks that fire their
vulnerabilities. way towards an opponent. Make a ranged attack roll, doing
Higher Levels: The damage dice roll for this move changes 1d4 + MOVE rock damage on a hit. After successfully
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. hitting a target, roll a d4. On a result of 3 or 4, you may
Roar
immediately hit again for an additional 1d4 rock damage.
Continue this process until you fail to roll a 3 or 4 on the
Type: Normal d4 roll, up to a maximum of four additional hits.
Move Power: STR/CHA Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 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 release an intimidating roar at a creature in Move Power: STR
range. The target must make a CHA save against your Move Time: 1 action
Move DC, fleeing from battle on fail. You gain no PP: 10
experience from a fleeing creature, and the move Duration: Instantaneous
automatically fails in trainer battles. A creature that Range: Melee
succeeds on this saving throw is unaffected by future Description: You charge at a foe with attack that attempts to
attempts during this combat. confuse. Make a melee attack, dealing 2d8 + MOVE normal
damage on a hit. On natural attack rolls of 17 or higher, the
target becomes confused.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Rock Polish
Type: Rock
Move Power: None
Move Time: 1 action
PP: 10
Duration: 1 minute
Range: Self
Description: You polish your body to a fine shine to reduce
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.

85
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Rock Slide Rock Wrecker
Type: Rock Type: Rock
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action, recharge
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: 40ft
Description: Large boulders appear above an enemy Description: You summon a huge boulder and launch it at a
creature in range, crashing down on top of them. The foe in range. Make a ranged attack, dealing 3d10 + MOVE
target must make a DEX save against your Move DC, rock damage on a hit. This move saps you of energy, and
taking 1d12 + MOVE rock damage and falling prone on a you may not make any attack until after the end of your
failed save, and half as much without falling prone on a next turn.
success. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Role Play
Rock Smash Type: Psychic
Type: Fighting Move Power: WIS
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 3
PP: 10 Duration: 1 minute
Duration: Instantaneous Range: 50ft
Range: Melee Description: You attempt to copy an opponent's abilities for
Description: You strike out with a rock-crushing attack that the duration. Select a target in range and force them to
may lower a user’s defense. Make an attack roll against an make a WIS saving throw against your Move DC. On a
opponent, doing 1d6 + MOVE fighting damage on a hit. If failure, replace one of your own current abilities with one
the natural attack roll is 19 or 20, the target’s AC decreases of theirs.
by 1 while it remains in battle. Rolling Kick
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: Fighting
Move Power: STR/DEX
Rock Throw Move Time: 1 action
Type: Rock PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 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 hurl a rock at a target in range. Make a more, the target flinches.
ranged attack roll, doing 1d8 + MOVE rock damage on a Higher Levels: The damage dice roll for this move changes
hit. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes Rollout
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Rock
Rock Tomb Move Power: STR
Type: Rock Move Time: 1 action
Move Power: STR PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You roll into a foe, repeatedly making attacks
Range: 20ft with increasing strength. Make a melee attack on an
Description: You summon a collection of boulders that opponent, dealing 1d6 + MOVE rock damage on a hit. If
attempt to surround a foe. Force an opponent in range to you use this move on your turn in consecutive rounds,
make a STR saving throw against your Move DC. On a double the dice on each successful attack for a maximum
failure, the opponent takes 1d10 + MOVE rock damage and of 5 attacks, in which case the damage would reset. Ex:
is restrained. The target may make a STR saving throw 1d6 on first hit, 2d6 on second, 4d6, 8d6, 16d6. The
against your Move DC at the beginning of each of its turns damage resets if any of the attacks fail to damage an
to attempt to release themselves from the rock. opponent, if your speed is reduced to 0, or if you are
Higher Levels: The damage dice roll for this move changes incapacitated.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice changes to a d8 at level 5, a
d10 at level 10, and a d12 at level 17.

86
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Roost Sacred Sword
Type: Flying Type: Fighting
Move Power: CON Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 round Duration: Instantaneous
Range: Self Range: Melee
Description: You land on the ground to rest your body. Description: You attempt to pierce an enemy with one of
Regain 2d6 + MOVE hit points, but lose your ground-type your sharp appendages. Make a melee attack, dealing 2d8
immunity until beginning of your next turn. + MOVE fighting damage on a hit. This move ignores any
Higher Levels: The damage dice roll for this move changes boosts affecting the target's AC.
to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this move changes
Rototiller
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Ground Safeguard
Move Power: None Type: Normal
Move Time: 1 action Move Power: None
PP: 5 Move Time: 1 action
Duration: 3 rounds PP: 15
Range: 50ft Duration: 3 rounds
Description: You imbue the ground around you with a Range: 50ft
mystical layer of natural energy, like tilling fresh soil. For Description: You and all allies in range boost their defense.
three rounds, grass-type creatures double their STAB For the duration, anyone affected is protected from any
bonus when activating a grass-type move within the new negative status conditions.
affected area. Sand Attack
Round Type: Ground
Type: Normal Move Power: DEX/CON
Move Power: WIS/CHA Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 30ft
Range: 40ft Description: You kick up a cloud of sand in an attempt to
Description: You attack a foe's mind with a harsh song. blind a target in range. The target must make a CON save
Select a target in range and force them to make a WIS save against your Move DC. On a fail, for the remainder of the
against your Move DC. On a failure, the target takes 1d10 + encounter, they add -1 to all of their attack rolls. This move
MOVE normal damage. If an ally in range also knows this can be stacked for a maximum of -5 to attack rolls.
move, they can join in the song as a reaction to add an Sand Tomb
additional damage dice.
Higher Levels: The damage dice roll for this move changes Type: Ground
to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17. Move Power: STR
Move Time: 1 action
Sacred Fire PP: 10
Type: Fire Duration: Instantaneous
Move Power: STR/DEX Range: 30ft
Move Time: 1 action Description: You attempt to summon a wave of sand that
PP: 3 surrounds your opponent. Make a ranged attack roll. On a
Duration: Instantaneous hit, the target takes 1d4 + MOVE ground damage and is
Range: 100ft restrained. At the beginning of each of its turns, it may
Description: You unleash a devastating, concentrated blast of attempt to escape with a STR save against your Move DC.
flame at a single target in range. Make a ranged attack roll, While a creature is restrained, you may continue this move,
doing 4d4 + MOVE fire damage on a hit. If the natural as a bonus action, to do an automatic 1d4 ground damage
attack roll is 10 or more, the target is burned. without having to make an attack roll.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

87
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Sandstorm Screech
Type: Rock Type: Normal
Move Power: None Move Power: CON/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 20
Duration: 5 rounds, Concentration Duration: 1 minute
Range: 100ft Range: 20ft
Description: You stir up a massive sandstorm in a 50 foot Description: You let out a horrible screech at enemy
radius, centered on a point in range. Any non rock-, steel-, creatures in a 20 foot radius, centered on you, distracting
or ground-type creature in the area at the beginning of their them and opening up their defenses. The creatures must
turn take an amount of rock damage equal to half your make a WIS save against your Move DC. On a fail, allies
level, rounded up. The Sandstorm lasts for 5 rounds. add +1 to any attack they target an affected creature with
Scald
for the duration. This modifier can be stacked if a creature
fails multiple screech saves, up to a maximum of +5.
Type: Water
Move Power: STR/DEX Searing Shot
Move Time: 1 action Type: Fire
PP: 10 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: 20ft PP: 3
Description: You instantly boil water within you to a Duration: Instantaneous
damaging temperature, blasting an opponent with its heat. Range: 10ft circle
Make a ranged attack, dealing 2d6 + MOVE water damage Description: Searing hot flames lick out at opponents in a 10
on a hit. On a natural attack roll of 16 or more, the target is foot circle, centered on you. Any creature in range must
burned. make a DEX save against your Move DC, taking 4d4 +
Higher Levels: The damage dice roll for this move changes MOVE fire damage on a failure, or half as much on a
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. success. If a target fails the save by more than 5, it is
Scary Face
burned.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Power: STR/CHA
Move Time: 1 action Secret Power
PP: 5 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: 60ft Move Time: 1 action
Description: You put on your scariest face, attempting to PP: 10
paralyze an opponent with fear. Force a target in range to Duration: Instantaneous
make a WIS save against your Move DC. On a fail, the Range: Melee
target is paralyzed. Description: You strike a foe with unknown power. Make a
Scratch
melee attack roll against an opponent, dealing 1d12 +
MOVE normal damage on a hit. On a natural attack roll of
Type: Normal 15 or higher, roll a d6 and cause the random effect.
Move Power: STR/DEX
Move Time: 1 action d6 Effect
PP: 20 1 Poison
Duration: Instantaneous 2 Burn
Range: Melee
Description: You slash out at a creature in range. Make a 3 Confusion
melee attack, doing 1d6 + MOVE normal damage on a hit. 4 Frozen
Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 5 Paralysis
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.

88
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Secret Sword Self-Destruct
Type: Fighting Type: Normal
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You attempt to pierce an enemy with one of Description: You release a massive explosion in a 30 foot
your sharp appendages. Make a melee attack, dealing 2d6 radius, fainting immediately after the attack. Creatures in
+ MOVE fighting damage on a hit. This move ignores any the area must make a DEX save against your Move DC. If
boosts affecting the target's AC. your creature has at least half its hit points left, anyone in
Higher Levels: The damage dice roll for this move changes range takes 5d6 + MOVE normal damage on a fail, or half
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. as much on a success. If your creature has less than half of
Seed Bomb
its hitpoints left, the damage is halved for a failed save, and
quartered for a success.
Type: Grass Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Move Time: 1 action
PP: 10 Shadow Ball
Duration: Instantaneous Type: Ghost
Range: 30ft Move Power: DEX/WIS
Description: You fire a series of hard seeds that crash down Move Time: 1 action
on top of an opponent in range. Make a ranged attack, PP: 10
dealing 2d6 + MOVE grass damage on a hit. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes Range: 60ft
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Description: You hurl a sphere of magical darkness at an
Seed Flare
opponent. Make a ranged attack, doing 2d6 + MOVE ghost
damage on a hit. On a hit, the ball expands and covers the
Type: Grass opponents face, granting them a -2 to hit on their next
Move Power: CON attack.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 3 to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous
Range: 20ft Shadow Claw
Description: You release a bright shockwave from your body, Type: Ghost
damaging all creatures within 20 feet of you. Any creature Move Power: STR/DEX
in range must make a CON save against your Move DC, Move Time: 1 action
taking 2d10 + MOVE grass damage on a failure, or half as PP: 10
much on a success. Until the end of your next turn, any Duration: Instantaneous
attack roll made against a target that failed is rolled at Range: 20ft
advantage. Description: You strike with a sharp claw made from
Higher Levels: The damage dice roll for this move changes shadows in range. Make a ranged attack, dealing 1d12 +
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. MOVE ghost damage on a hit. This moves scores a critical
Seismic Toss
hit on natural attack rolls of 19 and 20.
Higher Levels: The damage dice roll for this move changes
Type: Fighting to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Move Power: STR
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You attempt to throw a creature into the ground
with tremendous force. Make a melee attack roll, doing
fighting damage equal to the opponent’s level on a hit,
double on a critical hit. Seismic Toss results in a critical hit
on 19s and 20s.

89
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Shadow Force Sheer Cold
Type: Ghost Type: Ice
Move Power: DEX/WIS Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You disappear from view and prepare to Description: You send a chill down the spine of an opponent,
surprise your enemy with an attack. When you activate this freezing its core. Choose a target in range and roll a d20.
move, you become invisible and immune to any attacks of On a 20, the target faints. On any other roll, this move has
opportunity. You cannot be targeted by attacks while you no effect. If the target's level is 10 more than your own, this
are invisible. On your next turn, you use may your action to move automatically fails.
reappear and make a melee attack against a creature, with Shell Smash
advantage, dealing 2d10 + MOVE ghost damage on a
successful hit. Protect and Detect reactions may not be Type: Normal
used when hit by this attack. Move Power: None
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. PP: 5
Duration: 1 minute
Shadow Punch Range: Self
Type: Ghost Description: You break off a piece of your shell, lowering
Move Power: DEX/WIS your AC, but improving your attack. When you activate this
Move Time: 1 action move, lower your AC by 1, but increase your attack and
PP: 5 damage rolls by 1 for the duration. This move cannot stack.
Duration: Instantaneous Shift Gear
Range: Melee
Description: You throw a punch from the surrounding Type: Steel
shadows, unavoidable by any enemy. This move is Move Power: None
guaranteed to hit for 1d6 + MOVE ghost damage, unless Move Time: 1 action
during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. PP: 5
moves. Duration: 1 minute, Concentration
Higher Levels: The damage dice roll for this move changes Range: Self
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Description: You rotate your gears quickly, raising your
attack and speed. When you activate this move, add +1 to
Shadow Sneak your attack and damage rolls, and +10 to your speed for the
Type: Ghost duration.
Move Power: DEX Shock Wave
Move Time: 1 bonus action
PP: 20 Type: Electric
Duration: Instantaneous Move Power: DEX
Range: 15ft Move Time: 1 action
Description: You extend your shadow to strike an opponent PP: 10
from behind. As a bonus action, you can control your Duration: Instantaneous
shadow to make a ranged attack roll against a target within Range: 15ft cone
range dealing 1d4 ghost damage on a hit. Description: A burst of electric energy glides forward,
Higher Levels: The damage dice roll for this move changes striking anything in a 15 foot cone. This move is
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17. guaranteed to hit all creatures caught in the wave for 1d4 +
MOVE electric damage, unless during the invulnerable
Sharpen stage of Fly, Dig, Bounce, Dive, etc. moves.
Type: Normal Higher Levels: The damage dice roll for this move changes
Move Power: None to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Move Time: 1 action
PP: 15
Duration: 1 minute, Concentration
Range: Self
Description: You collect your focus, sharpening your combat
skills. You may add 1d4 to all attack rolls for the duration.
At level 10, the dice you can add changes to 1d6.
Higher Levels: The dice roll for this move changes to 1d6 at
level 10.

90
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Signal Beam Sketch
Type: Bug Type: Normal
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 1
Duration: Instantaneous Duration: instantaneous
Range: 80ft Range: Self
Description: A flashing beam strikes an opponent in range. Description: When any move is activated within sight of you,
Make a ranged attack roll against an opponent, dealing use a reaction to copy it to your move list, replacing it with
1d12 + MOVE bug damage on a hit. On a natural attack one instance of Sketch in your current move list
roll of 19 or 20, the beam confuses the opponent. permanently.
Higher Levels: The damage dice roll for this move changes Skill Swap
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Psychic
Silver Wind Move Power: WIS
Type: Bug Move Time: 1 action
Move Power: DEX PP: 3
Move Time: 1 action Duration: 1 minute
PP: 3 Range: 50ft
Duration: Instantaneous Description: You attempt to swap abilities with an opponent
Range: 15ft for the duration. Select a target in range and force them to
Description: You strike a foe with a battering wind of silver make a WIS saving throw against your Move DC. On a
dust. Make a ranged attack roll against a creature, doing failure, choose which abilities to switch for the duration.
1d10 + MOVE bug damage on a hit. On a natural roll of 19 Skull Bash
or 20, all of your ability scores go up by 1 while you remain
in battle. This move can be stacked for a maximum of +5 to Type: Normal
all ability scores. Move Power: STR
Higher Levels: The damage dice roll for this move changes Move Time: 1 action, charge
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. PP: 3
Duration: 1 round, Concentration
Simple Beam Range: 50ft
Type: Normal Description: When you use this move, you lower your head
Move Power: WIS/INT and prepare to strike a foe within range. On your next
Move Time: 1 action turn’s action, if you keep your concentration, you charge at
PP: 10 a creature in range, ignoring your walking speed and any
Duration: 1 minute opportunity attacks you may incur. Make a melee attack
Range: 80ft roll, doing 5d4 + MOVE normal damage on a hit. A
Description: You use a mysterious psychic energy to change creature hit with this attack must succeed on a STR saving
a target's ability to Simple. Force a target in range to make throw against your Move DC or be knocked prone.
a WIS saving throw against your Move DC. On a failure, Higher Levels: The damage dice roll for this move changes
choose one of the target's abilities and change it to Simple to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
for the duration. Sky Attack
Sing Type: Flying
Type: Normal Move Power: STR/DEX
Move Power: None Move Time: 1 action, charge
Move Time: 1 action PP: 3
PP: 10 Duration: 1 round, Concentration
Duration: Instantaneous Range: 80ft
Range: 30ft Description: When you use this move, you flap your wings
Description: You sing a beautiful song in an attempt to put menacingly and prepare to strike a foe within range. On
enemy creature to to sleep. Roll 5d8; the total is how many your next turn’s action, if you keep your concentration, you
hit points of creature this move can affect. Opponents dive at a creature in range, ignoring your flying speed and
within 30 feet of you are affected in ascending order of any opportunity attacks you may incur. Make a melee
their current hit points. Starting with the creature that has attack roll, doing 3d8 + MOVE flying damage on a hit.
the lowest current hit points, each creature affected by this Higher Levels: The damage dice roll for this move changes
move falls asleep. Subtract each creature’s hit points from to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal to or
less than the remaining total for that creature to be
affected.
Higher Levels: The number of hit points affected changes to
7d8 at level 5, 6d12 at level 10, and 11d8 at level 17.

91
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Sky Drop Slash
Type: Flying Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 round, Concentration Duration: Instantaneous
Range: Melee Range: Melee
Description: You reach out in an attempt to lift an opponent Description: You slash out at a creature in range. Make a
up in the air for a slamming attack. When you activate this melee attack, doing 1d12 + MOVE normal damage on a hit.
move, make a melee attack roll. On a hit, the target is Slash results in a critical hit on 19s and 20s.
grappled. The target may use its next action to attempt a Higher Levels: The damage dice roll for this move changes
STR save against your Move DC to get free. If it does not to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
succeed, and you maintain your concentration, you may use Sleep Powder
your action on your next turn to lift the creature into the air,
dropping it to the ground for 2d10 + MOVE flying damage. Type: Grass
Flying-type creatures or ones under the effect of Levitate, Move Power: CON
Magnet Rise or other similar abilities/moves are not Move Time: 1 action
damaged. PP: 10
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Range: 40ft
Description: You release a cluster of spores at a creature in
Sky Uppercut range, attempting to put them to sleep. The target must
Type: Fighting make a CON saving throw against your Move DC or fall
Move Power: DEX asleep.
Move Time: 1 action Sleep Talk
PP: 3
Duration: Instantaneous Type: Normal
Range: 30ft Move Power: Varies
Description: You unleash a devastating uppercutting fist that Move Time: 1 action
continues to strike skyward with force. Make a ranged PP: 5
attack roll against an opponent, dealing 2d6 + MOVE Duration: Varies
fighting damage on a hit. This move can target enemies in Range: Varies
the invulnerable stages of Fly, Bounce and Sky Drop, if the Description: This move can only be used if you are asleep.
opponent used that move within range. While asleep, activate a random move from your move list
Higher Levels: The damage dice roll for this move changes (not Sleep Talk) that has a move time of 1 action.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Sludge
Slack Off Type: Poison
Type: Normal Move Power: DEX/CON
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: 2 rounds Range: 20ft
Range: Self Description: You spew poisonous sludge at an enemy
Description: You give yourself a break, healing your wounds. creature in range. Make a ranged attack, doing 1d10 +
When you activate this move, you lose your turn for the MOVE poison damage on a hit. The creature must make a
next two rounds. At the end of your next turn, regain half of CON save against your Move DC or become poisoned.
your maximum hit points. Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
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.

92
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Sludge Bomb Smelling Salts
Type: Poison Type: Normal
Move Power: DEX/CON Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 15ft
Description: You hurl a mass of sticky sludge that may Description: You procure a handful of strong smelling salt,
poison opponents in its blast. Make a ranged attack roll damaging an opponent's senses. Make a ranged attack
against a target. On a hit, the target takes 2d8 + MOVE against a target, dealing 1d12 + MOVE normal damage on
poison damage and the area in a 5 foot radius around it is a hit. If the target is paralyzed, double the dice roll for the
covered in sludge. Any creature in that area at the damage.
beginning of their turn must make a CON save against your Higher Levels: The damage dice roll for this move changes
Move DC or become poisoned. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes Smog
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Poison
Sludge Wave Move Power: CON
Type: Poison Move Time: 1 action
Move Power: DEX/CON PP: 10
Move Time: 1 action Duration: 1 round
PP: 5 Range: 30ft
Duration: Instantaneous Description: You create a fog of poisonous smog in a 15 foot
Range: 30ft radius, centered on a point within range. Creatures that
Description: You send a wave of poisonous sludge at an begin their turn in the area take 1d4 + MOVE poison
opponent in range. Make a ranged attack, dealing 2d8 + damage and must succeed on a CON save against your
MOVE poison damage on a hit. On a natural attack roll of Move DC or become poisoned. The area of smog is
19 or 20, the target is poisoned. considered difficult terrain, and any attacks make from
Higher Levels: The damage dice roll for this move changes inside it are done at disadvantage. The smog cloud
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. dissipates at the beginning of your next turn.
Smack Down
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: Rock
Move Power: STR Smokescreen
Move Time: 1 action Type: Normal
PP: 10 Move Power: CON
Duration: Instantaneous Move Time: 1 action
Range: 30ft PP: 10
Description: You throw a solid piece of stone at an opponent Duration: 1 minute, Concentration
in an attempt to bring them to the ground. Make a ranged Range: 30ft
attack, dealing 1d8 + MOVE rock damage on a hit. On a Description: You conjure a line of smoke on the battlefield,
hit, any raised creature (ones with the flying type, Levitate, 60 feet long and 5 feet thick, that extends in any direction
Magnet Rise, etc. moves) is knocked prone and loses its from a point within range. The area on either side is
flying speed and immunity to ground-type moves until it obscured and imposes disadvantage on any ranged attacks
can move again. made by a creature targeting another on the opposite side.
Higher Levels: The damage dice roll for this move changes Any creature inside the wall of smoke, when it is conjured,
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. must make a CON save against your Move DC or become
Smart Strike
blinded for the duration. A blinded creature can repeat the
save at the beginning of its turns to remove the effect on a
Type: Steel success.
Move Power: STR/INT
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.

93
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Snarl Soft-Boiled
Type: Dark Type: Normal
Move Power: WIS/CHA Move Power: CON/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 30ft
Description: You release a harsh growl at an opponent, Description: Heal a creature in range for 2d6 + MOVE
damaging their willpower. Force an opponent to make a hitpoints.
WIS save against your Move DC. On a failure, the target Higher Levels: The dice roll for healing changes to 4d6 at
takes 1d8 + MOVE dark damage. If you are the target of its level 5, 6d6 at level 10, and 8d6 at level 17.
next attack, the attack is rolled at disadvantage. Solar Beam
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: Grass
Move Power: STR/DEX
Snatch Move Time: 1 action, charge
Type: Dark PP: 5
Move Power: DEX Duration: 1 round, concentration
Move Time: 1 reaction Range: 80ft line
PP: 5 Description: When you use this move, soak in solar energy
Duration: Instantaneous and prepare to unleash a devastating beam. On your next
Range: 30ft turn, if you keep your concentration, use an action to create
Description: You call upon dark energy to steal an effect a 80 foot line of solar energy, 5 feet wide. Any creature
from an opponent. When an opponent in range activates a caught in the line must succeed on a DEX save or take 3d8
move with a positive effect on itself (curing negative status + MOVE grass damage on a fail and half as much on a
effect, boosting stats, healing, etc.), force it to make a WIS save. If this move is used in harsh sunlight, double your
save against your Move DC. On a failure, you gain the MOVE modifier for damage and it can be used on the turn
positive effect and the opponent's move fails. it is activated without concentration.
Snore
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: STR/WIS Sonic Boom
Move Time: 1 action Type: Normal
PP: 10 Move Power: STR/DEX
Duration: instantaneous Move Time: 1 action
Range: 50ft PP: 10
Description: While you are asleep, you may activate this Duration: Instantaneous
move to create a harsh noise that damages all creature Range: 20ft
within range for 1d8 + MOVE normal damage. Description: You unleash a deafening sound that harms
Higher Levels: The damage dice roll for this move changes creature in a 20 foot circle, centered on you. Creatures in
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. range must make a CON save against your Move DC,
Soak
taking 20 flat normal damage on a fail.
Type: Water Spacial Rend
Move Power: STR/CON Type: Dragon
Move Time: 1 action Move Power: STR/WIS
PP: 10 Move Time: 1 action
Duration: 3 rounds PP: 3
Range: 50ft Duration: Instantaneous
Description: You fire a torrent of water at an opponent with Range: 50ft
such force that it leaves lasting effects. Force a target in Description: You release a powerful shockwave that tears
range to make a CON save against your Move DC. On a through foes and the space around them. All creatures
failure, their type changes to water for three rounds. within 50 feet of you must make a CON save against your
Move DC, taking 5d6 + MOVE dragon damage on a failure,
or half as much on a success. Creatures that fail this save
by more than 5 become uncontrollable and are sucked into
the Ethereal Plane where they must remain for 1d4
rounds, appearing in the same location when they return.
Higher Levels: The damage dice roll for this move changes
to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

94
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Spark Spiky Shield
Type: Electric Type: Grass
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with an electrified tackle with a Description: You quickly raise a spiked shield to protect
chance to paralyze a target. Make a melee attack roll yourself from damage. When you are hit by a melee attack,
against an opponent, doing 1d10 + MOVE electric damage use your reaction to ignore damage, dealing grass damage
on a hit. If the natural attack roll is 18 or higher, the target equal to your proficiency modifier to the attacker instead.
is paralyzed. On future instances of this reaction in the same combat,
Higher Levels: The damage dice roll for this move changes you must roll higher than a 15 on a d20 roll for the reaction
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to be successful.
Spider Web Spit Up
Type: Bug Type: Normal
Move Power: DEX Move Power: CON/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute Duration: Instantaneous
Range: 40ft Range: 30ft
Description: You fire a sticky web that attempts to restrain Description: The power of energy stored by Stockpile is
an opponent. Make a ranged attack roll on a target in released about a foe. Make a ranged attack against an
range. On a hit, the target is covered in web. While covered, opponent, dealing a base 1d6 + Move normal damage on a
it is restrained and cannot flee or be switched out. The hit. The dice roll is doubled if two rounds of energy were
target can use an action on its turn to escape with a STR Stockpiled. The dice roll is tripled if three rounds of energy
save against your Move DC. were Stockpiled.
Spike Cannon
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 Spite
Move Time: 1 action Type: Ghost
PP: 10 Move Power: WIS
Duration: Instantaneous Move Time: 1 reaction
Range: 60ft PP: 3
Description: You fire a series of sharp spikes at a creature in Duration: Instantaneous
range. Make a ranged attack roll, doing 1d4 + MOVE Range: 30ft
normal damage on a hit. After successfully hitting a target, Description: When hit with an attack, you can spend a
roll a d4. On a result of 3 or 4, you may immediately hit reaction to attempt to drain the attacker’s PP, if they are in
again for an additional 1d4 normal damage. Continue this range. Force the attacker to make a WIS save against your
process until you fail to roll a 3 or 4 on the d4 roll, up to a Move DC. On a fail, roll a d4. The PP of the move that
maximum of four additional hits. attacked you is decreased by that number.
Higher Levels: The damage dice rolls for this move change Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. 10, and 1d10 at level 17.
Spikes Splash
Type: Ground Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: Self
Description: You set a trap of spikes that hurts creature that Description: You flail around on the ground, doing no
come into battle. If a trainer is in range and switches out a damage and looking ridiculous, but you can leap up to 50
creature, you can spend a reaction to make a ranged attack feet in the air.
on the incoming creature with spikes that come out of the
ground, doing 1d6 + MOVE ground damage on a hit.
Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

95
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Spore Steamroller
Type: Grass Type: Bug
Move Power: DEX/CON Move Power: STR
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: When you are hit by a melee attack, you can use Description: You roll up your body and roll over an opponent.
your reaction to release a spore that attempts to put your Make a melee attack roll, dealing 1d10 + MOVE bug
attacker to sleep. The creature must make a WIS save damage on a hit. If your natural attack roll is 15 or higher,
against your Move DC, falling asleep on a fail. the target flinches.
Spotlight
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/CHA Steel Wing
Move Time: 1 action Type: Steel
PP: 3 Move Power: STR/DEX
Duration: 1 minute, Concentration Move Time: 1 action
Range: 80ft PP: 15
Description: You shine a bright light on a creature in range Duration: Instantaneous
that follows them around the battlefield. The target must Range: Melee
make a DEX save against your Move DC. On a fail, attacks Description: You strike a foe hard with outstretched wings.
against that creature have advantage for the duration. Make a melee attack on an opponent, doing 1d12 + MOVE
Stealth Rock
steel damage on a hit.
Higher Levels: The damage dice roll for this move changes
Type: Rock to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Move Power: STR/DEX
Move Time: 1 reaction Sticky Web
PP: 3 Type: Bug
Duration: Instantaneous Move Power: DEX
Range: 50ft Move Time: 1 reaction
Description: You quickly summon a trap of sharp rocks that PP: 3
hurts a creature entering the battle. When a creature is Duration: Instantaneous
switched into battle, you may use your reaction to make a Range: 30ft
ranged attack, dealing 1d8 + MOVE rock damage to the Description: You quickly fire a sticky web at a creature
incoming creature on a hit. entering the battle. When a creature is switched into battle,
Higher Levels: The damage dice roll for this move changes you may use your reaction to make a ranged attack on the
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. creature. On a hit, the target is restrained The creature
Steam Eruption
may make a STR save against your Move DC at the
beginning of each of its turns to escape the web.
Type: Water
Move Power: STR/DEX Stockpile
Move Time: 1 action Type: Normal
PP: 3 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: 20ft PP: 10
Description: You shoot out a cone of intensely hot steam Duration: Instantaneous
from your body, immersing your foes. Any creature in the Range: Self
are must make a DEX save against your Move DC, taking Description: You use your action to store energy for a Spit
3d6 + MOVE water damage on a failure, or half as much on Up or Swallow move, increasing your defense. Raise your
a success. If a target fails the save by 5 or more, it becomes AC by 1 until you use one of those two moves. This move
burned. may be stacked a maximum of 3 times before the energy is
Higher Levels: The damage dice roll for this move changes used.
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

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Stomp Strength
Type: Normal Type: Normal
Move Power: STR/DEX 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 raise your feet up for a stomp attack. Make Description: You strike out at a creature with brute strength.
a melee attack roll against a target, doing 1d10 + MOVE Make a melee attack roll, doing 2d6 + MOVE normal
normal damage on a hit. If the natural attack roll is 18 or damage on a hit. On a hit, you may also choose to push the
more, the target flinches. creature 5 feet away.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Stone Edge String Shot
Type: Rock Type: Bug
Move Power: STR Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 20
Duration: Instantaneous Duration: 1 minute
Range: 60ft Range: 60ft
Description: The earth moves beneath an enemy’s feet as Description: You unleash sticky string at a creature in range,
sharp stone pierce through the ground underneath them. slowing it down. Make a ranged attack roll against a target.
Creatures in a 10 foot radius centered on a point you On a hit, the target’s speed is reduced by 10 for the
choose in range must make a DEX save against your duration. The move is stackable to any amount. The target
MOVE DC, taking 4d4 + MOVE rock damage on a fail, or may take an action to attempt to get rid of any string with a
half as much on a save. STR save against your Move DC. If this reduction in speed
Higher Levels: The damage dice roll for this move changes causes their speed to be 0, they are restrained.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Struggle
Stored Power Type: Typeless
Type: Psychic Move Power: STR/DEX
Move Power: STR/WIS Move Time: 1 action
Move Time: 1 action PP: Unlimited
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 30ft Description: This move is known by all Pokémon, and can be
Description: You use your psychic energy to attack with used at any time. Make a melee attack roll, doing damage
stored power. Make a ranged attack, dealing 1d6 + MOVE equal to 2 + MOVE typeless damage on a hit.
psychic damage on a hit. Add an additional damage dice for Struggle Bug
each bonus applied to any of your attack, damage, or AC
stats. (For example, if you or an ally has activated a move(s) Type: Bug
that is currently boosting your AC, attack, and damage rolls Move Power: STR/DEX
by +1, add three additional damage dice. Move Time: 1 reaction
Higher Levels: The damage dice roll for this move changes PP: 3
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17. Duration: instantaneous
Range: Melee
Storm Throw Description: You resist an attack, fighting back against an
Type: Fighting opponent. When hit by a melee attack, you may use a
Move Power: STR reaction to immediately retaliate with an attack roll of your
Move Time: 1 action own, dealing 1d6 + MOVE bug damage on a hit.
PP: 5 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Range: Melee
Description: You strike a target with a fierce blow. Make a
melee attack on an opponent, dealing 2d10 + MOVE
fighting damage on a hit. If a target is immune to the
damage from critical hits, halve the damage dealt by this
attack.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

97
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Stun Spore Sunny Day
Type: Grass Type: Fire
Move Power: CON Move Power: None
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: 5 rounds
Range: Melee Range: Self
Description: When you are hit by a melee attack, you can use Description: You change the weather to harsh sunlight for 5
your reaction to release a spore that attempts to stun your rounds.
attacker. The creature must make a CON save against your Super Fang
Move DC, becoming paralyzed on a fail.
Type: Normal
Submission Move Power: STR
Type: Fighting Move Time: 1 action
Move Power: STR PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You lash out with an incredible fang attack.
Range: Melee Make a melee attack, doing 2d6 +MOVE normal damage
Description: You attempt a forceful grapple on a target. on a hit. On critical hits, instead of doubling the dice, you
Make a melee attack, doing 2d6 + MOVE fighting damage can choose to do damage equal to half the target’s current
on a hit, but taking a quarter of the damage dealt in HP (up to a maximum of 5x your level)..
typeless recoil. On a hit, the target is grappled. At the Higher Levels: The damage dice roll for this move changes
beginning of each of its turns, it may attempt to escape to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
with a STR save against your Move DC. While a creature is Superpower
grappled, this move can be activated again as a bonus
action with an automatic hit, dealing 2d6 fighting damage Type: Fighting
with a quarter of the damage dealt in typeless recoil. Move Power: STR/DEX
Higher Levels: The damage dice rolls for this move change Move Time: 1 action
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. PP: 3
Duration: Instantaneous
Substitute Range: Melee
Type: Normal Description: You strike a foe with incredible power - but with
Move Power: None great power comes great responsibility. Make a melee
Move Time: 1 action attack against an opponent, dealing 4d6 + MOVE fighting
PP: 5 damage on a hit. This move exhausts you, and your STR
Duration: 1 minute, Concentration and DEX ability scores are both reduced by 10 until after
Range: Self the end of your next turn.
Description: You create a duplicate of yourself that copies a Higher Levels: The damage dice roll for this move changes
quarter of your current HP (rounded down). This substitute to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
moves with you, has an AC of 1 and takes all damage and Supersonic
status ailments you would normally take until it is
destroyed. If the damage done is enough to destroy the Type: Normal
substitute, you take the remaining damage. In future Move Power: DEX/WIS
instances of this move in the same combat, you must roll Move Time: 1 action
higher than a 15 on a d20 roll for the move to be PP: 10
successful. Duration: Instantaneous
Range: 80ft
Sucker Punch Description: You emit a high pitched screech heard only by
Type: Dark the target. Choose a target in range. The target must pass a
Move Power: STR/DEX WIS saving throw against your Move DC or become
Move Time: 1 reaction confused.
PP: 3
Duration: Instantaneous
Range: Melee
Description: You lay in a quick punch before an opponent
has a chance to attack. When targeted by a melee attack,
you may use your reaction to attempt to strike an opponent
before its attack is rolled. Make a melee attack, dealing 1d6
+ MOVE dark damage 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.

98
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Surf Sweet Scent
Type: Water Type: Normal
Move Power: STR/DEX Move Power: CON/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft cone Range: 30ft
Description: You create a powerful wave that crashes down Description: You release a sweet smell directed at a target in
on an opponent in a 30ft cone, centered on you. Any range. The target must make a CHA save against your
creature caught in the blast must make a DEX saving Move DC. On a fail, you have advantage on your next two
throw, taking 2d8 + MOVE water damage and falling prone attacks against that target.
on a failure, or half as much without falling prone on a Swift
success.
Higher Levels: The damage dice roll for this move changes Type: Normal
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Move Power: None
Move Time: 1 action
Swagger PP: 10
Type: Normal Duration: Instantaneous
Move Power: WIS/CHA Range: 100ft
Move Time: 1 action Description: You fire two projectiles at any creature you
PP: 10 choose in range. They do not have to target the same
Duration: Instantaneous creature. Each hit for 1d4 normal damage. This move also
Range: 40ft targets creature during the invulnerable stages of Dig, Fly,
Description: Force a target in range to make a WIS save Bounce, etc.
against your Move DC. On a fail, the target is confused, but Higher Levels: You fire 4 projectiles at level 5, 5 projectiles
it adds +2 to its attack rolls while confused. at level 10, and 6 projectiles at level 17.
Swallow Switcheroo
Type: Normal Type: Dark
Move Power: CON Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Melee
Description: You absorb your Stockpiled energy to heal your Description: Your hands move with incredible speed as you
wounds. When activated after using Stockpile, regain a attempt to switch held items with an opponent. Force an
base 1d6 + Move hit points. The dice roll is doubled if two opponent to make a DEX save against your Move DC. On a
rounds of energy were Stockpiled. The dice roll is tripled if failure, you take their held item and replace it with your
three rounds of energy were Stockpiled. own. If you do not have a held item, you simply take theirs
Higher Levels: The base healing dice roll for this move without replacement.
changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level Swords Dance
17.
Type: Normal
Sweet Kiss Move Power: DEX
Type: Fairy Move Time: 1 action
Move Power: WIS/CHA PP: 5
Move Time: 1 action Duration: 1 minute, concentration
PP: 10 Range: Self
Duration: Instantaneous Description: When you activate this move, two swords
Range: Melee appear and dance around you, increasing your AC by +1 for
Description: You lay a kiss on an opponent, attempting to each sword. As a bonus action on a future turn, you can
confuse them. The target must make an CHA saving throw drop out of concentration to send the swords at an enemy
against your Move DC or become confused. creature within 30 feet of you, making two ranged attack
rolls, doing 1d6 normal damage on each hit.
Higher Levels: You create 3 swords at level 10 and 4 swords
at level 17.

99
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Synchronoise Tail Slap
Type: Psychic Type: Normal
Move Power: WIS/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 20ft circle Range: Melee
Description: You emit a strange soundwave that only Description: You strike out against an opponent with a quick-
damages creature that share a type with you. Any creature hitting, hard tail. Make a melee attack roll, doing 1d4 +
within a 20ft circle that shares at least one of your types MOVE normal damage on a hit. After successfully hitting a
must make a CON save against your Move DC, taking 2d10 target, roll a d4. On a result of 3 or 4, you may immediately
+ MOVE psychic damage on a failure, or half as much on a hit again for an additional 1d4 normal damage. Continue
success. this process until you fail to roll a 3 or 4 on the d4 roll, up
Higher Levels: The damage dice roll for this move changes to a maximum of four additional hits.
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Higher Levels: The damage dice roll for this move changes
Synthesis
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Grass Tail Whip
Move Power: CON Type: Normal
Move Time: 1 action Move Power: CHA/DEX
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: Self Duration: 1 minute
Description: You regenerate from the inside, healing some of Range: 100ft
your wounds. Heal yourself for 2d6 + MOVE hit points. Description: You shake your tail at a targetn, distracting it
Higher Levels: The healing dice roll for this move changes to and opening up its defenses. The creature must make a
4d6 at level 5, 6d6 at level 10, and 8d6 at level 17. WIS save against your Move DC. On a fail, allies add +1 to
Tackle
any attack they target it with for the duration. This modifier
can be stacked if it fails multiple tail whip saves, up to a
Type: Normal maximum of +5.
Move Power: STR/DEX
Move Time: 1 action Tailwind
PP: 20 Type: Flying
Duration: Instantaneous Move Power: None
Range: Melee Move Time: 1 action
Description: You rush forward and slam into an opponent. PP: 3
Make a melee attack roll against a target, doing 1d6 + Duration: 1 minute, Concentration
MOVE normal damage on a hit. Range: 30ft circle
Higher Levels: The damage dice roll for this move changes Description: You whip up a turbulent whirlwind that boosts
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. the speed of you and all allies in a 30 foot circle, centered
Tail Glow
on you. The wind only follows you and your allies, and
doubles their movement speed for the duration.
Type: Bug
Move Power: None Take Down
Move Time: 1 action Type: Normal
PP: 10 Move Power: STR
Duration: 1 minute, Concentration Move Time: 1 action
Range: Self PP: 10
Description: Your tail emits a flash of light, boosting your Duration: Instantaneous
attack. For the duration, double your STAB damage. Range: Melee
Description: You sacrifice your own position to take down an
opponent. Roll a melee attack roll. On a hit, you deal 2d8 +
MOVE normal damage, taking a quarter of the total
damage (rounded down) in typeless recoil.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

100
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Taunt Teleport
Type: Dark Type: Psychic
Move Power: WIS/CHA Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 40ft Range: 40ft
Description: You taunt an opponent to only attack you with Description: You disappear from view and reappear at an
damaging attacks. Choose a target in range and force it to unoccupied point within range. In wild creature battles,
make a WIS saving throw against your Move DC. On a this move can be activated to automatically count as a
failure, the target can only use damaging attacks that target single success in a group DEX check to run away.
you for the duration. Thief
Techno Blast Type: Dark
Type: Normal Move Power: DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 15
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 40ft line Description: You lash out with a quick attack that may steal
Description: You fire a powerful beam of pure light. The line an opponent’s held item. Make a melee attack against an
is 40 feet long and 5 feet wide, and all creatues caught in opponent, doing 1d10 + MOVE dark damage on a hit. If the
the blast must make a DEX save against your Move DC, user does not have an item held, the target must make a
taking 2d10 + MOVE damage on a failure, or half as much DEX save against your Move DC or have their item stolen
on a success. The damage type is dependant on the Drive by the user.
the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Higher Levels: The damage dice roll for this move changes
Drive - Water, Shock Drive - Electric) to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes Thousand Arrows
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Type: Ground
Teeter Dance Move Power: DEX/WIS
Type: Normal Move Time: 1 action
Move Power: WIS/CHA PP: 5
Move Time: 1 action Duration: Instataneouus
PP: 10 Range: 100ft
Duration: Instantaneous Description: You summon forth a volley of green arrows to
Range: 20ft pierce your foes. All creatures in a 30 ft radius, centered on
Description: You start to perform a difficult dance, confusing a point within range, must make a DEX save against your
all creatures in range. Creatures in a 20 foot circle around Move DC, taking 2d8 + MOVE ground damage on a hit, or
you must make a WIS save against your Move DC, half as much on a save. Flying-type creatures or ones withe
becoming confused on a fail. Levitate, Magnet Rise, or similar ability CAN be hit by this
Telekinesis
move. Any creature that fails the saving throw falls to the
ground and is now grounded. Grounded creatures are
Type: Psychic susceptible to to ground-type moves until they raise up,
Move Power: WIS/INT regardless of their type or ability.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 3 to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Duration: 3 rounds, Concentration
Range: 20ft
Description: You use your psychic power to attempt to hold a
create above the ground, making in vulnerable to attacks.
Force a creature in range to make a CON save against your
Move DC. On a failure, the creature is grappled and
restrained for the duration, unable to release itself as long
as you hold your concentration.

101
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Thousand Waves Thunder Fang
Type: Ground Type: Electric
Move Power: DEX/WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 60ft cone Range: Melee
Description: A wave of green energy courses through the Description: You attempt to pierce an opponent with electric
battlefield in a 60 foot cone, centered on you. Any creature fangs. Make a melee attack, dealing 1d10 + MOVE electric
caught in the wave must make a DEX save against your damage on a hit. On a natural attack roll of 19 or 20, the
Move DC, taking 2d8 + MOVE ground damage on a failure, target is paralyzed and flinches.
or half as much on a success. Any creature that fails the Higher Levels: The damage dice roll for this move changes
saving throw cannot flee or be switched out as long as you to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
remain in battle. Thunder Punch
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: Electric
Move Power: STR/DEX
Thrash Move Time: 1 action
Type: Normal PP: 10
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: Your punches are imbued with electric energy.
Duration: Instantaneous Make a melee attack on a target, doing 1d12 + MOVE
Range: Melee electric damage on a hit. On a natural attack roll of 19 or
Description: You thrash about wildly, doing several attacks 20, the target is paralyzed.
without control. Make a melee attack roll, doing 1d10 + Higher Levels: The damage dice roll for this move changes
MOVE normal damage on a hit. After successfully hitting a to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
target, roll a d4. On a result of 3 or 4, you may immediately Thunder Shock
hit again for an additional 1d10 normal damage. Continue
this process until you fail to roll a 3 or 4 on the d4 roll, up Type: Electric
to a maximum of two additional hits. At the end of this Move Power: STR/DEX
attack, you become confused. Move Time: 1 action
Higher Levels: The damage dice rolls for this move change PP: 15
to 2d8 at level 5, 2d10 at level 10, and 4d6 at level 17. Duration: Instantaneous
Range: 20ft
Thunder Description: You deliver an electric shock to a target in
Type: Electric range. Make a ranged attack, doing 1d6 + MOVE electric
Move Power: STR/DEX damage on a hit.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 5 to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Duration: Instantaneous Thunder Wave
Range: 20ft
Description: Powerful electric energy arcs out from you, Type: Electric
hitting any creature in a 20 foot radius, centered on you. Move Power: STR/DEX
Creatures caught in the area must make a DEX save Move Time: 1 action
against your Move DC, taking 3d6 + MOVE electric PP: 10
damage on a fail, and half as much on a success. Creatures Duration: Instantaneous
that fail the saving throw by 5 or more become paralyzed. Range: 60ft
Higher Levels: The damage dice roll for this move changes Description: You send a wave of electric energy that
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17. surrounds a creature in range. The target must make a
CON save against your Move DC or become paralyzed.

102
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Thunderbolt Toxic
Type: Electric Type: Poison
Move Power: STR/DEX Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: 30ft
Description: You send a powerful bolt of electricity at a Description: You send a downpour of potent, poisonous rain
target in range. Make a ranged attack roll, doing 2d8 + in a 5 foot radius, centered on a point within range. Targets
MOVE electric damage on a hit. On a natural attack roll of in the area must make a CON save against your MOVE DC
19 or 20, the target is paralyzed. or become poisoned. Creatures poisoned by this move take
Higher Levels: The damage dice roll for this move changes double the normal poison damage.
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Toxic Spikes
Tickle Type: Poison
Type: Normal Move Power: CON/DEX
Move Power: DEX Move Time: 1 reaction
Move Time: 1 bonus action PP: 3
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 50ft
Range: Melee Description: You quickly summon a trap of poisonous spikes
Description: You turn your melee attack into a playful tickle. around an opponent that enters the battle. When a
As a bonus action at the end of a turn in which you used a creature is switched into battle, you may use your reaction
melee attack, force an opponent to make a CON saving to force an opponent to make a CON save against your
throw against your Move DC. On a failure, the target Move DC, becoming poisoned on a failure.
flinches. Transform
Topsy-Turvy Type: Normal
Type: Dark Move Power: None
Move Power: WIS Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: 1 minute, Concentration
Duration: Instantaneous Range: 50ft
Range: 30ft Description: You attempt to morph into a near-exact copy of
Description: You unleash a dark energy that has the power a creature in range, as long as the base SR of the target is
to reverse the stat changes of an opponent. Force a able to be controlled by your trainer. For the duration, you
creature in range to make a CHA save against your Move copy all of the target's stats and current moves, keeping
DC. On a failure, any stat changes (-1 to attack, +2 to AC, your own HP and level.
etc.) currently affecting the target have the opposite effect. 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: 30ft cone
Range: 30ft Description: You strike with a simultaneous three-beam
Description: You send a dark energy to torment an opponent attack. Each creature in a 30 foot cone, centered on you,
in range that attacks you. When hit by a melee or ranged must make a DEX save against your Move DC, taking 2d6
attack, force the opponent to make a WIS saving throw + MOVE normal damage on a fail, and half as much on a
against your Move DC. On a failure, the opponent cannot success. Targets that fail the save by more than 5 must roll
use the same move that hit you on its next turn. a d4, gaining the status condition as follows: 1. The target
becomes burned. 2. The target becomes frozen. 3. The
target becomes paralyzed. 4. Must reroll until any number
other than 4 appears.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

103
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
Trick Trump Card
Type: Psychic Type: Normal
Move Power: WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You move quickly to attempt to swap held items Description: You strike out with a blast of energy that
with an opponent. Make a melee attack roll against an increases in strength the more it is used. Make a ranged
opponent, swapping held items with them on a hit. attack on an opponent, dealing 1d6 + MOVE normal
Trick Room
damage on a hit. Increase the damage by your Move
modifier for each PP that has been expended for the move,
Type: Psychic before the move was activated. Using a restorative to regain
Move Power: None PP resets the damage for this attack.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 3 to 1d8 at level 5, 2d6 at level 10, and 4d6 at level 17.
Duration: Instantaneous
Range: Self Twineedle
Description: The world around you seems to spin for a Type: Bug
moment, and the whole battlefield is hit with a bizarre Move Power: DEX
feeling. Starting at the beginning of the next round of Move Time: 1 action
combat after you activate this move, the initiative order is PP: 5
permanently reversed. Duration: Instantaneous
Trick-or-Treat
Range: 40ft
Description: You fire two sharp projectiles at creature in
Type: Ghost range. They do not have to target the same opponent. Make
Move Power: WIS/CHA two ranged attack rolls, dealing 1d4 + MOVE bug damage
Move Time: 1 action on each hit. If the natural roll of either attack is a 19 or 20,
PP: 5 the target is poisoned.
Duration: 3 rounds Higher Levels: The damage dice roll for this move changes
Range: 30ft to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Description: You attempt to scare the spirit right out of a
creature in range. Force an opponent in range to make a Twister
CHA save against your Move DC. On a failure, its type is Type: Dragon
changed to Ghost for the duration. Move Power: STR/DEX
Triple Kick
Move Time: 1 action
PP: 10
Type: Fighting Duration: Instantaneous
Move Power: STR/DEX Range: 80ft
Move Time: 1 action Description: You send a gust of swirling wind that tears
PP: 5 through an opponent. Make a ranged attack on an
Duration: Instantaneous opponent, doing 1d6 + MOVE dragon damage on a hit. If
Range: Melee the natural attack roll is 16 or higher, the opponent
Description: You strike out with three consecutive kicks. flinches.
Make three melee attack rolls in order, doing 1d4 + MOVE Higher Levels: The damage dice roll for this move changes
fighting damage on each hit. As soon as one attack misses, to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
the move is over.
Higher Levels: The damage dice roll for this move changes U-Turn
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Type: Bug
Move Power: DEX
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Melee
Description: You lash out with a quick strike before you
make a getaway. Make a melee attack, dealing 1d12 +
MOVE bug damage on a hit. After this move is activated, a
trainer must switch out the user as a free action.
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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Uproar Venoshock
Type: Normal Type: Poison
Move Power: STR/DEX Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 3 Rounds, Concentration Duration: Instantaneous
Range: 30ft circle Range: 15ft
Description: You cause an uproar on the battlefield in a 30 Description: You attempt to drench an opponent in
foot circle, centered on you, for three rounds of combat. poisonous liquid. Make a ranged attack on an opponent,
During the uproar, you cannot use any other Move, and any dealing 1d10 + MOVE poison damage on a hit. If the target
creature in range is prevented from falling asleep. (This is already poisoned, double your Move modifier when
include creatures that would purposefully fall asleep using adding damage.
moves like Rest) In addition, opponents must make a CON Higher Levels: The damage dice roll for this move changes
save against your Move DC at the start of each turn. On a to 2d8 at level 5, 2d12 at level 10, and 4d8 at level 17.
fail, the opponent takes 2d8 + MOVE normal damage. Vice Grip
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: Normal
Move Power: STR
V-Create Move Time: 1 action
Type: Fire PP: 15
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 3 Description: You crush an opponent with a forceful, gripping
Duration: Instantaneous attack. Make a melee attack, doing 1d8 + MOVE normal
Range: Melee damage on a hit, grappling the opponent. On each
Description: Your forehead burns like hot coals as you slam successive turn, if the creature is still grappled, you may
your head into an opponent. Make a melee attack roll, use this move again (as an action) and automatically hit. A
dealing 3d10 + MOVE fire damage on a hit. After activating creature may attempt to excape the grapple at the
this move, your AC decreases by 2 until the beginning of beginning of its turns with a STR save against your Move
your next turn. DC.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17. to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Vacuum Wave Vine Whip
Type: Fighting Type: Grass
Move Power: DEX Move Power: STR/DEX
Move Time: 1 bonus action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 25ft Range: 15ft
Description: You whirl your fists with a fast attack that Description: You extend a sharp vine to whip the opponent
pushes a quick burst of wind at an opponent in range. with. Make a ranged attack roll, doing 1d6 + MOVE grass
Make a ranged attack on an opponent, dealing 1d4 fighting damage on a hit.
damage on a hit. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17. Vital Throw
Venom Drench Type: Fighting
Type: Poison Move Power: STR
Move Power: DEX/CON Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 20ft Description: A slow fighting attack that pummels your foes.
Description: You drench a creature with an odd, poisonous As an action on your turn, you can choose to hold this
liquid. Force an opponent to make a CON save against your move until next turn, where it will automatically hit for
Move DC, becoming poisoned on a failure. If the target is 1d12 + MOVE fighting damage as long as the opponent
already poisoned, this move automatically hits, causing the remains in melee range.
creature to now take double the normal damage at the end Higher Levels: The damage dice roll for this move changes
of each of its turns. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Volt Switch Water Pledge
Type: Electric Type: Water
Move Power: DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You lash out with a quick, electric strike before Description: You send a column of water towards an
you make a getaway. Make a melee attack, dealing 1d12 + opponent. Make a ranged attack, dealing 2d6 + MOVE
MOVE electric damage on a hit. After this move is water damage on a hit. After you land a hit, any ally that
activated, a trainer must switch out the user as a free uses another Pledge move in the same round automatically
action. hits.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Volt Tackle Water Pulse
Type: Electric Type: Water
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 15ft Range: 30ft
Description: You rush forward in a flash of electricity with Description: You send a wave of ultrasonic aquatic energy at
extended reach, slamming into an opponent. When an opponent in range. Make a ranged attack roll, dealing
activating this move, you flash forward 15 feet and make a 1d10 + MOVE water damage on a hit. On a natural attack
melee attack roll against an opponent, dealing 2d10 + roll of 17 or higher, the target is confused.
Move electric damage on a hit. On a hit, you also take a Higher Levels: The damage dice roll for this move changes
quarter of the total (rounded down) in typeless recoil to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
damage. Water Shuriken
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: Water
Move Power: DEX
Wake-Up Slap Move Time: 1 action
Type: Fighting PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: 50ft
PP: 5 Description: You fire a barrage of sharp shurikens at a
Duration: Instantaneous target. Make a ranged attack roll, doing 1d4 + MOVE water
Range: Melee damage on a hit. After successfully hitting a target, roll a
Description: You attack with a jolting slap from your palms. d4. On a result of 3 or 4, another shuriken strikes the target
Make a melee attack on an opponent, dealing 1d12 + for an additional 1d4 water damage. Continue this process
MOVE fighting damage on a hit. If the target is asleep, until you fail to roll a 3 or 4 on the d4 roll, up to a
double your Move modifier when adding damage, but the maximum of four additional hits.
target automatically wakes up. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Water Sport
Water Gun Type: Water
Type: Water Move Power: None
Move Power: DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 15 Duration: 1 minute
Duration: Instantaneous Range: 5ft
Range: 40ft Description: You soak yourself and all allies with water,
Description: You fire a quick spurt of water at a creature in reducing the amount of fire damage taken for anyone
range. Make a ranged attack roll, doing 1d6 + MOVE water affected. For the duration, you and any ally in range (when
damage on a hit. you initially activated this move) have resistance to fire-type
Higher Levels: The damage dice roll for this move changes attacks. If you were already resistant, you are now immune.
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. If you were vulnerable, you now take normal damage. If
you are immune to fire-type moves already, nothing
happens.

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Water Spout Whirlpool
Type: Water Type: Water
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 60ft
Description: You fire a blast of water at an opponent that Description: You create a wave of water that swirls around
increases in power the more healthy you are. Make a an opponent in range. Make a ranged attack roll. On a hit,
ranged attack roll against an opponent, doing 3d8 + MOVE the target takes 1d6 + MOVE water damage and is
water damage on a hit if you are at or above 50% of your restrained. At the beginning of each of its turns, it may
health. If you are below 50%, halve the total damage done. attempt to escape with a STR save against your Move DC.
Higher Levels: The damage dice roll for this move changes On each successive turn, if the creature is still restrained,
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. you may use this move again (as an action) and
Waterfall
automatically hit.
Higher Levels: The damage dice roll for this move changes
Type: Water to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Power: STR/DEX
Move Time: 1 action Whirlwind
PP: 10 Type: Normal
Duration: Instantaneous Move Power: DEX
Range: 80ft Move Time: 1 action
Description: You create an intense waterfall that crashes PP: 10
down upon enemy creatures in a 10 foot radius, centered Duration: Instantaneous
on a point within range. Creatures in the area must make a Range: 5ft
DEX save against your Move DC or take 2d6 + MOVE Description: You create a whirlwind of spinning air around
water damage and fall prone on a fail, or half as much on a you, increasing your AC by +2 until the beginning of your
save. next turn. When you activate this move, any creature within
Higher Levels: The damage dice roll for this move changes 5 feet of you must succeed on a STR saving throw against
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. your Move DC or fall prone. In wild creature battles, this
Weather Ball
move can be activated to automatically count as a single
success in a group DEX check to run away.
Type: Normal
Move Power: STR/DEX Wide Guard
Move Time: 1 action Type: Rock
PP: 5 Move Power: None
Duration: Instantaneous Move Time: 1 reaction
Range: 30ft PP: 3
Description: You send a powerful ball of energy that changes Duration: Instantaneous
type based on the surrounding weather, dealing 1d8 + Range: 20ft
MOVE damage of that type. Description: You have the ability to guard your allies from
|Weather|Type| |:--:|:--: |harsh sunlight|Fire |Rain|Water area-of-effect moves. As a reaction, when a creature
|Sandstorm|Rock |Hail or Snow|Ice |Foggy or activates a damaging move that targets multiple allies
Cloudy|Normal within range, you may halve the damage dealt. On future
Higher Levels: The damage dice roll for this move changes instances of this reaction in the same combat, you must
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. roll higher than a 15 on a d20 roll or forfeit the reaction
with no effect
Wild Charge
Type: Electric
Move Power: STR
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You shroud yourself in electricity and charge at
an opponent. Make a melee attack, dealing 2d8 + MOVE
electric damage on a hit, but taking 1/4 of the damage
(rounded down) in typeless recoil.
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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Will-O-Wisp Wood Hammer
Type: Fire Type: Grass
Move Power: WIS/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You send a sinister, white-hot flame at an Description: You slam your rough body against an opponent,
opponent attempting to inflict a burn. Make a ranged attack taking serious recoil damage. Make an attack roll against a
roll on a target, causing burn on a hit. target, dealing 2d10 + MOVE grass damage on a hit. On a
Wing Attack
hit, you also take half the damage dealt in typeless recoil
damage.
Type: Flying Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Time: 1 action
PP: 20 Work Up
Duration: Instantaneous Type: Normal
Range: Melee Move Power: None
Description: You strike out at an enemy creature with your Move Time: 1 bonus action
wings. Make a melee attack roll, doing 1d10 + MOVE flying PP: 3
damage on a hit. Duration: 1 minute
Higher Levels: The damage dice roll for this move changes Range: Self
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Description: You get your adrenaline pumping and go into a
Wish
frenzy. While worked up, you add +2 to all attack rolls. Your
worked up status ends if you are incapacitated or if you
Type: Normal have not attacked a hostile target since your last turn, or
Move Power: WIS/CHA taken any damage since then.
Move Time: 1 action, charge
PP: 5 Worry Seed
Duration: 1 round Type: Grass
Range: 50ft Move Power: DEX/CHA
Description: You send forth a healing wish that takes time to Move Time: 1 action
come true. At the end of your next turn, as a free action, PP: 5
heal a target in range for 3d8 + MOVE hit points. Duration: 1 minute
Higher Levels: The healing dice roll for this move changes to Range: 30ft
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Description: You shoot a bizarre seed that implants worry
Withdraw
into another creature, ally or foe. The target must succeed
on a CON save against your Move DC or replace the user's
Type: Water choice of ability with Insomnia, preventing sleep for the
Move Power: None duration.
Move Time: 1 reaction
PP: 3 Wrap
Duration: Instantaneous Type: Normal
Range: Self Move Power: STR/DEX
Description: When hit by a melee or ranged attack, you can Move Time: 1 action
spend your reaction to increase your AC by +2 if it would PP: 15
cause the attack to miss. Duration: Instantaneous
Higher Levels: Increase your AC by +3 at level 10 and above. Range: Melee
Wonder Room
Description: You attempt to grapple a target into submission.
Make a melee attack roll. On a hit, the target takes 1d4 +
Type: Psychic MOVE normal damage and is grappled. At the beginning of
Move Power: None each of its turns, it may attempt to escape with a STR save
Move Time: 1 action against your Move DC. As long as the target is grappled on
PP: 5 your subsequent turns, this move can be activated again as
Duration: 1 minute, Concentration a bonus action with an automatic hit, dealing 1d4 normal
Range: 50ft circle damage.
Description: You create a bizarre vibe in the air in a 50ft Higher Levels: The damage dice rolls for this move change
circle, centered on you. For the duration, all WIS saves to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
become CON saves and all CON saves become WIS saves.

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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, double roll is 17 or higher, the target flinches.
your move modifier for the damage roll. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
to 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: 30ft
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 Battle Armor
This Pokémon's STAB is increased by +1. This Pokémon is immune to extra damage dealt by a Critical
Hit.
Aftermath
This Pokémon deals damage to an attacker equal to half of Big Pecks
the damage received when knocked out by a melee move. This Pokémon's AC cannot be reduced by an opponent's
moves.
Air Lock
While this Pokémon is in battle, weather-related abilities Blaze
have no effect on the Pokémon that have them. When this Pokémon falls below 25% of its maximum HP,
double the STAB damage for its fire-type moves.
Air Slash
This Pokémon knows Air Slash as a fifth move. The move is Blizzard
forgotten if it takes any other form. This Pokémon knows Blizzard as a fifth move. The move is
forgotten if it takes any other form.
Analytic
After this Pokémon misses an attack, its next attack is done Bulletproof
at advantage. This Pokémon is immune to damage from Bullet, Ball, Bomb,
etc. moves that fire physical projectiles. (Barrage, Bullet
Anger Point Seed, Egg Bomb, Leech Seed, etc.)
After suffering a critical hit, this Pokémon adds proficiency to Cacophony
its damage if its next attack hits.
This Pokémon is immune to sound-based moves.
Anticipation
When this Pokémon enters the battle, an opponent must Cheek Pouch
reveal if it has a move that the Pokémon is vulnerable to. The When this Pokémon eats any type of berry, is heals for an
move does not have to be revealed - only that there is such a additional 10% of its maximum HP (rounded up to the
move. nearest whole number).
Aqua Camoflauge Chlorophyll
Once per short rest, this Pokémon gains temporary hit points This Pokémon’s speed is doubled in harsh sunlight.
equal to its level when battling in coastal and swampy areas,
or in rainy conditions. Clear Body
Arena Trap Other Pokémon's moves or abilities cannot lower this
Pokémon's stats.
Grounded creatures within 50 feet of this Pokémon may not
flee or switch out, except by item, Move, or ability. Cloud Nine
Aroma Veil While this Pokémon is in battle, weather-related abilities
have no effect on the Pokémon that have them.
Any ally within 15 feet of this Pokémon automatically passes
any WIS save they are required to make. Color Change
Aura Break When hit by a damaging attack, this Pokémon's type changes
to the type that hit it. It takes on the new type's resistances,
When this Pokémon is in battle, the boost of Fairy Aura and vulnerabilities, and immunities.
Dark Aura abilities is reversed, Any applicable move type
activated within 100 feet deals half damage instead of double.
Bad Dreams
If an opponent in battle with this Pokémon falls asleep, they
take an amount of damage equal to this Pokémon's
proficeincy bonus at the end of each of their turns.

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Competitive Dry Skin
This Pokémon adds its proficiency bonus to damage rolls At the end of each of this Pokémon's turns, it takes an amount
while poisoned, burned, confused, or paralyzed. of damage equal to its proficiency modifier in strong sunlight,
or heals for the same amount during rain.
Compound Eyes
This Pokémon gets an additional +1 to attack rolls. Early Bird
This Pokémon has advantage on rolls to wake from sleep.
Contrary
Moves that affect this Pokémon's stats have the opposite Effect Spore
effect. (For example, Defense Curl would lower AC by 4. When hit by a melee attack, roll a d4. On a 4, deal an amount
Growl would increase its attack by +1) of grass damage equal to your proficiency modifier to your
attacker.
Cursed Body
When hit by a melee attack, this Pokémon may roll 1d4. On a Fairy Aura
result of 4, the opponent who made the attack cannot use the When this Pokémon is in battle, all fairy-type moves within
same move on its next turn. 100 feet of you deal double their damage.
Cute Charm Filter
Once per short rest, you can impose disadvantage on an When hit by a move type this Pokémon is vulnerable to, it
enemy attack roll of your choice. may roll a d4. In a result of 4, it does not take the additional
damage.
Damp
This Pokémon is unaffected by Self Destruct and Explosion Flame Body
moves. The flames from this Pokémon's body shine dim light in a 15
ft radius. In addition, when hit by a melee attack, roll a d10.
Dark Aura On a 10, the attacker is burned.
When this Pokémon is in battle, all dark-type moves by allies Flare Boost
or opponents within 100 feet deal double their damage.
This Pokémon adds proficiency to its damage rolls while
Defeatist burned.
When this Pokémon drops below 25% of its maximum HP, all Flash Fire
of its attacks are rolled with disadvantage.
This Pokémon takes no damage from fire. Instead,
Defiant immediately after taking a hit from a fire-type move, or in
When this Pokémon is subject to a move that gives it a status open flames, double the STAB bonus on the next fire-type
condition, it has advantage on the next attack. move.

Download Flower Gift


Once per short rest, this Pokémon can change the type of a During strong sunlight, ally Pokémon within 30 feet of this
single normal-type attack that damages a creature. Pokémon add their proficiency bonus to damage rolls.

Drizzle Flower Veil


When this Pokémon enters an outside battle, the weather Any grass-type ally within 15 feet of this Pokémon is immune
immediately changes to light rain for 5 rounds. In the case of to new status effects.
another Pokémon with a similar weather ability, the tie goes Forecast
to the Pokémon with the highest DEX score.
This Pokémon changes form with the weather. In rain it
Drought becomes water-type, in harsh sun it becomes fire-type, in cold
When this Pokémon enters an outside battle, the weather and snowy conditions it becomes ice-type. In all other
immediately changes to harsh sunlight for 5 rounds. In the conditions it is normal-type. Its STAB, resistance,
case of another Pokémon with a similar weather ability, the immunities, and vulnerabilities change to match the form it
tie goes to the Pokémon with the highest DEX score. takes.

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Forewarn Heavy Metal
When this Pokémon enters battle, it selects a target to reveal This Pokémon is especially heavy. Once per long rest, after
the move it knows with the most damage output. In the case being targeted by an attack, it may increase its AC by 2 if it
of a tie, the target can choose which move it reveals. would cause an attack to miss.
Friend Guard Honey Gather
Once per long rest, when an ally within 15 feet of this At the end of each battle, this Pokémon may roll a d20. On a
Pokémon is hit by an attack, it may choose to halve the result of 20, its trainer adds a Honey to its inventory.
damage dealt.
Huge Power
Frisk Once per short rest, this Pokémon may double the damage it
Upon entering a battle, a single opponent’s held item is does on a single move that requires an attack roll. The player
revealed, if it has one. must announce that they are using this ability before the
attack roll.
Fur Coat
Once per long rest, this Pokémon may halve the damage Hustle
dealt to it from any one attack. When you score a critical hit, you may immediately gain an
additional action on your turn. If this action is used to make
Gale Wings an attack, you have disadvantage on the roll. You may only
This Pokémon adds an additional +1 to hit when using flying- ever have one additional action per round.
type attacks. Hydration
Gluttony This Pokémon is unaffected by negative status ailments in
This Pokémon must eat its held berry when it falls below ½ of water or during rainy conditions.
its maximum HP. Hydro Pump
Gooey This Pokémon knows Hydro Pump as a fifth move. The move
When this Pokémon is hit with a melee attack, roll 1d4. On a is forgotten if it takes any other form.
result of 4, the attacker's speed is reduced to 0 until the end Hyper Cutter
of its next turn.
This Pokémon’s attack or damage bonuses cannot be
Grass Pelt decreased by an opponent’s moves.
This Pokémon gains +1 to AC while in grassy terrain. Ice Body
Guts While it is snowing or hailing, this Pokémon heals for an
When this Pokémon is burned or poisoned, they are not amount of HP equal to its proficiency modifier at the end of
affected by the disadvantage or half damage effects. They still each of its turns.
take damage at the end of each of their turns. Illuminate
Harvest This Pokémon knows the Light cantrip and can cast it at will.
At the end of this Pokémon's turn, if it used a berry, roll 1d4. Illusion
On a result of 3 or 4, it regains that berry as a held item.
This Pokémon can take the visual form of any Pokémon it
Healer can see. It can do this a number of times per long rest equal
As an action, this Pokemon may touch a creature to heal to its level. This illusion lasts for one hour or until the
poison, burn, or paralysis. When it uses this ability, roll a d4. Pokémon is hit by a damaging move.
On the a result of 1 or 2, the status effect is moved to itself. Immunity
Healing Rain This Pokémon is immune to becoming poisoned.
This Pokémon can use its action to heal hit points equal to its Imposter
level, in rainy conditions.
This Pokémon can use Transform as a bonus action.
Heatproof
This Pokémon takes quarter damage from fire-type moves Infiltrator
and is immune to the burning condition. This Pokémon bypasses Light Screen and Reflect.

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Inner Focus Limber
This Pokémon is immune to flinching. This Pokémon is immune to being paralyzed.
Insomnia Liquid Ooze
This Pokémon is immune to sleep. If an enemy uses a leeching or absorb move against this
Pokémon, the Pokémon must make a DC 12 CON save or
Intimidate become poisoned.
Once per short rest, you can impose disadvantage on an Magic Bounce
enemy attack roll of your choice.
Once per long rest, when succumbing to a negative status
Iron Barbs effect, this Pokémon can instead reflect the effect back on the
When this Pokémon is hit by a melee attack, it may roll a d4. attacker.
On a 4, deal an amount of damage equal to its proficiency Magic Guard
modifier to its attacker.
If this Pokémon is subjected to a move that forces it to make
Iron Fist a saving throw to take only half damage, it instead takes no
When attacking with a punch-based move (Mega Punch, damage on a success.
Dynamic Punch, Ice/Fire/Thunder Punch, etc.), this Magician
Pokémon may roll the damage twice and take the higher
result. If not already holding an item, this Pokémon steals the held
item of any Pokémon it hits with a melee attack.
Justified
When this Pokémon is hit by a dark-type move, it gets Magma Armor
advantage on its next attack. This Pokémon is immune to freezing.
Keen Eye Magnet Pull
This Pokémon ignores disadvantage when it relates to sight. Steel opponents in battle with this Pokémon may not switch
out or flee.
Klutz
This Pokémon cannot hold an item. Marvel Scale
This Pokémon's AC increase by 2 when suffering from a
Leaf Guard negative status condition.
This Pokémon does not suffer from any negative status Mega Launcher
ailments in harsh sunlight.
Aura and Pulse moves made by this Pokémon deal additional
Leaf Storm damage equal to this Pokémon's proficiency bonus.
This Pokémon knows Leaf Storm as a fifth move. The move Minus
is forgotten if it takes any other form.
This Pokémon boosts its attack and damage rolls by 2 if an
Levitate ally also has a Plus or Minus ability
This Pokémon is immune to ground moves. Mold Breaker
Light Metal This Pokémon's moves ignore any abilities or moves that
This Pokémon is especially light for its species. Once per would lessen their effect or ability to hit an opponent (Due to
long rest, it may impose disadvantage on an attack roll things like Water Absorb, Snow Cloak, Thick Fat, etc.)
against it. Moody
Lightning Rod At the end of each long rest, this Pokémon rerolls on the
If this Pokemon or an ally within 30 feet is targeted with a nature table, replacing its nature with the result until the next
direct electric-type, damage-dealing move, the Pokemon may long rest.
use a reaction to redirect the target to itself and take half Motor Drive
damage from it if it hits.
When hit by an electric-type move, if not immune, this
Pokémon's speed increases by 10 feet until the end of combat
(up to a max of 50 additional feet).

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Moxie Pickup
Upon causing an opponent to faint, this Pokémon may If an opponent uses a consumable held item in battle, this
immediately take another action. Pokémon gains a copy of it if it is not currently holding an
item.
Multiscale
If this Pokémon is at full health, the first attack that hits it Pixilate
deals half damage. All of this Pokémon's normal-type moves become fairy-type
and get double their STAB bonus to damage.
Multitype
This Pokémon's type and form change to match the type of Plus
Elemental Plate this Pokémon holds. The Plate cannot be This Pokémon boosts its attack and damage rolls by 2 if an
effected by any item-removing ability or move. ally also has a Plus or Minus ability
Mummy Poison Heal
When this Pokémon is hit by a melee attack, one random This Pokémon is not affected by the effects of the Poisoned
ability of its attacker changes to Mummy until the remainder condition. In addition, when it is hit with a poison-type move
of the encounter. while poisoned, it heals an amount of hp equal to its level.
Natural Cure Poison Point
This Pokémon is cured of negative status ailments upon When this Pokémon is hit with a melee attack, roll a 1d4. On
returning to its Pokeball. a result of 4, the attacker takes an amount of poison damage
equal to this Pokémon’s proficiency modifier.
No Guard
Any attack made by or against this Pokémon has advantage. Poison Touch
On melee attacks made by this Pokémon, roll a d10 on a hit.
Normalize On a result of a 10, the target is poisoned.
Every move this Pokémon makes is Normal type. Power Construct
Oblivious When Zygarde is reduced to less than half of its maximum
This Pokémon is immune to moves that attempt to charm or HP, it changes to Complete Forme and stays in that form,
taunt it. regardless of HP changes.

Overcoat Prankster
This Pokémon does not take damage from weather-related Once per short rest, this Pokémon can move to the top of
moves like Hail, Weather Ball, etc. initiative order in a single round, but must use a status-
affecting move on its turn.
Overgrow Pressure
When this Pokémon falls below 25% of its maximum HP, Any move targeting this Pokémon directly costs an additional
double the STAB damage for its grass-type moves. 1 PP.
Overheat Protean
This Pokémon knows Overheat as a fifth move. The move is This Pokémon's type changes to the type of move it uses, just
forgotten if it takes any other form. before the move is used. It takes on the new type's
Own Tempo resistances, vulnerabilities, and immunities.
This Pokémon is immune to becoming confused. Pure Power
Paper Thin Once per short rest, this Pokémon may double the damage it
does on a single move that requires an attack roll. The player
This Pokémon always has a maximum HP of 1. must announce that they are using this ability before the
attack roll.
Pickpocket
As a bonus action, this Pokémon can make a DEX check
contested by the opponent’s WIS to attempt to steal a held
item. After the first attempt, all other attempts against the
same opponent are rolled at disadvantage.

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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
equal to its proficiency bonus at the end of each of its turns. grass 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 Serene Grace
Pokémon doubles its STAB bonus. The DC to avoid a negative status condition from this
Pokémon is increased by 1.
Refrigerate
All of this Pokémon's normal-type moves become ice-type and Shadow Tag
get double their STAB bonus to damage. Creatures within 50 feet of this Pokémon may not flee or
switch out, except by item, Move, or ability.
Regenerator
Once per long rest, this Pokémon regains hit points equal to Shed Skin
its level when it returns to its Pokéball. 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,
Rivalry they are cured.
This Pokémon adds its proficiency bonus to damage when Sheer Force
attacking a Pokémon of the same type.
This Pokémon adds its proficiency bonus to damage rolls
Rock Head while poisoned, burned, confused, or paralyzed.
This Pokémon takes no recoil damage. Shell Armor
Rough Skin This Pokémon is immune to extra damage dealt by a Critical
When this Pokémon is hit by a melee attack, it may roll a d4. Hit.
On a 4, deal an amount of damage equal to its proficiency Shield Dust
modifier to its attacker.
Once per long rest, this Pokémon can ignore a negative
Run Away status condition that results from an enemy move.
This Pokémon cannot be the target of an attack of Simple
opportunity.
Once per short rest, you may double this Pokémon's Move
Sand Force modifier for a single attack or damage roll.
During a Sandstorm, this Pokémon can double its STAB Skill Link
when it hits an opponent.
On combo moves like Fury Swipes, Comet Punch, etc., this
Sand Rush Pokémon is guaranteed to hit at least twice.
This Pokémon’s speed is doubled in desert terrain, or during Slow Start
a Sandstorm.
This Pokémon's speed is halved and its attacks are made at
Sand Stream disadvantage for the first two rounds of every combat.
When this Pokémon enters an outside battle, the weather Slush Rush
immediately changes to a Sandstorm for 5 rounds. In the
case of another Pokémon with a similar weather ability, the This Pokémon’s speed is doubled in arctic conditions, or
tie goes to the Pokémon with the highest DEX score. during a hailstorm.

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Sniper Sticky Hold
On a critical hit made by this Pokémon, triple the dice roll Held items cannot be stolen or knocked away from this
instead of doubling it. Pokémon.
Snow Cloak Stone Veil
This Pokémon's AC is increased by 2 in arctic conditions, or This Pokémon's AC is increased by 2 in rocky terrain, or
when it is snowing or hailing. during a Sandstorm.
Snow Warning Storm Drain
When this Pokémon enters an outside battle, the weather If this Pokemon or an ally within 30 feet is targeted with a
immediately changes to hail for 5 rounds. In the case of direct water-type, damage-dealing move, the Pokemon may
another Pokémon with a similar weather ability, the tie goes use a reaction to redirect the target to itself and take half
to the Pokémon with the highest DEX score. damage from it if it hits.
Solar Power Strong Jaw
Damage rolls for this Pokémon get an additional +2 during Biting moves made by this Pokémon deal additional damage
harsh sunlight. equal to this Pokémon's proficiency bonus.
Solid Rock Sturdy
This Pokémon does not take any additional damage from a When this Pokémon takes an amount of damage from a
critical hit. single hit that is equal or greater than half the Pokémon's
maximum HP, the damage is halved.
Soundproof
This Pokémon is immune to sound-based moves. Suction Cups
This Pokémon cannot be forced out of battle by an
Speed Boost opponent’s moves.
While this Pokémon is active and in an environment related Super Luck
to its type (DM Discretion), its trainer gets advantage on
initiative rolls. This Pokémon increases its critical hit range by 1 (20 to 19+,
etc.)
Stall
This Pokémon is always last in initiative order. Swarm
This Pokémon adds doubles its STAB bonus when it has
Stance Change 25% or less of its maximum health.
Aegislash has two forms. When Aegislash uses King's Shield, Sweet Veil
it changes to ""Shield Forme"", swapping its AC and DEX
stats. When it uses a damaging move, Aegislash immediately Any ally within 15 feet of this Pokémon is immune to the
returns to ""Blade Forme"", returning its stats to normal. sleep condition.
Static Swift Swim
When this Pokémon is hit by a melee attack, roll a d4. On a This Pokémon's swim speed is doubled in rainy conditions.
result of 4, the attacker takes an amount of electric damage
equal to this Pokemon's proficiency bonus. Synchronize
Steadfast If this Pokémon becomes burned, paralyzed, or poisoned, its
attacker receives the negative status condition as well (if not
Once per long rest, when this Pokémon fails a saving throw immune).
against a negative status condition, it can choose to pass
instead. Symbiosis
Stench This Pokémon may swap held items with an ally as a free
action, as long as they are within 15 feet of each other.
When this Pokémon is hit by a melee attack, roll a d10. On a
10, the attacker flinches. Tangled Feet
Attacks against this Pokémon have disadvantage when it is
confused.

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

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Wonder Guard
This Pokémon is immune to damaging attacks from types
that are not in its vulnerabilities list.
Wonder Skin
This Pokémon has advantage on all saving throws related to
being burned, frozen, poisoned, or paralyzed.
Zen Mode
When Darmanitan is below 50% of its HP, it enters Zen
Mode. In Zen Mode, Darmanitan changes into the form of a
solid statue. It's type changes to Fire/Psychic, it gains +4 to
its AC, and its STR and WIS ability scores are swapped.

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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 three separate "Monster Manuals" that contain the stat blocks for Generation I & II, Generation III & IV
Pokémon, and Generation V & VI, 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
Generation V & VI Monster Manual: https://drive.google.com/open?id=1hyUT3P_LBRz_HCh2SvEPSGwv0Oaf6UYc

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
STR DEX CON INT WIS CHA Active 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 which 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.
harsh 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 13,400
9 9,200 9,900 10,400 10,900 11,600 12,600 14,200
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 5
Azurill, Caterpie, Cleffa, Igglybuff, Pichu, Scatterbug, Sentret, Ariados, Bayleef, Braixen, Castform, Charmeleon, Chatot,
Slugma, Starly, Weedle, Whismur, Wurmple Combusken, Crawdaunt, Croconaw, Dewott, Eelektrik,
Fearow, Furret, Frogadier, Gloom, Granbull, Grotle, Grovyle,
SR 1/4 Haunter, Ivysaur, Kricketune, Krokorok, Loudred, Luvdisc,
Barboach, Bellsprout, Bergmite, Bidoof, Budew, Bunnelby, Machoke, Marshtomp, Mightyena, Monferno, Palpitoad,
Burmy, Cacnea, Carvanha, Cherubi, Chinchou, Combee, Pignite, Prinplup, Quilava, Qwilfish, Quilladin, Rainy
Corphish, Croagunk, Cubchoo, Doduo, Electrike, Feebas, Castform, Raticate, Roselia, Servine, Seviper, Snowy
Fletchling, Foongus, Goldeen, Helioptile, Hoothoot, Hoppip, Castform, Stantler, Sunny Castform, Swadloon, Tangela,
Joltik, Krabby, Kricketot, Ledyba, Lillipup, Litwick, Lotad, Wartortle, Weepinbell, Yanma
Magikarp, Mareep, Nidoran ♀, Nidoran ♂, Nincada, Numel,
Oddish, Paras, Patrat, Petilil, Pidgey, Pidove, Poliwag, SR 6
Poochyena, Ralts, Rattata, Remoraid, Seedot, Shinx, Skitty, Arbok, Azumarill, Beautifly, Beedrill, Butterfree, Delcatty,
Slakoth, Snorunt, Solosis, Spearow, Spheal, Spinarak, Dragonair, Duosion, Fletchinder, Fraxure, Girafarig, Graveler,
Sunkern, Surskit, Swinub, Taillow, Trapinch, Tympole, Gurdurr, Hitmonchan, Hitmonlee, Hitmontop, Kadabra,
Tynamo, Tyrogue, Venipede, Vulpix, Wingull, Wooper, Kecleon, Lampent, Lanturn, Luxio, Minun, Ninjask, Noctowl,
Wynaut, Zigzagoon, Zubat Octillery, Pachirisu, Plusle, Porygon, Primeape, Quagsire,
Skiploom, Sudowoodo, Swellow, Ursaring, Vanillish,
SR 1/2 Vigoroth, Watchog, Whirlipede, Whiscash, Wigglytuff,
Abra, Aron, Blitzle, Buizel, Bulbasaur, Charmander, Chespin, Wobbuffet, Wormadam, Zangoose, Zweilous
Chikorita, Chimchar, Cottonee, Cubone, Cyndaquil, Diglett,
Drowzee, Ducklett, Eevee, Ekans, Exeggcute, Fennekin, SR 7
Flabébé, Froakie, Gastly, Geodude, Goomy, Gothita, Grimer, Basculin, Bibarel, Boldore, Breloom, Carnivine, Chansey,
Growlithe, Gulpin, Horsea, Houndour, Karrablast, Klink, Dedenne, Donphan, Druddigon, Dustox, Emolga, Gabite,
Koffing, Machop, Magnemite, Mankey, Marill, Meditite, Golbat, Gothorita, Hariyama, Herdier, Illumise, Klang,
Meowth, Mienfoo, Minccino, Mudkip, Natu, Oshawott, Lickitung, Linoone, Marowak, Masquerain, Mawile,
Phanpy, Pikachu, Piplup, Ponyta, Psyduck, Riolu, Misdreavus, Ninetales, Parasect, Pelipper, Persian, Pupitar,
Roggenrola, Sandile, Sandshrew, Seel, Sewaddle, Shellder, Raichu, Sableye, Sandslash, Shelgon, Sunflora, Swoobat,
Shroomish, Skrelp, Slowpoke, Snivy, Spoink, Squirtle, Vibrava, Volbeat, Xatu
Staryu, Stunky, Swablu, Teddiursa, Tepig, Timburr, Torchic,
Totodile, Treecko, Turtwig, Vanillite, Venonat, Voltorb, SR 8
Woobat Amoonguss, Cacturne, Cherrim, Clefable, Cloyster,
Diggersby, Dugtrio, Durant, Electrode, Espeon, Exeggutor,
SR 1 Flareon, Floatzel, Floette, Galvantula, Glaceon, Gorebyss,
Axew, Bagon, Baltoy, Binacle, Bonsly, Cascoon, Chingling, Heatmor, Houndoom, Huntail, Hypno, Jolteon, Jynx, Kingler,
Clamperl, Clauncher, Clefairy, Darumaka, Deino, Delibird, Lairon, Leafeon, Ledian, Liepard, Lucario, Lunatone, Klefki,
Dratini, Drilbur, Duskull, Elgyem, Espurr, Gible, Golett, Magneton, Piloswine, Purugly, Rampardos, Relicanth,
Happiny, Hippopotas, Honedge, Inkay, Jigglypuff, Kakuna, Rotom, Sawk, Scyther, Seadra, Skuntank, Solrock, Stunfisk,
Larvitar, Litleo, Makuhita, Metapod, Mime Jr., Noibat, Sylveon, Tentacruel, Throh, Togetic, Torkoal, Toxicroak,
Pancham, Panpour, Pansage, Pansear, Phantump, Pineco, Umbreon, Vaporeon, Venomoth, Vespiquen, Vivillon,
Purrloin, Shedinja, Shelmet, Shuppet, Silcoon, Skiddo, Whimsicott
Smeargle, Snover, Snubbull, Spewpa, Swirlix, Togepi,
Trubbish, Unown, Yamask, Zorua SR 9
Alomomola, Arcanine, Banette, Camerupt, Cinccino,
SR 2 Cofagrigus, Dodrio, Drifblim, Electabuzz, Escavalier,
Amaura, Anorith, Bronzor, Buneary, Cranidos, Deerling, Ferrothorn, Gastrodon, Heracross, Lilligant, Lopunny,
Drifloon, Dunsparce, Dwebble, Elekid, Ferroseed, Finneon, Lumineon, Magmar, Manectric, Meowstic, Metang, Mr. Mime,
Frillish, Glameow, Kabuto, Lileep, Magby, Munna, Murkrow, Pinsir, Pyroar, Seaking, Sealeo, Shiftry, Starmie, Swanna,
Omanyte, Pawniard, Pumpkaboo, Rufflet, Scraggy, Shellos, Wailord
Skorupi, Smoochum, Spinda, Spritzee, Tentacool, Tirtouga,
Tyrunt, Vullaby SR 10
Abomasnow, Accelgor, Armaldo, Audino, Bouffalant, Carbink,
SR 3 Crustle, Dewgong, Doublade, Drapion, Excadrill, Furfrou,
Aipom, Archen, Beldum, Corsola, Ditto, Farfetch'd, Gligar, Golduck, Gyarados, Hippowdon, Honchkrow, Kangaskhan,
Mantyke, Munchlax, Pidgeotto, Poliwhirl, Rhyhorn, Shieldon, Lapras, Ludicolo, Magcargo, Medicham, Mienshao, Milotic,
Staravia, Wailmer Miltank, Muk, Onix, Pidgeot, Sawsbuck, Scrafty, Sharpedo,
Sigilyph, Simipour, Simisage, Simisear, Skarmory, Sliggoo,
SR 4 Swalot, Tauros, Weezing, Zebstrika
Flaaffy, Kirlia, Larvesta, Lombre, Maractus, Mothim,
Nidorina, Nidorino, Nosepass, Nuzleaf, Shuckle, Sneasel,
Tranquill

121
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
SR 11
Ambipom, Bastiodon, Beheeyem, Bronzong, Chimecho,
Clawitzer, Claydol, Cradily, Cryogonal, Exploud, Froslass,
Glalie, Gliscor, Golurk, Grumpig, Heliolisk, Hawlucha,
Kabutops, Malamar, Mantine, Omastar, Rapidash, Rhydon,
Scolipede, Slowbro, Slowking, Spiritomb, Trevenant,
Tropius, Unfezant, Weavile
SR 12
Absol, Alakazam, Altaria, Ampharos, Archeops, Aromatisse,
Barbaracle, Beartic, Bisharp, Braviary, Darmanitan,
Dragalge, Dusclops, Eelektross, Forretress, Gallade,
Garbodor, Gengar, Gogoat, Gourgeist, Infernape, Jellicent,
Kingdra, Leavanny, Machamp, Mismagius, Nidoking,
Pangoro, Politoed, Poliwrath, Porygon2, Roserade, Slurpuff,
Staraptor, Tangrowth, Tyrantrum, Victreebel, Zoroark
SR 13
Aegislash, Aerodactyl, Aurorus, Avalugg, Bellossom,
Blastoise, Blaziken, Carracosta, Charizard, Chesnaught,
Conkeldurr, Crobat, Delphox, Emboar, Empoleon, Feraligatr,
Gardevoir, Golem, Greninja, Jumpluff, Krookodile, Luxray,
Mamoswine, Mandibuzz, Meganium, Musharna, Nidoqueen,
Noivern, Probopass, Samurott, Sceptile, Seismitoad,
Serperior, Slaking, Swampert, Talonflame, Torterra,
Typhlosion, Vanilluxe, Venusaur, Vileplume, Volcarona,
Yanmega
SR 14
Aggron, Blissey, Chandelure, Cobalion, Dragonite, Dusknoir,
Electivire, Florges, Flygon, Garchomp, Gigalith, Goodra,
Gothitelle, Haxorus, Hydreigon, Keldeo, Klinklang, Landorus,
Lickilicky, Magmortar, Magnezone, Metagross, Porygon-Z,
Regice, Regirock, Registeel, Reuniclus, Rhyperior,
Salamence, Scizor, Snorlax, Steelix, Stoutland, Terrakion,
Thundurus, Togekiss, Tornadus, Tyranitar, Virizion, Walrein
SR 15
Arceus, Articuno, Azelf, Celebi, Cresselia, Darkrai, Deoxys,
Dialga, Diancie, Entei, Genesect, Giratina, Groudon,
Heatran, Ho-oh, Hoopa, Jirachi, Kyogre, Kyurem, Latias,
Latios, Lugia, Manaphy, Meloetta, Mesprit, Mew, Mewtwo,
Moltres, Palkia, Phione, Raikou, Rayquaza, Regigigas,
Reshiram, Shaymin, Suicune, Uxie, Victini, Volcanion,
Xerneas, Yveltal, Zapdos, Zekrom, Zygarde

122
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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
Github for other links: https://github.com/Jerakin/Pokedex5E

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=1zM6wTOLJ6FqrxEHGv-Xd87gqfBvnKGo2FkxrLR6qBXQ
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=10kCrBWr2nlPcvnriN40-4mQpsg4uUCVbDHFJXEfdfYo

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

123
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Portions of the material are property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.
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
Burrowing added to Onix, Sandshrew, Sandslash better
Pokéslot advancement changed around to include 2 slots Some TM costs changed as a result
at level 1, Character Advancement table updated.
Max SR Control added to Trainer Table 6/4/2018
Added Trainer/Pokémon Character Sheet and DM
4/13/18 Pokémon Builder excel files.
New Trainer Features added
Removed "Defeat Saving Throws" Having no remaining 7/11/2018
Pokémon results in you losing half your money and you Voltorb move list updated
must use a revive or immediately find a Pokécenter Several move changes for balancing
Psychic TM increase cost Paralysis effect changed to be more similar to games. 25%
Added Pokémon Nature Section to increase variety of chance of no movement.
Pokémon stats. Afew minor resistance/vulnerability corrects for Pokémon
like Jigglypuff, Starmie, and other.
4/15/18
Added Pokémon Character Sheet 12/17/2018
Multiple type/move fixes
4/17/18
Leech Seed damage decreased and move updated in 12/21/2018
Bulbasaur stat block Update to Pokémon Leveling chart (STAB bonus
Pokémon Tracker once per long rest adjusted/New Move at level 18, not 17)
Added List of Pokémon by SR
4/18/18 Updated PokéMentor first ability to includ TM under ₽
Changed Pokéslots to start at 3 and end at 6. Player 3500
Advancement table reworked. Added an additional 10 ASI points to Magikarp's evolve.
Updated Slam damage to be greater than Tackle
4/21/18 Added link to Subreddit r/Pokémon5e
Move List and Pokémon Blocks switched Updated AC Up and Smooth Facade feats for balancing
Included Ether and Max Ether items
Changes to Burning and Flinched

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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
Updated Pokémon Experience charts for all levels. down 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
1/3/2019 in "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

125
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Changelog (cont.)
1/27/2019 2/4/2019
Lots of move updates and fixes Ampharos given "Illumate" ability
Capitalization typo fixes Bite now has the chance to flinch
Diminutive size changed to tiny. Some Pokemon size Vitamin constraints added to item section.
changes Added dim light to "Flame Body" ability
Updated resistances for Slowpoke/Slowbro/Politoed and
Steelix 2/5/2019
Climbing speeds added for those that would climb faster Added fairy-type moves from Generation 6 to give fairy
than half-speed (normal D&D rules) Pokemon STAB options. Affected stat blocks: Vulpix,
Eevee, Jolteon, Vaporeon, Flareon, Espeon, Umbreon,
1/28/2019 Teddiursa, Zigzagoon, Clefairy, Clefable, Jigglypuff,
Chlorophyll ability changed Wigglytuff, Ralts, Kirlia, Gardevoir, Skitty, Swablu, Altaria,
Sandstorm/Snow Cloak abilities updated to include Milotic, Jynx, Gorebyss, Luvdisc, Togetic, Hoppip,
Sandstorm/Hail. Skiploom, Jumpluff, Mawile, Sunflora, Mr. Mime, Oddish,
Rollout now 10 PP HootHoot, Noctowl, Lunatone, Persian, Marill, Azumarill,
Pokedollars and Tool Proficiency spots added to printable Snubull, Granbull, Poocheyna, Mightyena, Linoone,
trainer sheet Slakoth, Volbeat, Illumise
"Hover" added to some Pokemon flying speeds.
1/29/2019
Disable now accounts for those with "Extra Move" feat 2/7/2019
Politoed given "Drizzle" ability Ho-Oh and Lugia given Truesight
Updated Chlorophyll move (again) Sneasel given climbing speed, darkvision, and sleight of
hand.
1/30/2019 Ursaring given climbing speed
Double moves for Magneton/Hitmonchan/Rhydon fixed Tyranitar Res/Vul/Imm fixed
Multi-hit moves capped Magcargo Resistance fixed
Fire spin & Petal Dance moves changed Porygon/Porygon2 skill changed to History
Added internal links in TOC
2/10/2019
2/1/2019 Dustox Level 2 Moves moved to Starting
Anger Point, Competitive, Defiant, Effect Spore, Flash Porygon2 flying speed
Fire, Ice Body, Poison Heal, Poison Touch, Rain Dish, Sand attack added DEX move power
Rivalry, Rough Skin, Sheer Force, Static, Swarm abilities Karate Chop normal damage changed to fighting
all updated. Previous 1d6 and similar rolls replace with Confusion lasts for 1d4 rounds, determined by attacker
proficiency bonus for grading of ability strength. Confusion and Paralysis potential turn losses occur after a
Poisoned, Burning, Confusion damage output updated move is selected.
along the same lines. Expertise added to Excel Trainer Sheet
Added recoil damage to Take Down. Updated language on
Double-Edge and Volt Tackle for recoil 2/12/2019
Nerfed Shuckle. Now SR 4 Updated HP for legendaries, Mew, Jirachi, Deoxys (Max
Removed "Immunity" category in stat blocks for those that Hit Dice at each level)
didn't have one to save space. Spinda HP fixed
Alphabetical Index of Pokemon page #s fixed
2/3/2019
Wrap/Submission/Constrict/Clamp language changed 2/13/2019
Shuppet given Frisk Ability/Banette given Cursed Body Dragon Rage damage updated
Altaria given Cloud Nine ability Supersonic now requires a WIS save for confusion.
Glalie given flying speed, Dratini/Dragonair swimming Confuse Ray now automatically confuses.
speeds SR Control Level language changed. Higher SR than
Formula fixed on DM and Trainer excel sheets for allowed can now battle, but set at Loyalty level -3
vulnerabilities, resistances, etc. permanently until proper level has been reached.
Link to introductory Pokemon 5e One Shot added to Loyalty level descriptions -1,-2,-3 changed
Appendix Ice,Fire,Thunder punches moves changes
Pokedex entries added to Digital DM Sheet Charmeleon double move changed
Index Numbers added to Statblocks Castform base level 1
Blizzard now with the chance to freeze
Digital Pokedex added to Appendix

126
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Changelog (cont.)
2/16/2019 4/11/2019
Swords Dance now Concentration Seismic Toss based on USER's level
Rollout, Fury Cutter, Ice Ball language changed HP fix for many evolved forms. CON mod was not
Sleep, Frozen, failed Paralysis roll now incapacitates, changing HP retroactively.
ending Concentration
Gust range 40ft 4/18/2019
Sleep now a flat d20 roll to wake up
2/19/2019 Mega Drain base damage 1d6
Soft Sand added as an item Forewarn affects opponents, not the user
2/21/2019 5/31/2019
Gloom evolution into Bellossom added Poison Jab base damage fixed
Shedinja vulnerabilities corrected Iron Fist, Overgrow, Blaze, Torrent, Swarm abilities all
updated
2/27/2019 Cacnea line given darkvision
Magical Leaf and Aerial Ace moves Butterfree/Squirtle TM list fixed
Shedinja Resistances fixed Glaceon/Leafeon now SR 8
Onix move list updated Snubbull SR 1
Snore move updated
3/06/2019 Hail/Sandstorm moves updated
Pursuit, Mud-Slap, Mud Shot moves updated Poison Gas updated
Short rest language clarified
3/27/2019
Gen IV is here!! 6/5/2019
The addition of all 107 new Generation IV Pokémon Gorebyss HP/SR updated
Two additional Trainer Paths: Tactician and Ranger Swarm ability updated
Split "Monster Manuals" into different PDFs to reduce Dustox moves fixed
size and improve functionality Sheer Cold 3 PP
New items, 136 new moves, and updated TM list based on Poisoned status updated
Gen VII
Added Hidden Ability feat for Pokémon to gain access to 6/18/2019
an additional ability Barrage wording updated
Added "Legendary / Boss Battles" page for a list of Absorb damage updated
legendary actions that can be given to Pokemon for big Swords Dance DEX move power for attacks
boss battles. Piplup line swim speed
Nidoqueen/king electic immunity
3/28/2019
Evocation for all Pokemon caviat removed. Replaced with 6/26/2019
"Power Sculptor" feat SR controllable levels increased
Poison fang Move Power changed to STR/DEX Updated Buizel's swim speed
Beat Up move specifies "conscious Pokemon"
4/6/2019 Sitris Berry spelling
Swords Dance nerfed Storing Power updated
Defend Order boosted Added modern items and Pokemon-specific items
Trick Room updated Evolution point cap added
Cheerleader bonus action ASI for Pokemon updated to differ amount Pokemon with
Mudkip 10ft Blindsight different evolutionary stages
Technician 15 Max PP Worry seed move updated
Shuckle/Munchlax speed changed to 10ft Growth now Concentration
Rotom given special moves at each form Sleep Talk move updated
More specification on battle dice/skll dice
4/9/2019 Multiple items added
Brutal Swing added Major status-curing items now grant short immunity
Rotom Form Change changed to action Updates to status effect stacking and Non-Volatile vs.
Volatile
Detect and Protect moves updated
Mud Bomb move updated

127
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Changelog (cont.)
6/27/2019 8/7/2019
Gen I and II Manual fixed Pay Day move updated
Grunt path level 15 updated Magical Leaf move updated
Nature included in new evolve bonus cap Fairy Lock move updated
Electro Ball move updated Dragon Tail move updated
Skorupi/Drapion given climbing speed Google sheet fixes/updates
Tynamo/Eelektrik swim speeds swapped
Haxorus speed 35ft 1/17/2020
Gen 6 is here! 72 new Pokemon, 46 new moves
6/29/2019 Gen 6 moves added to existing Pokemon's move sets
Outrage move changed to auto-hit Updated the following moves: Blizzard, Submission,
Pledge moves base damage updated Captivate, Surf, Twineedle, Bind, Clamp, Constrict, Spider
Added Tremorsense caveat to Dig Web, Whirlpool, Wrap, Sand Tomb, Rock Tomb, Sky Drop,
Added Truesight caveat to Double Team Electroweb, Rest, Sketch, Endure, Fire Blast, Future
Sight, Trump Card, Wring Out, Electro Ball, Stored Power,
6/30/2019 Heat Crash, Heavy Slam, Quiver Dance, Rage, Swift,
XP added for SR 13, Level 8 and 9 Pokemon Quick Attack, Fusion Bolt, Stored Power, Punishment,
Rest move HP increase Round, Venoshock, Wake-Up Slap, Aqua Jet, Bullet Punch,
Weavile given climbing speed Extreme Speed, Ice Shard, Mach Punch, Shadow Sneak,
Porygon-Z move list updated Sunny Day, Weather Ball, Hail, Sandstorm
Tynamo line flying (hover) speed Also updated many moves from Gen I and II to clarify that
Flamethrower, Fire Blast, Poison Gas moves all updated targets do not have to be Pokemon.
Rhydon/Rhyhorn/Rhyperior given Double-Edge, Head
7/1/2019 Smash moves
Victini Resistance fixed Grunt Admin feature updated
Psyduck TM typo fixed Type Master Releasing Power feature clarified
Seadra evolved at level 14 Dratini changed to SR 1
Evolution stone descriptions updated for Gen 5 Fighting resistance added to Heracross
Torrent ability updated to be consistent with others like it
7/11/2019 Zorua Illusion ability updated
Metal Burst STR/DEX move power Kirlia gender evolution fixed
Run Away ability changed Magikarp evolve at lvl 8
Dubious Disc typo Audino Normal Type
Pokemon specific items added to google sheets Shell Bell once per turn
Shadow Punch PP changed to 5 Thick fat ability updated
Swords Dance typo Added Burrowing speed
Struggle changed to be able to be used at any time Tangela Ancient Power evolve now at 14
Cubchoo given 15ft. swimming Beartic given 20ft. References to Bright or Strong sunlight changed to Harsh
Chandelure TM typo to be consistent with games
Druddigon HP base 52 Optional weather effects added to manual
Durant TM list fixed. Given 30ft Darkvision Control Upgrade at level 5 moved to level 6
Senses changed for most Gen V Legendaries
Terrakion moves updated 1/23/2020
Virizion resistances fixed Honedge line updated stats
Scolipede speed updated Hobbyist first bonus updated
Revenge base damage fixed Rest move fixed
Zoroark Illusion description
7/14/2019 Sandstorm/Hail higher level damage removed
Technoblast move updated Numel move list fixed
Tri Attack move updated
Typeless damage for Poisoned and Burned statuses
Typeless damage for Iron Barb and Rough Skin abilities

128
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1/27/2020 7/30/2020
Rollout move description updated Hail and Sandstorm Updated on page 17
Floette hit dice changed to 8 Drizzle and Sand Stream abilities updated to match Snow
Florges base hp increased to 127 due to change in hit dice Warning and Drought
Hail range fixed Dragon Ascent move given to Rayquaza
Mach punch fixed Removed redundancy in Encore move
Heatproof and Thick Fat abilities updated Typo on Bubble and Precipice Blades
Solar Beam update (harsh sunlight) Updated Sonic Boom to clarify normal damage
Shadow Sneak bonus action Buizel move set moved around
Togepi, Happiny, Azurill, Golbat, Chingling all updated Updated Psyshock to 10 PP
evolution to account for loyalty Updated Frost Breath to increase crit range to 16-20
Vacuum Wave updated Spike Cannon PP updated to 10
Love Ball Updated
1/31/2020 Gengar Ground Vulnerability added
Combo Master Feat clarified Shadow Punch damage updated
STAB description clarified (Once PER MOVE) Probopass given hovering speed
Multiple held items updated to reflect this clarificaion Evolutionary Expert updated in Researcher Path
Move Power in Battling chapter clarified Phantom Force type
Struggle changed to typless damage Sleep Powder changed to CON save
Exp Share item updated
7/6/2020 Weather rules affect Pokemon MOVES, not Pokemon
Thick fat updated in PHB to match MM TYPES
Magnemite line added Flying and Steel to resistances Added Prison Bottle to Pokemon Specific Items
Cryogonal given Freee-Dry at level 18 Additional Buff to Pokemon Collector added to level 9
Minun HP updated to reflect CON Scyther Move List updated
Moves fixed and/or updated: Nightmare, Shadow Sneak, Ability rule more concrete, changed on page 16
Powder Snow, Me First, Frost Breath, Head Smash, Tri Great Weapon Master added to Features
Attack, Origin Pulse, Smokescreen, Dragon Rage, Swords Dance move power DEX
Thousand Waves, Substitute, Wide Guard, Sweet Kiss Waterfall move typo
Mawile given Deception proficiency Scald burn range changed to 16+
Drifloon Phantom Force move removed Substitute added chance to fail
Pichu can now learn Volt Tackle at level 6 Screech wording changed
Poison Point and Poison Touch Ability descriptions Aqua Jet typo
swapped Quiver Dance updated
Hyper Cutter Ability updated Drawing Power clarified
Mega Evolution detailed rules link updated
Volt Absorb and Water Absorb abilities updated 8/3/2020
Abra, Drowzee, and Elgyem saving throws updated Updated Great Weapon Master and Sharpshooter to
specify once per move
7/7/2020 Reconstruction and Update of "Grunt" Trainer Path
Nidoqueen/Nidoking resistances updated Example provided for Evolution page
Meowstic's moves were swapped Rock Blast PP changed to 10
Removed Concentration from Bulk Up
7/8/2020 Submission wording updated to include grapple save
Shadow Tag ability updated Evolutionary Expert wording changed
Burned status now only halves damage from melee Giga Impact changed
attacks Added clarification on paralysis as it relates to
Drought and Snow Warning abilities updated sleep/confusion
Hail and Sandstorm moves updated Rollout clarified that damage resets after hitting the max
of 16x dice
Revenge move changed
Counter PP changed to 5
Metal Burst updated

129
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8/16/2020 9/4/2020
Clarified Battle/Skill dice once per roll Critical Hit rule added to "Other Changes"
Added V-Create to Victini's moves Sabotage initial reward clarified
Removed Keldeo from Super Rod list Commander "Show Me What You've Got" updated due to
Removed references to Feats as Features, to avoid Critical Hit clarification above
confusion Phantom Force remove "may" from the description
Fixed Charizard TM list Tactician capstone changed for balancing. Too many
Fixed Shedinja HP opportunities to pass Saving Throws at high levels
Solar Beam updated Spore move power changed to DEX/CON
Substitute 1 minute, concentration Slight change to Unaware ability
All recoil damage is now typeless Aeroblast PP increased
Double Team updated Luster Purge, Mist Ball move powers changed to
Abilities rule update. MUST replace if evolved form loses DEX/WIS
old ability. Poison Tail/Fang move powers changed to STR/DEX
Updates to all "Beam" moves Wording on Fairy Aura ability updated
NEW Trainer Path: Guru Bind PP updated
Hustle ability capped at one additional hit, with
8/23/2020 disadvantage
Evolution page on abilities fixed to match new rule Added AC reduction to Razor Shell
Fire blast specifies unique targets Manaphy walking speed 20ft
Hobbyist capstone and initial reward changed
Great Weapon Master and Sharpshooter reworked as 9/8/2020
Pokemon-specific feats New Eviolite rules to strengthen the option
Changed Light Screen to be a ranged "Reflect" move
8/25/2020 Asleep updated to call for a roll when hit by an attack - not
Form change ability added to Hoopa Confined automatic wake up
Removed disadvantage from Hustle ability Shadow Sneak updated to match Vine Whip as ranged
Clarified multiple feat usage in feats section attack
Rearranged Nincada's evolution block to avoid confusion Healing wish updated to recover only the health that was
Gave Phantom Force to Golurk lost to avoid OP combinations
Repriced Stick to match Lucky Punch Aqua Ring nerfed again to proficiency bonus after
Superpower impact reduced playtesting
Lightning Rod and Storm Drain updated Magic Room typo fixed
Heat Wave move updated Attract changed to CHA save
The following moves have been given a WIS move power: Soak changed to 3 rounds
Energy Ball, Mystical Fire, Magical Leaf, Will-O-Wisp Gravity move updated
Clarified switching rules in Ace Trainer Cap Stone to be Download ability clarified to only one attack, not move
consistent with switching rules for all trainers. Maractus starting HP updated to 40
Baton Pass updated to clarify only the user may switch
8/29/2020 Updated language for switching due to moves
Solar Beam harsh sunlight bonus changed to scale better.
Commander Show Me What You've Got updated 9/16/2020
Paralysis inflicts half speed Vacuum wave updated to ranged
Adaptability wording clarified Hobbyist level 15 updated to reference "features" as
Ion Deluge fixed to action "feats"
Belly Drum updated to state no healing items No concentration required on Solar Beam during harsh
Reworded Detect, Protect, Double Team, Me First to sunlight
specify types of moves affected Updated wording on ability rules of page 18
Smack Down wording updated Healer ability updated
Asleep status updated. End of turn save, wake on hit with Shadow Tag and Arena Trap abilities updated
move Cocky and Dumb natures changed to Arrogant and
Leftovers and Black Sludge items improved Innocent
Poison Heal ability updated Haze move updated
Skrelp given walking speed
8/30/2020 Evolution section updated wording
Added attack roll to Ice Shard Psych up mentions "creature" now instead of "opponent"
Nightmare and Dream Eater do not wake sleeping Recalling/Releasing section added to Battling to clarify
Pokemon some things
Aqua Ring updated Raised/Grounded section added to Battling

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