Pokemon 5e PHB - Gen I - V
Pokemon 5e PHB - Gen I - V
Pokemon 5e PHB - Gen I - V
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,
and Tactical_Groot for all their behind the scenes work in creating this manual.
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Ideas/Concerns/Questions?
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Cheerleader:
Trainer Paths At level 9, once per short rest, you may use a bonus action to
There are many ways and reasons to train Pokémon, ranging boost all allied Pokémon with inspiring words. Until your next
from a desire for adventure to a wish to learn more about turn, you may add your CHA modifier to all allied attack rolls
them. At the 2nd level, depending on your long term goals, OR damage rolls OR AC. In addition, your Pokéchef treat now
choose one of the following paths: heals 3d10+6 hit points
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is returned
Your goal is to become one of the strongest trainers in the in kind. When you reach level 15, your Pokémon have
world, and so you excel in battle. All of your Pokémon gain a advantage on saving throws against negative status effects. In
+1 bonus to their attack and damage rolls. addition, your Pokéchef treat now heals 4d12+10 hit points
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to 1 + your Wisdom modifier. You may assign these to You wish to learn more about Pokémon and the secrets that
any of your Pokémon to be added to a single attack or damage they hold within. Due to your heightened understanding of
roll, after the result of the inital roll. You replenish your pool of your Pokémon, you may increase any skill check your
battle dice at each long rest. Pokémon makes by your trainer's Wisdom or Intelligence
modifier. You must choose which at the time you choose this
Max Potential: path.
Certain trainers choose to excel in one area, utilizing it to its
fullest potential. When you reach level 9, choose to increase all Analyst:
of your Pokémon’s speed by 10, increase their STR by 1, A keen mind allows you to discern details about a Pokémon
increase their DEX by 1, or increase their CON by 1. others might overlook. At level 5, you can make a DC 12
Investigation roll as a bonus action to determine a Pokémon’s
Rapid Switching: level and identify one of its abilities as determined by the DM.
When you reach level 15, you can recall and release Pokémon
as a bonus action. Evolutionary Expert:
At level 9, your understanding of the secrets behind Pokémon
Hobbyist evolution allows you to accelerate the process. The level
required for your Pokémon to evolve is reduced by 1. If you
You choose to dabble in a variety of skills to take care of your have any Pokémon that would be past evolution level when
Pokémon. Whenever you capture a Pokémon, choose two of you gain this, you can choose to evolve them now.
its abilities to increase by 1.
Professor:
Versatile: At level 15, you are an expert in your field. Once per combat,
At level 5, you gain a number of skill dice (d6) equal to 1 + choose a Pokémon and make a DC 12 INT roll as a bonus
your WIS modifier. You may assign these to any of your action. On a success, you identify all four of its known moves.
Pokémon to be added to a single skill check or saving throw, In addition, you learn that target's weak spots, granting +2 to
after the result of the inital roll. You replenish your pool of skill all attack rolls your own Pokémon makes against the target.
dice at each long rest.
Many Faces: Pokémon Collector
At level 9, you may select a feature of any of the other trainer Your fascination with all the different types of Pokémon of the
paths as long as it requires level 9 or lower. world drives your need to collect them all. You now have
expertise in Animal Handling, doubling your proficiency in
Pokéball Crafter: this skill.
At level 15, at each long rest, you can gather enough natural
materials to craft an Ultra Ball. Gotta Catch ‘Em All:
At level 5, once per long rest, you may roll an Animal Handling
Poké Mentor check with advantage, even if the opponent is not suffering
You have a nurturing touch and a skill for mentoring Pokémon from a negative status effect.
to bring out the best in them. Your TMs can be used twice Careful Catching:
before breaking. At level 9, any Pokémon you catch are instantly healed of their
Pokéchef: status ailments and have full health.
You excel at creating meals for your Pokémon, seemingly out Disciplined Strikes:
of nothing. At level 5, you are frequently prepared with an At level 15, you have trained your Pokémon to hold back or
"Edible Treat" for Pokémon, healing 2d4+2 hit points when unleash power when necessary. When damaging a Pokémon
given as an action. You can use this feature a number of times enough to cause it to faint, you can choose to bring it to 1 HP
equal to 1 + your Wisdom modifier. This pool resets at each instead.
long rest.
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Nurse Commander
You have a pure heart and a healing spirit. You want the best You rule over your Pokémon with an iron fist, demanding
for your Pokémon, and that involves always keeping them in respect and forming an unbreakable bond with your team.
tip-top shape. When you choose this path, gain proficiency in When you choose this path, your starter’s Loyalty increases to
the Medicine skill. At each long rest or Pokémon center visit, “Loyal”.
your held Pokémon gain temporary hit points equal to your
level. Follow Me:
You have a firm hand, but a trusting presence. When you reach
Pure Heart: level 5, any new Pokémon you catch get a +1 bonus to Loyalty.
Your kindness radiates to all those around you. Starting at
level 5, you have a pool of healing power that replenishes Show Me What You’ve Got:
when you take a long rest. As an action, you can touch a Your confidence and leadership inspire your Pokémon to
willing creature and restore any number of hit points from this reach deep inside themselves for unknown power. At level 9,
pool. The total pool is equal to your trainer level x 5. once per short rest, you may choose a Pokémon in battle to
activate a single move from one tier above moves that it
Healing Spirit: currently can learn. (For example: A level 4 Bulbasaur can use
Your healing spirit is transferred to your Pokémon. When you Sleep Powder - a move only available at level 6 and above.) In
reach level 9, whenever you use a consumable that heals your the case of Pokémon that are already at the highest level, you
Pokémon, or your Pokémon uses a healing move, roll the dice may instead treat a known move as a critical if it hits.
twice and take the higher result.
We’re a Team:
Joy: Your commanding presence is felt by all ally Pokémon on the
You have ascended to an ultimate Pokémon healer. When you battlefield. When you reach level 15, you may use a bonus
reach level 15, once after each long rest, you can spend 1 hour action to speak a commanding phrase. Until the end of your
to gain a similar advantage as visiting a Pokémon Center. Up next turn, all allied Pokémon within 60 feet of you have
to six Pokémon of your choice are fully healed and cured of all advantage on their attacks. You may use this feature a number
status effects. of times equal to 1 + your Charisma modifier. This pool resets
at each long rest.
Type Master
You feel drawn to the elements, focusing your skills into a Grunt
particular type of Pokémon. When you choose this path, Whether current or aspiring evil team member, your goal is to
increase the STAB of any Pokémon that is the same type as cast down all goody two shoe trainers and rise up in the
your specialization by +1 at all levels. If you select multiple ranks! When you choose this path, take an additional
specializations at later levels, the bonus applies to the new specialization.
type as well. If your Pokémon is dual-type and you are
specialized in both types, the bonus is +2. Dark Arts
When you reach level 5, you know the ins and outs of what it
Drawing Power: means to be a part of an evil team! Gain proficiency in either
Your Pokémon are trained to draw power from each other. Deception, Stealth, or Sleight of Hand. Once per Pokémon
When you reach level 5, as long as half or more of your carried battle, you can impose disadvantage on an opponent's attack
Pokémon are of the same type, Pokémon of that type add 2 to roll or saving throw.
their attack rolls.
Speed of Light
Storing Power: You know how to blast off with the best of them. At level 9
Even Pokémon that are not of your specialization types can gain the “Alert” feat, and increase your Pokémon’s move speed
feel the effect you have in battle. When you reach level 9, all of by 10.
your carried Pokémon have resistance to one of your
specialization types, determined at the time of gaining this Admin
feature. This type may never change, so choose wisely. If a You have made it to the top ranks, commanding authority over
Pokémon was once vulnerable to that type, it now takes the people and Pokémon alike. When you reach level 15, gain
regular amount of damage. proficiency in Persuasion and increase your control upgrade
to the next SR level (at level 16 you can get the final control
Releasing Power: upgrade.)
Your Pokémon are masters of their own types, focusing their
energy in every attack they make. When you reach level 15, for
types you are specialized in, your Pokémon’s STAB can be
added to any damaging move of their choosing, even if it is a
different type from their own.
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Tactician Ranger
You have an eye for detail and a unique set of skills to use in You are comfortable in the wild, and have an incredible
battle. When you choose this path, you gain a pool of "Tactical respect for Pokémon in their natural habitat. When you
Points" equal to your trainer level. Your point pool increases choose this path, gain proficiency in Nature and Survival. If
with each level, and resets after each long rest. At level 2, you were already proficient, gain expertise. In addition, gain
when a Pokémon regains hit points from an item or move, you the "Natural Explorer" feature of the 5e Ranger Class for a
may increase the amount by 1d4 for each "Tactical Point" single terrain type of your choice.
spent.
Deep Connection
Directed Strike You have the innate ability to communicate with Pokémon on
You know precisely where to hit a Pokémon for the maximum a different level than others. At level 5, you can cast the
amount of damage. At level 5 and higher, you can spend 2 "Speak with Animals" spell to communicate with a willing
"Tactical Points" to roll the damage for an attack twice, taking Pokémon, understanding their response in your own
the higher result. language. Each day, you can use this feature a number of
times equal to your CHA modifier.
Raise Your Defenses
You are quickly able to sense an incoming blow to your Strong Bond
Pokémon. At level 9 and higher, you can use a reaction to Your Pokémon team understands that they are in this journey
expend up to 3 of your "Tactical Points" to add to a Pokémon's together. At level 9, you can bond with up to two Pokémon at
AC, if it would cause an attack to miss. each long rest.
Not This Time Best Friends
Your Pokémon are trained to focus their mind, body, and soul. At level 15, you may have two Active Pokémon to roam the
At level 15 and higher, when your Pokémon fails a saving world with you, outside their balls. In battle, on your turn, you
throw, you can spend 5 "Tactical Points" to have it succeed follow the same rules as if you have one Active Pokémon. The
instead. three of you can still move up to your movement speeds, but
one action/reaction/bonus action is still shared by the group.
If any one of your Pokémon faints, you may release another to
take its place.
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2. Catching Pokémon
Catching Pokémon, much like in the original game, is crucial
to your success as a Pokémon trainer. There are several rules
to follow when catching Pokémon: Throw Pokéball
Casting Time: 1 action
A trainer can hold no more than their Pokéslots allow. If a
trainer’s Pokéslots are full when a Pokémon is caught, the Range: 60 feet
trainer must choose one Pokémon to send to their PC. Components: Pokéball
A Pokéball is destroyed on a failed catch attempt.
A caught Pokémon retains its level, all status effects, and You hurl a Pokéball at a wild Pokémon in attempt to
current HP at the time of the catch. capture it. Make an Animal Handling skill check. You
It is impossible for a Trainer to catch a Pokémon greater have advantage on the throw if the Pokémon is
poisoned, restrained, asleep, burning, confused,
than their current level. paralyzed, or frozen.
A caught Pokémon is given the minimum amount of
experience for that Pokémon’s level to start. The DC to catch a Pokémon is equal to:
A fainted Pokémon cannot be caught. 10 + Pokémon’s Base SR (rounded down) +
Catching a Pokémon gives 1/5 the normal XP. Pokémon level + Remaining HP / 10 (rounded down)
There may be Pokémon in the wild that are friendly and Note: Bonuses are added to your throw depending
happy to join you in your adventures. For those that need a on which type of Pokéball you use. See the item list
little more coaxing, the mechanics of catching a Pokémon are for the different types of Pokéballs.
much like casting a spell that everyone knows.
For Example
You are a Level 5 Trainer and want to capture a level 3 Pikachu (Base SR 1/2). The DM knows you have knocked its health down to
15/18, and your Bellsprout has poisoned it. The DM would calculate your DC to capture it as:
Starting value: 10
+ Pokémon SR: 1/2 rounded down = 0
+ Pokémon Level: 3
+ Current HP / 10: 1.5 rounded down = 1
= 14
You would have to roll a 14 or higher on an Animal Handling check to capture the Pikachu with a regular Pokéball, and have advantage
because the Pikachu is poisoned!
Note: It is at the discretion of the DM to reveal any information regarding the DC to capture Pokémon, but the player should at least
know whether or not the chance is impossible due to level constraints.
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3. Pokémon Care
Active Pokémon Pokémon Nature
At all times, a trainer must have an Active Pokémon. This Each Pokémon has their own personality - their own wants,
Pokémon stays outside their Pokéball and roams around with needs, likes and dislikes. Taking care of your Pokémon means
the trainer to socialize and help with skill checks. In battle, building a trusting relationship with them and accepting them
they are the first one to fight until switched out. At the end of for who they are. As such, any Pokémon you come into contact
battle, they resume status as the Active Pokémon. A trainer with has its own Nature that affects their ability scores and
can switch out their Active Pokémon at any time, except sticks with them for their entire life. The following table can
immediately before entering a battle. If this Pokémon faints, be used by the DM to randomly give Pokémon a nature with a
the trainer must choose a new Active Pokémon at that time. roll of a d20. When you choose your starter, you may choose
Pokémon, like trainers, are proficient in various skills. any of the following with their effects.
Outside of battle, a Pokémon may “help” their trainers,
granting advantage on one of the trainer’s skill checks as long d20 Nature Effect
as the Pokémon is proficient in that skill.
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and Persuasion. 2 Rash +2 Strength, -2 Constitution
If Ash has to use either of these skills, he is given advantage
on the roll. 3 Brave +2 Strength, -2 Wisdom
4 Cocky +2 Strength, -2 Charisma
Healing 5 Skittish +2 Dexterity, -2 Strength
There are three ways to heal your Pokémon. 6 Hasty +2 Dexterity, -2 Constitution
7 Energetic +2 Dexterity, -2 Charisma
Bring them to a Pokécenter.
Take a long or short rest 8 Clumsy +2 Dexterity, -2 Wisdom
Give them potions or food. 9 Apathetic +2 Constitution, -2 Dexterity
Pokécenters: 10 Stubborn +2 Constitution, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal 11 Grumpy +2 Constitution, -2 Charisma
your Pokémon to full health, status, and recover all PP in less 12 Relaxed +2 Constitution, -2 Strength
than 30 minutes. Free for those with Trainer Licenses, they 13 Careful +2 Wisdom, -2 Strength
can be found across the world in abundance.
14 Curious +2 Wisdom, -2 Constitution
Rests: 15 Naughty +2 Wisdom, -2 Charisma
Long rests take at least eight hours and refresh all Pokémon 16 Cheerful +2 Charisma, -2 Strength
health, statuses, and PP. 17 Sassy +2 Charisma, -2 Dexterity
Short rests can be as little as a half an hour and recover hit
points based on normal 5e rules. PP is not recovered on short 18 Dumb +2 Charisma, -2 Wisdom
rests, and short rests do not revive fainted Pokémon. 19 Hardy +1 AC, -2 Dexterity
Potions/Food: 20 Nimble + 1 AC, -2 Strength
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Loyalty
The bond between a Pokémon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokémon 5e, the relationship between a Pokémon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokémon, how well they listen to you, and even whether or not certain Pokémon can evolve.
Ultimately, the Loyalty level of a Pokémon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokémon multiple times, seeking out snack and foods that the Pokémon enjoys, winning a particularly difficult battle, etc. Lowering
loyalty may involve catching a Pokémon in an undeserving way, leaving a Pokémon in the PC for too long, allowing a Pokémon to
faint from poison instead of healing it with antidote. The extremes of the loyalty scale should be more difficult to reach than the
levels closer to Neutral. Rarely should Pokémon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Level Emotion Effect
Disloyal Pokémon hold disdain for being captured, and would rather be free. They have no need to impress
-3 Disloyal or obey their trainers, and actively disobey orders. Pokémon at this level add -3 to any saving throw they make.
In addition, before activating a move, the trainer must roll higher than a 15 on a d20 roll or the move fails.
Indifferent Pokémon do not care if their trainers win or lose. They will sometimes obey orders, and other
-2 Indifferent times simply refuse to act. Pokémon at this level add -2 to any saving throw they make. In addition, before
activating a move, must roll higher than a 10 on a d20 roll or lose their turn.
-1 Upset Upset Pokémon hold a small grudge against their trainers that affects them in battle. Pokémon at this level
add -1 to any saving throw they make.
A neutral Pokémon acts normally with no stat modifiers. It responds to its trainers commands and acts on
0 Neutral its own accord outside of combat as an Active Pokémon. Most freshly caught Pokémon begin at this level
or lower depending on the circumstances of their catch.
+1 Content A content Pokémon shows a fondness and respect for their owners. Caught Pokémon very rarely begin at
any loyalty level higher than this. Pokémon at this level gain an additional +1 to any saving throw they make.
+2 Pleased A pleased Pokémon puts great trust in their owners, and enjoys spending quality time with them. Pokémon
at this level gain an additional 5 hit points and +2 to any saving throw they make.
+3 Loyal Pokémon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokémon at this level gain an additional 10 hit points and +3 to any saving throw they make.
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4. Battling
Being a master of your Pokémon in battle is one of the most
important parts of this game. Pokémon have their own set of Moves/Move Powers
moves, stats, and levels to gain. Your Pokémon have several moves to choose from in battle,
and can learn more as they advance levels or are given TMs.
Combat Moves in Pokémon 5e work similarly to spells in 5e. Each
Combat in Pokémon 5e is not much different than what you move has a number of Power Points (PP) that determine
are used to, with a few exceptions: how many times the move can be used. Refilling PP can be
done by resting your Pokémon, or using an item such as
At the start of a battle, you make one initiative roll for both Ether.
you and your Pokémon using your trainer's initiative Each move has a Move Power – the focused abilities of that
bonus. move. Move Powers can be any of the six main abilities, and
Only one Pokémon of yours may be on the battlefield at determine which ability to use for attack, damage, and saving
once. throw DC.
Changing out a Pokémon before it has fainted takes up an
entire action, but changing out a Pokémon when it faints Attack Roll Bonus = Move Power Mod + Proficiency Mod
can be done immediately as a free action. Either way, a Damage Bonus = Move Power Mod
new Pokémon cannot be switched out until it has taken a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet.
On your turn, both your trainer and your active Pokémon In Pokémon battles, a trainer's main job is to interact with the
have a movement up to their speed, but only one of you environment, issue commands, and keep their Pokémon in
may take an action/bonus action. A Pokémon Trainer’s job the fight by administering boosts or potions. There are strict
on their turn is to assist their Pokémon in battle by laws governing the world of Pokémon and any trainer vs.
interacting with the environment, providing potions or trainer combat is strictly prohibited, the penalty being the loss
boosts, commanding their Pokémon to attack, or of one's Trainer License. As such, trainers may not target
attempting to run away. other trainers or a trainer's Pokémon in battle. All is fair in
You MUST have a Pokémon in the battle at all times. If you wild Pokémon encounters, however. A trainer may assist their
have no remaining Pokémon, you lose the battle. A battle Pokémon in battle, or defend against any incoming attacks.
loss results in you losing half your total money (rounded
up), all carried Pokémon lose 1 level of loyalty, and you Running Away
must immediately use a revive or find a Pokécenter. If trainers get caught up in a fight with wild Pokémon they do
If a Pokémon runs out of PP for all moves, the only move it not think they can win against, they can attempt a group DEX
can use is Struggle. check as an action on a PC’s turn, contested by the DEX
ability score of the wild Pokémon involved in the combat.
Attacks of Opportunity More PCs need to succeed than fail. Tie goes to the runner. In
If a Pokémon leaves the melee range of another without using case of a fail, trainers may not attempt to run away again until
the Disengage action, or when not returning to a Pokéball, the that PC’s next turn (one full round).
opponent may use a melee move that has a time of "1 action"
immediately as a reaction. The move costs the normal amount
of PP.
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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, failing all STR and DEX saves
Pokémon universe. These include fire, water, ice, grass, during that time. If a Pokémon is returned to its ball during
ground, rock, electric, fighting, ghost, psychic, poison, bug, this time, its round count is paused until released once again.
steel, dark, fairy, and normal. A sleeping creature can roll a d20 as a bonus action at the
beginning of each of its turns, waking up on a result of 13 or
higher.
New Status Effects
In addition to the previous effects such as grappled, Confused:
restrained, etc., Pokémon 5e adds or modifies several new A confused creature is affected for 1d4 rounds, as determined
status effects as highlighted below. by a roll from the attacker at time of confusion. During this
time, it loses its ability to take reactions and moves at half
Non-Volatile Statuses speed. After selecting a Move to activate and spend PP on, it
A Pokémon can only be affected by one non-volatile status at a must roll a d20. On a result of 9 or lower, the creature hurts
time. If a Pokémon is already affected by a non-volatile status, itself for an amount of damage equal to its proficiency bonus
it cannot be affected by another until cured of the original and may not make an attack, but the trainer of a confused
status. Pokémon still may take an action. On a roll of 20, the creature
is no longer confused.
Poisoned: Flinched:
A poisoned creature has disadvantage on all ability checks A flinched Pokémon has disadvantage on any attack roll, skill
and attack rolls, and takes an amount of poison damage equal check, or saving throw it makes before the end of its next turn.
to its proficiency bonus at the end of each of its turns until it If it activates a move that requires a saving throw during that
faints or is cured of its poison. If a poisoned creature uses a time, the target has advantage on the roll.
move that requires a saving throw, the target(s) have
advantage on the roll. (Poison and Steel types are immune to Species Rating (SR)
this status condition)
In Pokémon 5e, each Pokémon is given a "Base Species
Frozen: Rating” (SR). This is different than a typical CR rating in D&D
A frozen creature is incapacitated and restrained. In combat, it 5e, and does not fall under the traditional encounter building
can attempt to break free of the ice with a DC 15 STR save at rules. SR is a numerical device that signifies the strength of
the end of each of its turns. Outside of combat, the frozen the species as a whole, regardless of level. For example, a level
status lasts for one hour. (Ice types are immune to this status 10 Pidgey (Base SR 1/8) is not as strong as a level 10
condition) Bulbasaur (Base SR 1/2). This SR gives a guideline to
compare Pokémon across species, and puts each Pokémon in
Burning: a different column for experience rewards.
A burned creature's attacks deal half their normal damage. In
addition, the creature takes an amount of fire damage equal to Mounts
its proficiency bonus at the beginning of each of its turns until Many Medium or larger Pokémon can be mounted (There are
it faints or is cured of its burns. (Fire types are immune to this no hard-and-fast rules for mounting in this manual. Any
status condition) mountable Pokémon are at the discretion of the DM). When
Paralyzed: you mount an active Pokémon, you take on their walking,
A paralyzed creature has disadvantage on any STR or DEX swimming, or flying speeds.
saving throws, and attacks against it have advantage. After A Note on Armor Class
selecting a Move to activate and spend PP on, roll a d4. On a
result of 1, it is incapacitated and restrained. The trainer of a A Pokémon's AC is not necessarily tied to their Dexterity. This
fully paralyzed Pokémon still may take an action. (Electric is intended. AC was assigned with a more formulaic approach,
types are immune to this status condition) blending each Pokémon's DEF, SP. DEF, and SPEED stats
from the core games into a single number on a scale that fits
the normal D&D AC range. Think of it as if each Pokémon
gets its own unique "Natural Armor". Any ties to Dexterity are
purely coincidental.
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7. Running a Game
Building Encounters Weather
There will be essentially two types of encounters in Pokémon Weather plays a large role in Pokémon 5e. Many Pokémon
5e: Wild Pokémon encounters and Trainer Battles. have abilities that are affected by the surrounding weather or
terrain. Be sure to implement this into your game as much as
Wild Pokémon: possible. Below is an example d100 table you can roll on at
Wild Pokémon encounters should be treated with caution. As the beginning of each day to determine the weather.
a DM, you have a responsibility to continually introduce your Alternatively, it may be fun to determine the weather by what
players to new Pokémon of various levels throughout the is actually happening outside your game table!
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching new Spring/Summer
Pokémon. Clusters of Pokémon should contain those of high
and low levels, and the players should not know what those d100 Weather
levels are until they have successfully captured a Pokémon. It 1-30 Bright Sun, Calm
is important to remember that Pokémon of higher levels
cannot be caught until the trainer has also reached that level, 31-40 Bright Sun, Windy
and higher leveled Pokémon help players progress through 41-70 Cloudy, Calm
their levels without having to do much training. As such,
capture-focused expeditions should contain several Pokémon 71-80 Cloudy, Windy
of lower levels, while battle-focused encounters should 81-90 Light Drizzle
contain high level Pokémon to present a challenge to the 91-99 Heavy Rain
player, perhaps even 1 or 2 Pokémon of much higher level
than the players. 100 Dangerous Storm
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the Fall/Winter
fight by each PC, or distributed equally among all players.
d100 Weather
Trainer Battles
Often in a campaign, your players will come across other 1-15 Bright Sun, Calm
trainers that will want to engage in a Pokémon battle. Combat 16-25 Bright Sun, Windy
for these fights are similar to wild Pokémon encounters with 26-40 Cloudy, Calm
the exception that an enemy trainer’s Pokémon cannot be
caught by any means. 41-50 Cloudy, Windy
Additionally, Pokémon that belong to an enemy trainer are 51-55 Foggy
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may 56-70 Light Drizzle
have started at level 1 and have gone through an evolution or 71-80 Heavy Rain
two with that trainer. Advance the enemy Pokémon just the 81-90 Hail
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience and 91-95 Light Snow
money for defeating a trainer, in addition to experience gained 96-99 Heavy Snow
from each defeated Pokémon.
100 Blizzard, Dangerous
Starting Past Level 1
You may want to start a game with trainers higher than level 1. Abilities
If this is the case, make sure you follow these additional rules: Listed on most every Pokémon's stat block are 1 or 2 special
abilities unique to the species, and one Hidden Ability. A
If using Option 1 for character advancement, the total Hidden Ability may only be available for those Pokémon that
levels of a trainer’s Pokémon cannot exceed the minimum take the "Hidden Ability" feature. For the other abilities, a DM
level as shown in the experience chart. may choose to give a wild Pokémon both options, or for added
None of the trainer’s Pokémon can have a SR above what fun, roll or flip a coin to determine which ability is given. This
they can control based on their level. will create even more variety in the Pokémon a player can
One of the trainer’s Pokémon must be of a SR ½ or lower find!
as their starter.
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on SR and level.
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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 kits and you ₽500
climbers 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 be ₽150
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 hours ₽500
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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Filcher's Pack Backpack, Thieves’ Tools, 20 ft. Wire, Bell, Lantern, Energy Cell (3), Camping Ration (5), Flint and ₽
Steel, Canteen 1,200
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Pokéballs
The essential item for any trainer, Pokéballs allow you to catch wild Pokémon and give them a place to be safe, warm, and ready for
battle.
Item Effect Cost
Pokéball +0 to Capture Rolls ₽ 250
Great Ball +5 to Capture Rolls ₽ 500
Ultra Ball +10 to Capture Rolls ₽ 1,000
Hyper Ball +20 to Capture Rolls ₽ 2,400
Nest Ball +5 to Capture Rolls against Pokémon level 5 or below ₽ 400
Level Ball +5 to Capture Rolls if active Pokémon is a higher level than target. ₽ 400
Timer Ball +1 to Capture Rolls for each round of combat that has passed before throwing. (Max +10) ₽ 600
Luxury Ball +5 to Capture Rolls. Sets Loyalty level to +1 after catch ₽ 800
Repeat Ball +10 to Capture Rolls against species already caught by user ₽ 800
Net Ball +10 to Capture Rolls against Bug or Water type Pokémon ₽ 800
Dive Ball +10 to Capture Rolls while fishing or underwater ₽ 800
Dusk Ball +10 to Capture Rolls at night or in dark places like caves ₽ 800
Moon Ball +10 to Capture Rolls against Pokémon that evolve with Moon Stone ₽ 800
Heal Ball +5 to Capture Rolls. Restores caught Pokémon’s health and cures all status effects ₽ 1,000
Quick Ball +15 to Capture Rolls only if used in the first round of combat ₽ 1,000
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokémon ₽ 1,300
Heavy Ball +15 to Capture Rolls against Pokémon of size Medium or bigger. ₽ 1,300
Master Ball Automatic Success on Capture Roll Not Sold
X – Items
The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle. (Not stackable)
Item Effect Cost
X Attack Adds +2 to attack rolls for 1 minute ₽ 350
X Defense Adds +2 to AC for 1 minute ₽ 350
X Special Increases your Move DC by +2 for 1 minute ₽ 350
X Special Defense Increases saving throws by +2 for 1 minute ₽ 350
X Speed Increases a speed type by 10 feet for 1 minute ₽ 350
Dire Hit Critical hits on attacks occur on rolls of 19 and 20 for 1 minute ₽ 400
X Accuracy Grants advantage on next three attack rolls ₽ 350
Guard Spec Prevents status ailments for 1 minute ₽ 700
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Vitamins
Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon. Pokémon will refuse
any additional vitamins after three have been used.
Item Effect Cost
Protein Increase STR by 1 (Max 20 before Nature) ₽ 4,900
Iron Increase DEX by 1 (Max 20 before Nature) ₽ 4,900
Calcium Increases CON by 1 (Max 20 before Nature) ₽ 4,900
Zinc Increase WIS by 1 (Max 20 before Nature) ₽ 4,900
Carbos Increase CHA by 1 (Max 20 before Nature) ₽ 4,900
HP Up Increase maximum HP by the maximum roll of one of your hit dice. (Max 3 per Pokémon) ₽ 8,800
PP Up Increase the max PP of one move by 2. (Max of double original PP) ₽ 8,800
Evolutionary Items
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 Dics Evolves Porygon2 ₽ 4,000
Dusk Stone Evolves Misdreavus and Murkrow ₽ 4,000
Electirizer Evolves Electabuzz ₽ 4,000
Fire Stone Evolves Vulpix, Growlithe, and Eevee ₽ 4,000
Icy Rock Evolves Eevee ₽ 4,000
King's Rock Evolves Slowpoke and Poliwhirl ₽ 4,000
Leaf Stone Evolves Gloom, Weepinbell, Exeggcute, and Nuzleaf ₽ 4,000
Magmarizer Evolves Magmar ₽ 4,000
Metal Coat Evolves Onix, Scyther ₽ 4,000
Moon Stone Evolves Nidorina, Nidorino, Clefairy, Jigglypuff, and Skitty ₽ 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
Shiny Stone Evolves Togetic and Roselia ₽ 4,000
Sun Stone Evolves Gloom and Sunkern ₽ 4,000
Thunder Stone Evolves Pikachu and Eevee ₽ 4,000
Up-Grade Evolves Porygon ₽ 4,000
Water Stone Evolves Poliwhirl, Shellder, Eevee, Staryu, and Lombre ₽ 4,000
Eviolite Permanently prevents a Pokémon from evolving further (See below for details) ₽ 4,000
Eviolite
Consumable form of the stone that permanently prevents any future evolutions. The Pokémon now gains the same ASI level boost
as other one or two-evolutionary stage Pokémon, depending on its current stage. (For example, giving this to an Ivysaur holds
Ivysaur at a two-stage Pokemon, thus it would gain 3 points at each ASI level as described in the Pokémon Advancement section.)
This boost is retroactive, and any extra points must be spent at the time of ingestion - none of which may be spent on a feature.
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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 Berry Permanently lowers Pokémon DEX score by 2, but raises Loyalty by 1. ₽ 1,000
Grepa Berry Permanently lowers Pokémon WIS score by 2, but raises Loyalty by 1. ₽ 1,000
Tomato Berry Permanently lowers Pokémon speed by 10, but raises Loyalty by 1. ₽ 1,000
Razz Berry When held by an active Pokémon, trainer gains +1 to catching attempts. ₽ 1,000
Occa Berry Pokémon takes half damage from a fire-type attack. Activates when hit by fire-type move. ₽ 200
Passho Berry Pokémon takes half damage from a water-type attack. Activates when hit by water-type move. ₽ 200
Wacan Berry Pokémon takes half damage from an electric-type attack. Activates when hit by electric-type move. ₽ 200
Rindo Berry Pokémon takes half damage from a grass-type attack. Activates when hit by grass-type move. ₽ 200
Yache Berry Pokémon takes half damage from an ice-type attack. Activates when hit by ice-type move. ₽ 200
Chople Berry Pokémon takes half damage from a fighting-type attack. Activates when hit by fighting-type move. ₽ 200
Kebia Berry Pokémon takes half damage from a poison-type attack. Activates when hit by poison-type move. ₽ 200
Shuca Berry Pokémon takes half damage from a ground-type attack. Activates when hit by ground-type move. ₽ 200
Coba Berry Pokémon takes half damage from a flying-type attack. Activates when hit by flying-type move. ₽ 200
Payapa Berry Pokémon takes half damage from a psychic-type attack. Activates when hit by psychic-type move. ₽ 200
Tanga Berry Pokémon takes half damage from a bug-type attack. Activates when hit by bug-type move. ₽ 200
Charti Berry Pokémon takes half damage from a rock-type attack. Activates when hit by rock-type move. ₽ 200
Kasib Berry Pokémon takes half damage from a ghost-type attack. Activates when hit by ghost-type move. ₽ 200
Haban Berry Pokémon takes half damage from a dragon-type attack. Activates when hit by dragon-type move. ₽ 200
Colbur Berry Pokémon takes half damage from a dark-type attack. Activates when hit by dark-type move. ₽ 200
Babiri Berry Pokémon takes half damage from a steel-type attack. Activates when hit by steel-type move. ₽ 200
Chilan Berry Pokémon takes half damage from a normal-type attack. Activates when hit by normal-type move. ₽ 200
Roseli Berry Pokémon takes half damage from a fairy-type attack. Activates when hit by fairy-type move. ₽ 200
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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 Rope Use as an automatic success to run away from combat ₽ 150
Honey Can be used to automatically attract a single Pokemon that resides in the area (DM discretion) ₽ 1,000
XP Share Half of XP from combat can be distributed to carried Pokémon that did not fight in the battle ₽ 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: Barboach, Carvanha, Chinchou, Corphish, Feebas, Goldeen, Krabby, Lotad, Magikarp, Poliwag, Remoraid, Spheal,
Surskit, Tympole, Wingull, Wooper, Buizel, Ducklett, Horsea, Marill, Mudkip, Oshawott, Piplup, Psyduck, Seel, Shellder,
Slowpoke, Squirtle, Staryu, Totodile, Clamperl, Panpour, Finneon, Frillish, Kabuto, Omanyte, Shellos, Tentacool, Tirtouga,
Corsola, Mantyke, Poliwhirl, Wailmer, Lombre, Basculin, Crawdaunt, Croconaw, Dewott, Luvdisc, Marshtomp, Palpitoad,
Prinplup, Qwilfish, Rainy Castform, Tynamo, Stunfisk, Wartortle, Azumarill, Lanturn, Octillery, Quagsire, Whiscash, Alomomola,
Bibarel, Pelipper
Super Rod: Cloyster, Floatzel, Gorebyss, Huntail, Kingler, Relicanth, Rotom Wash, Seadra, Tentacruel, Vaporeon, Gastrodon,
Lumineon, Seaking, Sealeo, Starmie, Swanna, Wailord, Dewgong, Golduck, Gyarados, Lapras, Ludicolo, Milotic, Sharpedo,
Simipour, Kabutops, Mantine, Omastar, Slowbro, Slowking, Jellicent, Kingdra, Politoed, Poliwrath, Blastoise, Carracosta,
Empoleon, Feraligatr, Samurott, Seismitoad, Swampert, Keldeo, Walrein, Arceus, Kyogre, Manaphy, Palkia, Phione, Suicune
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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 melt
health. Make a melee attack on a Pokémon. On a hit, the away an opponent's defense. Make a ranged attack against a
Pokémon takes 1d4 + MOVE grass damage. Half the target, dealing 1d6 + MOVE poison damage on a hit. On a
damage done is restored by the user. hit, the target must make a CON save against your Move
Higher Levels: The damage dice roll for this move changes to DC. On a failure, the target's AC is reduce by 1 for the
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. duration. This decrease may be stacked on an opponent, up
Acid to a maximum of -3 to its AC.
Type: Poison Higher Levels: The damage dice roll for this move changes to
Move Power: DEX 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 action 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 cone, PP: 5
centered on you. Pokémon caught in the cone must succeed Duration: Instantaneous
on a DEX save, taking 1d6 + MOVE poison damage on a Range: Melee
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 to prowess. Make a melee attack, dealing 3d6 + MOVE flying
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 to
Move Power: CON 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 Pokémon 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 to your body, boosting a random ability for the duration. When
2d6 at level 10 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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Bulldoze Camouflage
Type: Ground Type: Normal
Move Power: STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 15 foot circle Range: Self
Description: You strike the ground so hard that it ripples out Description: You blend in with your surroundings, taking on a
from you in a 15 foot circle. Any creature caught in the area new type for resistances/vulnerabilities/immunities. The
must make a DEX save against your Move DC, taking 1d10 type is dependent on the terrain, and up to the DMs
+ MOVE ground damage on a failure. discretion. (Ex: Forest = Grass, Beach = Water, Desert =
Higher Levels: The damage dice roll for this move changes to Ground/Fire, Mountain = Rock, etc.)
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Captivate
Bullet Punch Type: Normal
Type: Steel Move Power: WIS/CHA
Move Power: DEX Move Time: 1 reaction
Move Time: 1 action PP: 3
PP: 20 Duration: Instantaneous
Duration: Instantaneous Range: 40ft
Range: Melee Description: You attempt to charm an opponent into pulling
Description: You strike with a punch that is quick as a bullet. its punches. When hit by an attack from an opponent of the
At the beginning of a round of combat, you may announce opposite gender, you may use a reaction to force it to make
that you are using this move, immediately jumping to the a WIS save against your Move DC. On a failure, the attack
top of the initiative order for that round only. Make a melee does not hit.
attack on an opponent, dealing 1d6 + MOVE steel damage Charge
on a hit.
Higher Levels: The damage dice roll for this move changes to Type: Electric
1d12 at level 5, 2d8 at level 10, and 4d6 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 to Range: 50ft
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
Calm Mind attack, dealing 1d8 + MOVE electric damage on a hit. If the
Type: Psychic natural attack roll is 10 or higher and the attack hits, add
Move Power: None your proficiency bonus to the damage.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Duration: 1 minute, Concentration
Range: Self
Description: You clear your mind of all distractions. For the
duration, double your STAB bonus when dealing damage of
your type.
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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 an enemy Pokémon,
decreasing its attack. A target you choose in range must attempting to deal damage and keep them in place. Make a
make a WIS save against your Move DC. On a fail, the melee attack roll. On a hit, the target takes 1d6 + MOVE
target adds -2 to all attacks against you for the duration. water damage and is grappled and restrained. At the
Higher Levels: The target adds -3 at level 5, -4 at level 10, and beginning of each of its turns, it may attempt to pry itself
-5 at level 17. away with a STR save against your Move DC. As long as the
Chatter
target is restrained on your subsequent turns, this move can
be activated again as a bonus action with an automatic hit,
Type: Flying dealing 1d6 water damage.
Move Power: WIS/CHA Higher Levels: The damage dice roll for this move changes to
Move Time: 1 action 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 to Range: 20ft
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 hit.
Type: Normal 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 to
PP: 10 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 to Duration: Instantaneous
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 to
Range: Melee 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 Pokémon in the Duration: 1 minute, Concentration
trainer's party, if any remain. Range: Self
Higher Levels: The damage dice roll for this move changes to Description: You coil up and concentrate your power. For the
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. duration, gain +1 to your attack rolls, damage rolls, and AC.
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Crunch Cut
Type: Dark Type: Normal
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 unleash a powerful blow that has a chance Description: You lash out at an enemy with vine or claw or
to temporarily lower a target’s defense. Make a melee attack blade. Make a melee roll on an enemy, doing 1d8 + MOVE
against a target, doing 2d6 + MOVE dark damage on a hit. on a successful hit.
On a natural attack roll of 18 or higher, the target’s AC is Higher Levels: The damage dice roll for this move changes to
decreased by 1 for the remainder of combat. This decrease 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
may be stacked, up to a maximum of -5 to AC. Dark Pulse
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: Dark
Move Power: WIS/CHA
Crush Claw Move Time: 1 action
Type: Normal PP: 10
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 30ft
PP: 5 Description: You target an opponent with a dark aura filled
Duration: Instantaneous with horrible thoughts. Make a ranged attack on an
Range: Melee opponent, dealing 2d6 + MOVE dark damage on a hit. On
Description: You strike out with powerful claws. Make a natural attack rolls of 17 or higher, the target flinches.
melee attack roll against an opponent, doing 1d12 + MOVE Higher Levels: The damage dice roll for this move changes to
normal damage on a hit. If the natural attack roll is 15 or 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
more, your next attack on the same target gets an additional Dark Void
+1 to hit.
Higher Levels: The damage dice roll for this move changes to Type: Dark
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Move Power: WIS
Move Time: 1 action
Crush Grip PP: 5
Type: Normal Duration: Instantaneous
Move Power: STR Range: 30ft
Move Time: 1 action Description: You send the minds of your opponents into a
PP: 3 world of darkness, putting them to sleep. All creatures
Duration: Instantaneous within 30 feet of you must make a WIS save against your
Range: Melee Move DC, falling asleep on a failure.
Description: You clasp your hands around an opponent for a Dazzling Gleam
crushing blow. Make a melee attack against a target, dealing
2d10 + MOVE normal damage on a hit. If the target is Type: Fairy
above 50% of its maximum health, add your proficiency Move Power: DEX/CHA
bonus to the damage roll. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 5
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Duration: Instantaneous
Range: 20ft
Curse Description: You emit a powerful flash that damages all
Type: Ghost creatures in range. Creatures within 20 feet of you must
Move Power: WIS/CHA make a CON save against your Move DC, taking 2d6 +
Move Time: 1 action MOVE fairy damage on a failure, or half as much on a
PP: 5 success.
Duration: 1 minute, Concentration Higher Levels: The damage dice roll for this move changes to
Range: 10 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Description: This Move has a different effect based on your
Pokémon type. If you are ghost-type: You attempt to put a
curse on an opponent. Force a target in range to make a
WIS saving throw against your Move DC. On a fail, the
target is cursed. You take 1d6 damage initially and your
opponent takes 1d6 ghost damage at the end of each of its
turns for the duration. If you are any other type: You place a
curse on yourself. For the duration, your STR and CON
scores increase by two, but your DEX score decreases by 4.
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
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Earthquake Electroweb
Type: Ground Type: Electric
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 10ft Range: 40ft
Description: You create a tremor in the ground in a 10 foot Description: You unleash an electric net of web upon an
radius, centered on you. Each creature in the area must opponent. Make a ranged attack roll, dealing 1d8 + MOVE
succeed on a DEX save against your Move DC, taking 4d4 + electric damage on a hit, and reducing the target's speed by
MOVE ground damage on a fail and be knocked prone. On a 5 feet. The target can use an action on its turn remove any
success, they take half as much damage and are not web from its body. A target whose speed is reduced to 0 is
knocked prone. The area becomes difficult terrain. Flying grappled and restrained.
Pokémon are immune to this attack. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Embargo
Echoed Voice Type: Dark
Type: Normal Move Power: WIS
Move Power: WIS/CHA Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: 1 minute
Duration: Instantaneous Range: 30ft
Range: 40ft Description: You surround an opponent in range with a dark
Description: You release a shout that echoes across the aura. Force an opponent to make a WIS save against your
battlefield towards an opponent. Make a ranged attack, Move DC. On a failure, the opponent cannot gain the effect
dealing 1d6 + MOVE normal damage on a hit. Until the of any held item or trainer item given to it for the duration.
beginning of your next turn, if any other creature in range Ember
uses this move, they may double their damage dice on a hit.
This multiplier can continue to stack to a maximum of 8x Type: Fire
the damage dice, resetting if any of the attacks miss. Move Power: STR/DEX
Higher Levels: The damage dice roll for this move changes to Move Time: 1 action
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. PP: 15
Duration: Instantaneous
Egg Bomb Range: 60ft
Type: Normal Description: You hurl a ball of flame at an enemy within
Move Power: DEX range. Make a ranged attack, doing 1d6 + Move fire damage
Move Time: 1 action on a successful hit. If the natural attack roll is 19 or 20, the
PP: 5 target is burnt.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes to
Range: 60ft 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: You hurl a hard egg at a creature that explodes Encore
on impact. Make a ranged attack on a creature, doing 4d4 +
MOVE normal damage on a successful hit. Type: Normal
Higher Levels: The damage dice roll for this move changes to Move Power: WIS/CHA
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Move Time: 1 reaction
PP: 3
Electro Ball Duration: Instantaneous
Type: Electric Range: 100ft
Move Power: DEX Description: After being targeted by a move, force an
Move Time: 1 action opponent to make a WIS save against your Move DC as a
PP: 5 reaction. On a fail, the target can only use the move that
Duration: Instantaneous targeted you for its next turn. At level 10, the number of
Range: 40ft turns an opponent must use the move changes to 2. At level
Description: You hurl an electric orb at a target in range. 17, it changes to 3.
Make a ranged attack roll, dealing 1d6 + MOVE electric Higher Levels: The number of turns the opponent must use
damage on a hit. Compare the target and user's highest the move increases to 2 turns at level 10 and 3 turns at level
speed type (walking, flying, etc.). If the user's speed is 17.
higher, double the damage dice.
Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
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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 opponent Description: You spew hot magma in a 15 foot cone. Any
in range. The opponent must make a WIS saving throw creature caught in the blast must make a DEX saving throw
against your Move DC. On a failure, the target’s current HP against your Move DC, taking 3d8 + MOVE fire damage on
reduced to be equal to your own. This move can not be used a failure, or half as much on a success. If you are at full
in the first round of combat. health when activating this move, double your STAB bonus
Endure
when dealing damage.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Move Power: None
Move Time: 1 reaction Explosion
PP: 3 Type: Normal
Duration: Instantaneous Move Power: None
Range: Self Move Time: 1 action
Description: When targeted by an attack that would PP: 3
otherwise cause you to faint, you may instead fall to 1HP on Duration: Instantaneous
the first instance of this reaction. On future instances of this Range: 80ft
move in the same combat, you must roll higher than a 15 on Description: You create a sphere of energy that packs a
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 Pokémon 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: 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. Make Move Time: 1 action
a ranged attack, dealing 2d8 + MOVE grass damage on a PP: 10
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 to Description: You create an irritating, damaging sound in the
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 flinches.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: WIS/CHA 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
PP: 10 Extreme Speed
Duration: 1 minute Type: Normal
Range: 60ft Move Power: DEX
Description: You dance with a strange rhythm that causes an Move Time: 1 action
opponent to mimic you. Choose a target in range and force PP: 3
them to make a WIS save against your Move DC. On a Duration: Instantaneous
failure, choose one of their abilities to replace with one of Range: Melee
your own for the duration. Description: You rush to attack with incredible speed. At the
start of each round of combat, you can declare to go first
and use this move, moving your turn order to the top for
this round only. No other move may be used. Make a melee
attack roll, doing 2d6 + MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
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Gust Harden
Type: Flying Type: Normal
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: Self
Description: You create a strong wind that batters enemy Description: You increase your defense, adding + 1 to your
Pokémon. Make a ranged attack on a single Pokémon, AC. This effect can be stacked with multiple Harden moves,
doing 1d6 + MOVE flying damage on a hit. to a maximum of + 5 AC. Your AC returns to normal after
Higher Levels: The damage dice roll for this move changes to combat.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Haze
Gyro Ball Type: Ice
Type: Steel Move Power: None
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 15
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 30ft
Range: Melee Description: You create a haze of light snow that washes over
Description: You tackle an opponent with a high-speed spin. the Pokémon in a 30ft circle, centered on you. Any stat
Make a melee attack against an opponent, dealing 1d6 + bonuses or modifiers, status effects, shields or other outside
MOVE steel damage on a hit. If your DEX score is lower forces affecting the stats or abilities of a Pokémon are
than the opponent's, double the dice roll for damage. removed. This includes things like Leech Seed, Reflect, and
Higher Levels: The damage dice roll for this move changes to Light Screen.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Head Charge
Hail Type: Normal
Type: Ice Move Power: STR
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: Instantaneous
Duration: 3 rounds, Concentration Range: Melee
Range: 30ft radius Description: You lower your head and charge at an opponent.
Description: You stir up a massive hail storm in a 30 foot Make a melee attack. On a hit, you deal 2d10 + MOVE
radius, centered on a point in range. Any non ice-type normal damage, taking a quarter of the total damage
Pokémon in the area at the beginning of their turn take 1d6 (rounded down) in recoil.
ice damage. The hail storm lasts for 3 rounds. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Head Smash
Hammer Arm Type: Rock
Type: Fighting Move Power: STR
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 3
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You lower your head to deliver a dangerous
Description: You put all your power into a strong and heavy headbutt. Make a melee attack, dealing 3d8 + MOVE rock
fist attack. Make a melee attack, dealing 4d4 + MOVE damage on a hit. On a hit, the user takes 1/2 the damage
fighting damage on a hit. Until the beginning of your next dealt in normal-type recoil.
turn, you have disadvantage on all DEX saves and your Higher Levels: The damage dice roll for this move changes to
speed is halved. 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Higher Levels: The damage dice roll for this move changes to
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
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Ingrain Judgment
Type: Grass Type: Varies
Move Power: CON Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: 3 rounds Duration: Instantaneous
Range: Self Range: 100ft
Description: You pierce the ground with roots, absorbing Description: You send powerful missiles of pure energy to
natural energy and fixing you in place. At the end of each of rain down on any opponent in a 40 foot circle, centered on a
your next three turns (including this one), heal yourself for point in range. Any creature caught in the area must make a
1d6 + MOVE hit points as a free action. During this time, DEX save against your Move DC, taking 5d6 + MOVE
you may not flee or be switched out. damage on a failure, or half as much on a success. The type
Higher Levels: The healing dice roll for this move changes to of the damage depends on the kind of plate the user is
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. holding.
Iron Defense
Higher Levels: The damage dice roll for this move changes to
4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Type: Steel
Move Power: None Jump Kick
Move Time: 1 action Type: Fighting
PP: 10 Move Power: STR/DEX
Duration: 1 round Move Time: 1 action
Range: Self PP: 5
Description: Your body temporarily becomes solid as steel Duration: Instantaneous
plate. Until your next turn, you gain + 6 to your AC and have Range: Melee
resistance to all types of damage. If you were vulnerable, Description: You leap into the air to deliver a strong kick to
you now take regular damage. If you were already resistant, the enemy. Make a melee attack against a Pokémon, doing
you become immune. 4d4 + MOVE fighting damage on a hit. On a miss, you take
Iron Head
1 damage.
Higher Levels: The damage dice roll for this move changes to
Type: Steel 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Power: STR
Move Time: 1 action Karate Chop
PP: 10 Type: Fighting
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You slam into your opponent with your hard PP: 15
head. Make a melee attack, dealing 2d6 + MOVE steel Duration: Instantaneous
damage on a hit. On a natural attack roll of 16 or higher, the Range: Melee
target flinches. Description: You extend a hand towards an enemy Pokémon
Higher Levels: The damage dice roll for this move changes to for a savage karate chop. Make a melee Attack roll, doing
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. 1d8 + MOVE fighting damage on a hit. Karate Chop scores
Iron Tail
a critical hit on 19s and 20s.
Higher Levels: The damage dice roll for this move changes to
Type: Steel 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Move Power: STR
Move Time: 1 action Kinesis
PP: 10 Type: Psychic
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You swing your tail out, attempting to crush an PP: 10
opponent. Make an attack roll on an opponent in range, Duration: 1 minute
doing 4d4 + MOVE steel damage on a hit. If the natural Range: Self
attack roll is a 19 or 20, the target’s AC is decreased by 1 for Description: You move with incredible speed. Increase your
the rest of combat. walking, flying, or swimming speed by 20 if it is greater than
Higher Levels: The damage dice roll for this move changes to 0, and add +2 to AC when targeted by ranged attacks for the
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. duration. This move cannot be stacked.
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Meditate Megahorn
Type: Psychic Type: Bug
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 5
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: Melee
Description: You become one with your inner self. For the Description: You charge an opponent for a devastating horn
duration, double your proficiency bonus when it comes to attack. Make a melee attack roll, doing 2d10 + MOVE bug
attack rolls and saving throws. damage on a hit. If the user moves at least 20 feet towards a
Mega Drain
target before using this move, the target is forced to make a
STR save against your Move DC or be knocked prone.
Type: Grass Higher Levels: The damage dice roll for this move changes to
Move Power: STR/DEX 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Time: 1 action
PP: 10 Memento
Duration: Instantaneous Type: Dark
Range: 50ft Move Power: None
Description: You attempt to drain the life force of an enemy Move Time: 1 action
Pokémon. Make a ranged attack on a target, doing 1d6 + PP: 3
MOVE grass damage on a hit. Half of the damage dealt is Duration: 2 rounds
restored to the user. Range: Melee
Higher Levels: The damage dice roll for this move changes to Description: You sacrifice your life force to leave a lasting
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. mark on an enemy. When you activate this move, you touch
Mega Kick
an opponent and drop to 0 hit points. As a result, the
opponent is incapacitated for 2 rounds. All attacks against it
Type: Normal have advantage, it automatically fails all STR and DEX
Move Power: STR saving throws, and it cannot attack, move, flee, or be
Move Time: 1 action switched out.
PP: 10
Duration: Instantaneous Metal Burst
Range: Melee Type: Steel
Description: You strike out with a hard kick. Make a melee Move Power: None
attack against a target, doing 2d10 + MOVE normal damage Move Time: 1 reaction
on a hit. PP: 3
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Range: Melee
Mega Punch
Description: You lash out in retaliation with a bust of harsh
metal shards. When hit by a melee attack, you may use your
Type: Normal reaction to make an attack roll on the creature that hit you.
Move Power: STR On a hit, deal an amount of steel damage equal to the
Move Time: 1 action damage dealt to you plus your own STAB bonus.
PP: 15
Duration: Instantaneous Metal Claw
Range: Melee Type: Steel
Description: You strike out with a hard punch Make a melee Move Power: STR
attack against a target, doing 2d6 + MOVE normal damage Move Time: 1 action
on a hit. PP: 10
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Range: Melee
Description: You strike out with sharp claws. Make a melee
attack roll against an opponent, doing 1d8 + MOVE steel
damage on a hit. If the natural attack roll is 19 or 20, your
next attack gets an additional +1 to hit.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
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Nightmare Outrage
Type: Ghost Type: Dragon
Move Power: WIS/CHA Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: 3 rounds, Concentration
Range: 60ft Range: Melee
Description: Only effective against sleeping Pokémon, you Description: You go into a rampage, doing several attacks
instill a nightmare in their dreams, inflicting 3d6 + MOVE without control for three rounds. Make a melee attack roll
ghost damage automatically. each round, doing 1d6 + MOVE dragon damage on a hit the
Higher Levels: The damage dice roll for this move changes to first round, 2d6 + MOVE dragon damage on a hit the second
4d6 at level 5, 5d6 at level 10, and 6d6 at level 17. round, and 4d6 + MOVE dragon damage on a hit the third
Octazooka
round. At the end of the third attack, you become confused.
This attack stops if you miss any of the attacks, if
Type: Water concentration is broken, or the user becomes incapacitated.
Move Power: STR/DEX Higher Levels: The dice used for this move changes to a d8 at
Move Time: 1 action level 5, a d10 at level 10, and a d12 at level 17.
PP: 5
Duration: Instantaneous Overheat
Range: 30ft Type: Fire
Description: You send a blast of ink towards your opponents. Move Power: STR/CON
Make a ranged attack roll, doing 1d10 + MOVE water Move Time: 1 action
damage on a hit. If the natural attack roll is 18 or more, the PP: 3
target must add -1 to attack rolls for the remainder of this Duration: Instantaneous
combat. Range: 15ft
Higher Levels: The damage dice roll for this move changes to Description: With a roar, flames burst from your body in a 15
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. foot circle, centered on you. Any creature in range must roll
Odor Sleuth
a DEX saving throw against your Move DC, taking 5d4 +
MOVE fire damage on a failure, or half as much on a
Type: Normal success. The power of the move exhausts you, and your
Move Power: None next attack is done at disadvantage. If your next attack
Move Time: 1 action requires an opponent saving throw, they have advantage.
PP: 3 Higher Levels: The damage dice roll for this move changes to
Duration: 1 minute, Concentration 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
Range: 30ft, Self
Description: When you activate this move, choose a target in Pain Split
range. For the duration, the target cannot activate any move Type: Normal
that would increase its AC. If it has already activated such a Move Power: CON/CHA
move, the effect ends immediately. In addition, for the Move Time: 1 action
duration, no Pokémon in range has immunity to your Ghost, PP: 3
Normal, or Fighting-type moves. Duration: Instantaneous
Ominous Wind
Range: 30ft
Description: You split pain from your injuries with your
Type: Ghost attacker. Target a Pokémon in range, forcing them to make
Move Power: WIS/DEX a CHA save against your Move DC. On a fail, both you and
Move Time: 1 action your attacker change your current health points to the
PP: 3 average of the two. If this causes either Pokémon to go
Duration: Instantaneous above maximum health, they take their maximum health
Range: 40ft instead.
Description: You stir up a gust of repulsive wind that strikes
an opponent in range. Make a ranged attack, dealing 1d10 +
MOVE ghost damage on a hit. On a natural attack roll of 19
or 20, increase all of your ability scores by +1 for three
rounds.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
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Safeguard Scald
Type: Normal Type: Water
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: 3 rounds Duration: Instantaneous
Range: 50ft Range: 20ft
Description: You and all allies in range boost their defense. Description: You instantly boil water within you to a
For the duration, anyone affected is protected from any new damaging temperature, blasting an opponent with its heat.
negative status conditions. Make a ranged attack, dealing 2d6 + MOVE water damage
Sand Attack
on a hit. On a natural attack roll of 15 or more, the target is
burned.
Type: Ground Higher Levels: The damage dice roll for this move changes to
Move Power: DEX/CON 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
PP: 10 Scary Face
Duration: Instantaneous Type: Normal
Range: 30ft Move Power: STR/CHA
Description: You kick up a cloud of sand in an attempt to Move Time: 1 action
blind a target in range. The target must make a CON save PP: 5
against your Move DC. On a fail, for the remainder of the Duration: Instantaneous
encounter, they add -1 to all of their attack rolls. This move Range: 60ft
can be stacked for a maximum of -5 to attack rolls. Description: You put on your scariest face, attempting to
Sand Tomb
paralyze an opponent with fear. Force a target in range to
make a WIS save against your Move DC. On a fail, the
Type: Ground target is paralyzed.
Move Power: STR
Move Time: 1 action Scratch
PP: 10 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: 30ft Move Time: 1 action
Description: You attempt to summon a wave of sand that PP: 20
surrounds your opponent. Make a ranged attack roll. On a Duration: Instantaneous
hit, the target takes 1d4 + MOVE ground damage and is Range: Melee
grappled and restrained. At the beginning of each of its Description: You slash out at a Pokémon in range. Make a
turns, it may attempt to escape with a STR save against melee attack, doing 1d6 + MOVE normal damage on a hit.
your Move DC. While a Pokémon is grappled, you may Higher Levels: The damage dice roll for this move changes to
continue this move, as a bonus action, to do an automatic 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
1d4 ground damage without having to make an attack roll. Screech
Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Type: Normal
Move Power: CON/CHA
Sandstorm Move Time: 1 action
Type: Rock PP: 20
Move Power: None Duration: 1 minute
Move Time: 1 action Range: 20ft
PP: 3 Description: You let out a horrible screech at enemy
Duration: 3 rounds, Concentration Pokémon in a 20 foot radius, centered on you, distracting
Range: 100ft them and opening up their defenses. The Pokémon must
Description: You stir up a massive sandstorm in a 30 foot make a WIS save against your Move DC. On a fail, allies add
radius, centered on a point in range. Any non rock-, steel-, or +1 to any attack they target an affected Pokémon with for
ground-type Pokémon in the area at the beginning of their the duration. This modifier can be stacked if a Pokémon
turn take 1d6 rock damage. The Sandstorm lasts for 3 fails multiple screech saves, up to a maximum of +5.
rounds.
Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
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Smog Snore
Type: Poison Type: Normal
Move Power: CON Move Power: STR/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 round Duration: instantaneous
Range: 30ft Range: 50ft
Description: You create a fog of poisonous smog in a 15 foot Description: While you are asleep, you may activate this
radius, centered on a point within range. Creatures that move to create a harsh noise that damages all Pokémon
begin their turn in the area take 1d4 + MOVE poison within range for 1d8 + MOVE normal damage.
damage and must succeed on a CON save against your Higher Levels: The damage dice roll for this move changes to
Move DC or become poisoned. The area of smog is 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
considered difficult terrain, and any attacks make from Soak
inside it are done at disadvantage. The smog cloud
dissipates at the beginning of your next turn. Type: Water
Higher Levels: The damage dice roll for this move changes to Move Power: STR/CON
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Move Time: 1 action
PP: 10
Smokescreen Duration: 1 minute
Type: Normal Range: 50ft
Move Power: CON Description: You fire a torrent of water at an opponent with
Move Time: 1 action such force that it leaves lasting effects. Force a target in
PP: 10 range to make a CON save against your Move DC. On a
Duration: 1 minute, Concentration failure, their type changes to water.
Range: 60ft Soft-Boiled
Description: You conjure a line of smoke on the battlefield, 60
feet long and 5 feet thick. The area on either side is Type: Normal
obscured and imposes disadvantage on any ranged attacks Move Power: CON/CHA
made by a Pokémon targeting another on the opposite side. Move Time: 1 action
Any Pokémon inside the wall of smoke, when it is conjured, PP: 5
must make a CON save against your Move DC or become Duration: Instantaneous
blinded for the duration. A blinded creature can repeat the Range: 30ft
save at the beginning of its turns to remove the effect on a Description: Heal a Pokémon in range for 2d6 + MOVE
success. hitpoints.
Higher Levels: The dice roll for healing changes to 4d6 at
Snarl level 5, 6d6 at level 10, and 8d6 at level 17.
Type: Dark Solar Beam
Move Power: WIS/CHA
Move Time: 1 action Type: Grass
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action, charge
Range: 30ft PP: 5
Description: You release a harsh growl at an opponent, Duration: 1 round, Concentration
damaging their willpower. Force an opponent to make a Range: 80ft line
WIS save against your Move DC. On a failure, the target Description: When you use this move, soak in solar energy
takes 1d8 + MOVE dark damage. If you are the target of its and prepare to unleash a devastating beam. On your next
next attack, the attack is rolled at disadvantage. turn, if you keep your concentration, use an action to create
Higher Levels: The damage dice roll for this move changes to a 80 foot line of solar energy, 5 feet wide. Any creature
2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. caught in the line must succeed on a DEX save or take 3d8
+ MOVE grass damage on a fail and half as much on a save.
Snatch If this move in used in daylight, the damage increases by
Type: Dark 2d6.
Move Power: DEX Higher Levels: The damage dice roll for this move changes to
Move Time: 1 reaction 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
PP: 5
Duration: Instantaneous
Range: 30ft
Description: You call upon dark energy to steal an effect from
an opponent. When an opponent in range activates a move
with a positive effect on itself (curing negative status effect,
boosting stats, healing, etc.), force it to make a WIS save
against your Move DC. On a failure, you gain the positive
effect and the opponent's move fails.
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Substitute Superpower
Type: Normal Type: Fighting
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Melee
Description: You create a duplicate of yourself with a quarter Description: You strike a foe with incredible power - but with
of your current HP (rounded down). This substitute moves great power comes great responsibility. Make a melee
with you, has an AC of 1 and takes all damage and status attack against an opponent, dealing 4d6 + MOVE fighting
ailments you would normally take until it is destroyed. If the damage on a hit. This move exhausts you, and your STR
damage done is enough to destroy the substitute, you take and DEX ability scores are set to 10 while you remain in
the remaining damage. battle.
Sucker Punch
Higher Levels: The damage dice roll for this move changes to
5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
Type: Dark
Move Power: STR/DEX Supersonic
Move Time: 1 reaction Type: Normal
PP: 3 Move Power: DEX/WIS
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You lay in a quick punch before an opponent has Duration: Instantaneous
a chance to attack. When targeted by a melee attack, you Range: 80ft
may use your reaction to attempt to strike an opponent Description: You emit a high pitched screech heard only by
before its attack is rolled. Make a melee attack, dealing 1d6 the target. Choose a target in range. The target must pass a
+ MOVE dark damage on a hit. WIS saving throw against your Move DC or become
Higher Levels: The damage dice roll for this move changes to confused.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Surf
Sunny Day Type: Water
Type: Fire Move Power: STR/DEX
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: Instantaneous
Duration: 5 rounds Range: 60ft
Range: Self Description: You create a powerful wave that crashes down
Description: You change the weather to intense sunlight for 5 on an opponent in range. Make a ranged attack, dealing 2d8
rounds. + MOVE water damage on a hit.
Super Fang
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 Swagger
Move Time: 1 action Type: Normal
PP: 5 Move Power: WIS/CHA
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You lash out with an incredible fang attack. Duration: Instantaneous
Make a melee attack, doing 2d6 +MOVE normal damage on Range: 40ft
a hit. On critical hits, instead of doubling the dice, you can Description: Force a target in range to make a WIS save
choose to do damage equal to half the target’s current HP against your Move DC. On a fail, the target is confused, but
(up to a maximum of 5x your level).. it adds +2 to its attack rolls while confused.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
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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: None
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 appear
Range: Melee and dance around you, increasing your AC by +1 for each
Description: You lay a kiss on an opponent, attempting to sword. As a bonus action on a future turn, you can drop out
confuse them. The target must make an INT saving throw of concentration to send the swords at an enemy Pokémon
against your Move DC or become confused. within 30 feet of you, making three ranged attack rolls,
Sweet Scent
doing 1d6 normal damage on each hit.
Higher Levels: You create 3 swords at level 10 and 4 swords
Type: Normal at level 17.
Move Power: CON/CHA
Move Time: 1 action Synchronoise
PP: 10 Type: Psychic
Duration: Instantaneous Move Power: WIS/CHA
Range: 30ft Move Time: 1 action
Description: You release a sweet smell directed at a target in PP: 5
range. The target must make a CHA save against your Move Duration: Instantaneous
DC. On a fail, you have advantage on your next two attacks Range: 20ft circle
against that target. Description: You emit a strange soundwave that only
Swift
damages creature that share a type with you. Any creature
within a 20ft circle that shares at least one of your types
Type: Normal must make a CON save against your Move DC, taking 2d10
Move Power: None + MOVE psychic damage on a failure, or half as much on a
Move Time: 1 action success.
PP: 10 Higher Levels: The damage dice roll for this move changes to
Duration: Instantaneous 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Range: 100ft
Description: You fire three projectiles at any Pokémon you Synthesis
choose in range. They do not have to target the same Type: Grass
Pokémon. Each hit for 1d4 + 1 normal damage. This move Move Power: CON
also targets Pokémon during the invulnerable stages of Dig, Move Time: 1 action
Fly, Bounce, etc. PP: 3
Higher Levels: You fire 4 projectiles at level 5, 5 projectiles at Duration: Instantaneous
level 10, and 6 projectiles at level 17. Range: Self
Description: You regenerate from the inside, healing some of
your wounds. Heal yourself for 2d6 + MOVE hit points.
Higher Levels: The healing dice roll for this move changes to
4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.
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Tackle Tailwind
Type: Normal Type: Flying
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 3
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: 30ft circle
Description: You rush forward and slam into an opponent. Description: You whip up a turbulent whirlwind that boosts
Make a melee attack roll against a target, doing 1d6 + the speed of you and all allies in a 30 foot circle, centered
MOVE normal damage on a hit. on you. The wind only follows you and your allies, and
Higher Levels: The damage dice roll for this move changes to doubles their movement speed for the duration.
1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Take Down
Tail Glow Type: Normal
Type: Bug Move Power: STR
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: Instantaneous
Duration: 1 minute, Concentration Range: Melee
Range: Self Description: You sacrifice your own position to take down an
Description: Your tail emits a flash of light, boosting your enemy Pokémon. Roll a melee attack roll. On a hit, you deal
attack. For the duration, double your STAB damage. 2d8 + MOVE normal damage, taking a quarter of the total
Tail Slap
damage (rounded down) in recoil.
Higher Levels: The damage dice roll for this move changes to
Type: Normal 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Move Power: STR/DEX
Move Time: 1 action Taunt
PP: 5 Type: Dark
Duration: Instantaneous Move Power: WIS/CHA
Range: Melee Move Time: 1 action
Description: You strike out against an opponent with a quick- PP: 10
hitting, hard tail. Make a melee attack roll, doing 1d4 + Duration: 1 minute, Concentration
MOVE normal damage on a hit. After successfully hitting a Range: 40ft
target, roll a d4. On a result of 3 or 4, you may immediately Description: You taunt an opponent to only attack you with
hit again for an additional 1d4 normal damage. Continue damaging attacks. Choose a target in range and force it to
this process until you fail to roll a 3 or 4 on the d4 roll, up to make a WIS saving throw against your Move DC. On a
a maximum of four additional hits. failure, the target can only use damaging attacks that target
Higher Levels: The damage dice roll for this move changes to you for the duration.
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Techno Blast
Tail Whip Type: Normal
Type: Normal Move Power: STR/DEX
Move Power: CHA/DEX Move Time: 1 action
Move Time: 1 action PP: 3
PP: 15 Duration: Instantaneous
Duration: 1 minute Range: 40ft line
Range: 100ft Description: You sing an ancient song that damages
Description: You shake your tail at an enemy Pokémon, opponents in range with the chance to put them asleep. Any
distracting it and opening up its defenses. The Pokémon creature in a 20ft circle, centered on you, must make a CON
must make a WIS save against your Move DC. On a fail, save against your Move DC, taking 1d12 + MOVE normal
allies add +1 to any attack they target it with for the damage on a failure, or half as much on a success. Any
duration. This modifier can be stacked if it fails multiple tail creature that fails the save by more than 5 is put to sleep.
whip saves, up to a maximum of +5. 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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Work Up X-Scissor
Type: Normal Type: Bug
Move Power: None Move Power: STR/DEX
Move Time: 1 bonus action Move Time: 1 action
PP: 3 PP: 10
Duration: 1 minute Duration: Instantaneous
Range: Self Range: Melee
Description: You get your adrenaline pumping and go into a Description: You cross your claws for a scissor-like slashing
frenzy. While worked up, you add +2 to all attack rolls. Your attack. Make a melee attack against an opponent, dealing
worked up status ends if you are incapacitated or if you 2d6 + MOVE bug damage on a hit.
have not attacked a hostile target since your last turn, or Higher Levels: The damage dice roll for this move changes to
taken any damage since then. 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Worry Seed Yawn
Type: Grass Type: Normal
Move Power: DEX/CHA Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute Duration: 1 round
Range: 30ft Range: 30ft
Description: You shoot a bizarre seed that implants worry Description: You release a big yawn that causes an opponent
into another creature, ally or foe. The target must succeed to become very drowsy. Choose a target in range. If that
on a CON save against your Move DC or replace the user's target is still in the battle at the end of its next turn, it falls
choice of ability with "Insomnia", preventing sleep for the asleep.
duration. Zap Cannon
Wrap Type: Electric
Type: Normal Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 3
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 120ft
Range: Melee Description: You fire out an extreme blast of pure electric
Description: You attempt to grapple a target into submission. energy at an opponent. Make a ranged attack against a foe
Make a melee attack roll. On a hit, the target takes 1d4 + in range, doing 2d10 + MOVE electric damage. If the
MOVE normal damage and is grappled and restrained. At natural attack roll is 15 or higher, the target is paralyzed.
the beginning of each of its turns, it may attempt to escape Higher Levels: The damage dice roll for this move changes to
with a STR save against your Move DC. As long as the 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
target is restrained on your subsequent turns, this move can Zen Headbutt
be activated again as a bonus action with an automatic hit,
dealing 1d4 normal damage. Type: Psychic
Higher Levels: The damage dice rolls for this move change to Move Power: STR/WIS
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Move Time: 1 action
PP: 10
Wring Out Duration: Instantaneous
Type: Normal Range: Melee
Move Power: STR Description: You focus all of your willpower into your head
Move Time: 1 action and ram it into an opponent. Make a melee attack, dealing
PP: 3 2d6 + MOVE psychic damage on a hit. If the natural attack
Duration: Instantaneous roll is 17 or higher, the target flinches.
Range: Melee Higher Levels: The damage dice roll for this move changes to
Description: You wrap your hands around the opponent and 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
squeeze hard. Make a melee attack against an opponent,
dealing 3d8 + MOVE normal damage on a hit. If the
opponent has 50% or more of its maximum HP, add an
additional damage dice to the attack.
Higher Levels: The damage dice roll for this move changes to
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
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10. Abilities
Adaptability Blaze
This Pokémon's STAB is increased by +1 at all levels. When this Pokémon falls below 25% of its maximum HP,
double the STAB damage for its fire-type moves.
Aftermath
This Pokémon deals damage to an attacker equal to half of the Blizzard
damage received when knocked out by a melee move. This Pokémon knows Blizzard as a fifth move. The move is
forgotten if it takes any other form.
Air Lock
While this Pokémon is in battle, weather-related abilities have Burrower
no effect on the Pokémon that have them. This Pokémon can burrow underground traveling a distance
equal to its walking speed before re-emerging.
Air Slash
This Pokémon knows Air Slash as a fifth move. The move is Cacophony
forgotten if it takes any other form. This Pokémon is immune to sound-based moves.
Analytic Chlorophyll
After this Pokémon misses an attack, its next attack is done at This Pokémon’s speed is doubled in bright sunlight.
advantage.
Clear Body
Anger Point
Other Pokémon's moves or abilities cannot lower this
After suffering a critical hit, this Pokémon adds proficiency to Pokémon stats.
its damage if its next attack hits.
Cloud Nine
Anticipation
While this Pokémon is in battle, weather-related abilities have
When this Pokémon enters the battle, an opponent must no effect on the Pokémon that have them.
reveal if it has a move that the Pokémon is vulnerable to. The
move does not have to be revealed - only that there is such a Color Change
move.
When hit by a damaging attack, this Pokémon's type changes
Aqua Camoflauge to the type that hit it. It takes on the new type's resistances,
vulnerabilities, and immunities.
Once per short rest, this Pokémon gains temporary hit points
equal to its level when battling in coastal and swampy areas, Competitive
or in rainy conditions.
This Pokémon adds its proficiency bonus to damage rolls
Arena Trap while poisoned, burned, confused, or paralyzed.
Wild Pokémon cannot flee from this Pokémon if it is active in Compound Eyes
battle, except if they are flying-type, or use the Levitate ability,.
This Pokémon gets an additional +1 to attack rolls.
Bad Dreams
Contrary
If an opponent in battle with this Pokémon falls asleep, they
take an amount of damage equal to this Pokémon's proficeincy Moves that affect this Pokémon's stats have the opposite
bonus at the end of each of their turns. effect. (For example, Defense Curl would lower AC by 4.
Growl would increase its attack by +1)
Battle Armor
Cursed Body
This Pokémon is immune to extra damage dealt by a Critical
Hit. When hit by a melee attack, this Pokémon may roll 1d4. On a
result of 4, the opponent who made the attack cannot use the
Big Pecks same move on its next turn.
This Pokémon's AC cannot be reduced by an opponent's Cute Charm
moves.
Once per short rest, you can impose disadvantage on an
enemy attack roll of your choice.
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Drizzle Forewarn
A constant light rain forms on the battlefield when the When this Pokémon enters battle, it selects a target to reveal
Pokémon enters into combat. In the case of another Pokémon the move it knows with the most damage output. In the case
with a similar weather ability, the tie goes to the Pokémon of a tie, the target can choose which move it reveals.
with the highest DEX score. Friend Guard
Drought Once per long rest, when an ally within 15 feet of this
When this Pokémon enters an outside battle, the weather Pokémon is hit by an attack, it may choose to halve the
immediately changes to bright sunlight. In the case of another damage dealt.
Pokémon with a similar weather ability, the tie goes to the Frisk
Pokémon with the highest DEX score.
Upon entering a battle, a single opponent’s held item is
Dry Skin revealed, if it has one.
At the end of each of this Pokémon's turns, it takes an amount Gluttony
of damage equal to its proficiency modifier in strong sunlight,
or heals for the same amount during rain. This Pokémon must eat its held berry when it falls below ½ of
its maximum HP.
Early Bird
This Pokémon has advantage on rolls to wake from sleep. Guts
When this Pokémon is burned or poisoned, they are not
Effect Spore affected by the disadvantage or half damage effects. They still
When hit by a melee attack, roll a d4. On a 4, deal an amount take damage at the end of each of their turns.
of grass damage equal to your proficiency modifier to your Harvest
attacker.
At the end of this Pokémon's turn, if it used a berry, roll 1d4.
Filter On a result of 3 or 4, it regains that berry as a held item.
When hit by a move type this Pokémon is vulnerable to, it may Healer
roll a d4. In a result of 4, it does not take the additional
damage. As an action, this Pokémon can touch an ally to restore a
negative status effect.
Flame Body
The flames from this Pokémon's body shine dim light in a 15 Healing Rain
ft radius. In addition, when hit by a melee attack, roll a d10. This Pokémon can use its action to heal hit points equal to its
On a 10, the attacker is burned. level, in rainy conditions.
Flare Boost Heatproof
This Pokémon adds proficiency to its damage rolls while This Pokémon takes quarter damage from fire-type moves and
burned. is immune to the burning condition.
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Plus Regenerator
This Pokémon boosts its attack and damage rolls by 2 if an Once per long rest, this Pokémon regains hit points equal to
ally also has a Plus or Minus ability its level when it returns to its Pokéball.
Poison Heal Rivalry
If this Pokémon is poisoned, the amount of damage dealt by This Pokémon adds its proficiency bonus to damage when
the poison heals the Pokémon instead. attacking a Pokémon of the same type.
Poison Point Rock Head
On melee attacks made by this Pokémon, roll a d10 on a hit. This Pokémon takes no recoil damage.
On a result of a 10, the target is poisoned.
Rough Skin
Poison Touch When this Pokémon is hit by a melee attack, it may roll a d4.
When this Pokémon is hit with a melee attack, roll a 1d4. On a On a 4, deal an amount of normal damage equal to its
result of 4, the attacker takes an amount of poison damage proficiency modifier to its attacker.
equal to this Pokémon’s proficiency modifier.
Run Away
Prankster While this Pokémon is active, the trainer automatically
Once per short rest, this Pokémon can move to the top of succeeds on their DEX roll to run away from a wild Pokémon
initiative order in a single round, but must use a status- encounter.
affecting move on its turn.
Sand Force
Pressure During a Sandstorm, this Pokémon can double its STAB
Any move targeting this Pokémon directly costs an additional when it hits an opponent.
1 PP.
Sand Rush
Protean This Pokémon’s speed is doubled in desert terrain, or during a
This Pokémon's type changes to the type of move it uses, just Sandstorm.
before the move is used. It takes on the new type's resistances,
vulnerabilities, and immunities. Sand Stream
Pure Power A constant Sandstorm covers the battlefield when this
Pokémon enters a battle. This Pokémon may use the move
Once per short rest, this Pokémon may double the damage it Sandstorm as a bonus action. In the case of another Pokémon
does on a single move that requires an attack roll. The player with a similar weather ability, the tie goes to the Pokémon
must announce that they are using this ability before the with the highest DEX score.
attack roll.
Sand Veil
Quick Feet This Pokémon’s AC increases by 2 in desert terrain, or during
When suffering from a negative status condition, this a Sandstorm.
Pokémon’s speed increases by 15 ft.
Sap Sipper
Rain Dish This Pokémon is immune to grass-type moves. If hit by a grass
In rainy conditions, this Pokémon heals for an amount of HP type move, it takes no damage and instead absorbs the energy,
equal to its proficiency bonus at the end of each of its turns. granting advantage on its next attack.
Rattled Scrappy
When this Pokémon is hit by a damaging Dark, Bug, or Ghost This Pokémon's Normal and Fighting type moves hit Ghost
move, it makes its next attack at advantage. type Pokémon.
Reckless Serene Grace
When attacking with moves with recoil damage, this Pokémon The DC to avoid a negative status condition from this
doubles its STAB bonus. Pokémon is increased by 1.
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Water Absorb
Water type moves do not damage this Pokémon. Instead, half
of any water damage done is absorbed, restoring the
Pokémon's HP.
Water Veil
This Pokémon is immune to burning.
Water Weight
Once per short rest, this Pokémon gains temporary hit points
equal to its level when battling in coastal and swampy areas,
or in rainy conditions.
Weak Armor
When an attack hits this Pokémon, its speed increases by 5
feet, but its AC is temporarily reduced by 1 until the end of
battle (for a maximum reduction of -5).
White Smoke
Other Pokémon's moves or abilities cannot lower this
Pokémon stats.
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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Ivysaur #002 (A): The minimum level this Pokémon can be found in the
Small Grass/Poison Type | Level 5 (A) | SR 5 wild.
Armor Class: 15 (B)
(B): Not tied to DEX in any way. This is a fixed number based
Hit Points: 45 on Natural Armor that can only be increased by items, moves,
Hit Dice: d8 or the "AC Up" feature.
Speed: 30ft. walking
(C): This Pokémon adds its proficiency bonus to checks made
with these skills. In addition, if they are a trainer's Active
STR DEX CON INT WIS CHA Pokémon, they can "help" the trainer with these skills,
15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
granting advantage.
(D): Attacks of this type that are made against this Pokémon
Proficient Skills: Athletics, Nature (C) deal double the damage (after all bonuses).
Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic (D) (E): Attacks of this type that are made against this Pokémon
Resistances: Electric, Fairy, Fighting, Grass, Water (E) deal half the damage (after all bonuses).
Overgrow: When this Pokémon falls below 10% of (F): In the case of two abilities here, the DM can choose to
its maximum HP, double the STAB damage for its give a Pokémon both, or flip a coin to determine witch ability
grass-type moves. (F) the Pokémon gets.
Hidden Ability (G): This ability can only be unlocked with the "Hidden
Chlorophyll: This Pokémon’s speed is doubled in Ability" feature.
bright sunlight. (G)
(H): A Pokémon may, at any time, know up to four of these
moves, or ones that are in tiers below this based on current
Evolution: Ivysaur can evolve into Venusaur at level level. If it chooses, a Pokémon may switch its known moves at
14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
each level increase. A Pokémon that evolves at the same level
its ability scores (max 20).
a new move is learned (2, 6, 10, 14, 18) can only learn new
moves that are in its evolved form's stat block.
Moves
Starting Moves: Tackle, Leech Seed, Vine Whip (H)
Level 6: Poison Powder, Sleep Powder, Take Down
Level 10: Razor Leaf, Sweet Scent
Level 14: Growth, Double-Edge, Worry Seed
Level 18: Synthesis, Solar Beam
Learnable Moves:
TM: 01, 06, 09, 10, 11, 16, 17, 20, 21, 22,
27,32,36, 42, 44, 45, 48, 49, 53, 75, 86, 87, 88,
90, 96, 100
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12. Appendix
Pokémon Experience Rewarded By Level & SR
Level :: SR 1/8 1/4 1/2 1 2 3 4 5 6
1 20 40 80 160 360 560 880 1,400 1,800
2 40 80 160 360 560 880 1,400 1,800 2,300
3 80 150 340 530 840 1,400 1,700 2,200 3,000
4 140 320 500 790 1,300 1,700 2,100 2,800 3,600
5 360 560 880 1,400 1,800 2,300 3,100 4,000 4,700
6 530 840 1,400 1,700 2,200 3,000 3,800 4,500 5,500
7 820 1,300 1,700 2,200 2,900 3,700 4,400 5,400 6,200
8 1,300 1,700 2,100 2,800 3,600 4,300 5,200 6,100 7,300
9 1,600 2,000 2,700 3,500 4,200 5,100 5,900 7,000 8,100
10 2,300 3,100 4,000 4,700 5,800 6,700 8,000 9,200 10,400
11 3,000 3,800 4,500 5,500 6,500 7,700 8,800 10,000 10,800
12 3,800 4,400 5,400 6,300 7,500 8,600 9,800 10,500 11,100
13 4,300 5,300 6,200 7,400 8,500 9,600 10,300 10,900 11,400
14 5,200 6,000 7,200 8,300 9,400 10,100 10,600 11,200 11,900
15 5,900 7,000 8,100 9,200 9,900 10,400 10,900 11,600 12,700
16 6,900 7,900 8,900 9,600 10,100 10,700 11,400 12,400 13,400
17 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800
18 10,000 10,800 11,300 11,900 12,700 13,800 15,000 16,100 17,700
19 10,500 11,100 11,700 12,400 13,500 14,700 15,800 17,300 18,800
20 10,900 11,400 12,100 13,200 14,400 15,500 16,900 18,400 19,900
Level :: SR 7 8 9 10 11 12 13 14 15
1 2,300
2 3,100
3 3,800
4 4,200
5 5,800 6,700 8,000 9,200 10,400
6 6,400 7,600 8,700 9,900 10,600
7 7,400 8,600 9,700 10,400 11,000
8 8,400 9,500 10,200 10,700 11,300 12,200
9 9,200 9,900 10,400 10,900 11,600 12,600
10 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
11 11,300 11,900 12,700 13,800 15,000 16,100 17,700 19,200
12 11,700 12,400 13,500 14,700 15,800 17,300 18,800 20,300
13 12,100 13,200 14,400 15,500 16,900 18,400 19,900 21,700
14 13,000 14,000 15,100 16,600 18,000 19,400 21,200 23,000
15 13,700 14,800 16,200 17,600 19,000 20,800 22,500 24,600 26,800
16 14,400 15,800 17,200 18,600 20,300 22,000 24,100 26,100 28,200
17 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000
18 19,200 20,700 22,700 24,600 26,900 29,200 31,500 34,600 38,400
19 20,300 22,200 24,100 26,300 28,600 30,800 33,800 37,600 42,300
20 21,700 23,600 25,800 28,000 30,200 33,100 36,800 41,400 46,000
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SR 10
Abomasnow, Accelgor, Armaldo, Audino, Bouffalant, Crustle,
Dewgong, Drapion, Excadrill, Golduck, Gyarados, Hippowdon,
Honchkrow, Kangaskhan, Lapras, Ludicolo, Magcargo,
Medicham, Mienshao, Milotic, Miltank, Muk, Onix, Pidgeot,
Sawsbuck, Scrafty, Sharpedo, Sigilyph, Simipour, Simisage,
Simisear, Skarmory, Swalot, Tauros, Weezing, Zebstrika
SR 11
Ambipom, Bastiodon, Beheeyem, Bronzong, Chimecho,
Claydol, Cradily, Cryogonal, Exploud, Froslass, Glalie, Gliscor,
Golurk, Grumpig, Kabutops, Mantine, Omastar, Rapidash,
Rhydon, Scolipede, Slowbro, Slowking, Spiritomb, Tropius,
Unfezant, Weavile
SR 12
Absol, Alakazam, Altaria, Ampharos, Archeops, Beartic,
Bisharp, Braviary, Darmanitan, Dusclops, Eelektross,
Forretress, Gallade, Garbodor, Gengar, Infernape, Jellicent,
Kingdra, Leavanny, Machamp, Mismagius, Nidoking, Politoed,
Poliwrath, Porygon2, Roserade, Staraptor, Tangrowth,
Victreebel, Zoroark
SR 13
Aerodactyl, Bellossom, Blastoise, Blaziken, Carracosta,
Charizard, Conkeldurr, Crobat, Emboar, Empoleon, Feraligatr,
Gardevoir, Golem, Jumpluff, Krookodile, Luxray, Mamoswine,
Mandibuzz, Meganium, Musharna, Nidoqueen, Probopass,
Samurott, Sceptile, Seismitoad, Serperior, Slaking,
Swampert, Torterra, Typhlosion, Vanilluxe, Venusaur,
Vileplume, Volcarona, Yanmega
SR 14
Aggron, Blissey, Chandelure, Cobalion, Dragonite, Dusknoir,
Electivire, Flygon, Garchomp, Gigalith, 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, Entei, Genesect, Giratina, Groudon, Heatran, Ho-oh,
Jirachi, Kyogre, Kyurem, Latias, Latios, Lugia, Manaphy,
Meloetta, Mesprit, Mew, Mewtwo, Moltres, Palkia, Phione,
Raikou, Rayquaza, Regigigas, Reshiram, Shaymin, Suicune,
Uxie, Victini, Zapdos, Zekrom
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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=1W8W1V-idOt1eK5BJk0cUR9NoGVs0vqWfWksWHgY8ltI
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=1JiA-07sewm_Z2TT1M7tP6edTPxpdcpMnCcd-WIDS4ao
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Changelog
4/9/18 4/27/2018
Several typos/moves/evolution issues fixed in statblocks Gastly, Haunter, Gengar stats changed
Gastly now available as a starter at SR 1/2 Lick paralyzes, not poisons
Added STAB bonuses in Pokémon Advancement Pokédex used as bonus action
Adjusted Ace Trainer and Researcher starting bonus Stacked Specialization Bonus
Balanced Specializations
Gloom can now evolve into VIleplume at level 12 5/9/2018
GEN 2 POKEMON!!!
4/10/18 Added Moves for existing Pokémon
Paralyzed status automatically fails STR and DEX Catching Pokémon gives 1/5 normal experience
Several move typos fixed Loyalty Mechanic
Psychic move damage increase Held Items and Berries
Revamp fire moves for balance Added Items
Pokédex can only be used on conscious Pokémon Added Evolution HP bonus
Move list formatting fixed Double Edge changed
Certain traits inflicting effects changed (Poison Point,
4/11/18 Static, etc.)
Damage increased for Mega Punch and Mega Kick, TM Paralyzed status effect more lethal
cost increased
Rules on Attack of Opportunity added to Battling 5/10/2018
AC Up max at 2 Loads of stat block fixes.
Active Pokémon can be switched at any time
Newly switched Pokémon cannot be switched again until 5/11/2018
taking a full turn. Added Normal, Poison, Ice specializations
PP Up increase PP by 2, cost lowered Fixed more stat blocks
XP Share- half of rewarded XP can be distributed
5/26/2018
4/12/18 Several changes to moves to balance damage output better
Burrowing added to Onix, Sandshrew, Sandslash Some TM costs changed as a result
Pokéslot advancement changed around to include 2 slots
at level 1, Character Advancement table updated. 6/4/2018
Max SR Control added to Trainer Table Added Trainer/Pokémon Character Sheet and DM
Pokémon Builder excel files.
4/13/18
New Trainer Features added 7/11/2018
Removed "Defeat Saving Throws" Having no remaining Voltorb move list updated
Pokémon results in you losing half your money and you Several move changes for balancing
must use a revive or immediately find a Pokécenter Paralysis effect changed to be more similar to games. 25%
Psychic TM increase cost chance of no movement.
Added Pokémon Nature Section to increase variety of Afew minor resistance/vulnerability corrects for Pokémon
Pokémon stats. like Jigglypuff, Starmie, and other.
4/15/18 12/17/2018
Added Pokémon Character Sheet Multiple type/move fixes
4/17/18 12/21/2018
Leech Seed damage decreased and move updated in Update to Pokémon Leveling chart (STAB bonus
Bulbasaur stat block adjusted/New Move at level 18, not 17)
Pokémon Tracker once per long rest Added List of Pokémon by SR
Updated PokéMentor first ability to includ TM under ₽
4/18/18 3500
Changed Pokéslots to start at 3 and end at 6. Player Added an additional 10 ASI points to Magikarp's evolve.
Advancement table reworked. Updated Slam damage to be greater than Tackle
Added link to Subreddit r/Pokémon5e
4/21/18 Updated AC Up and Smooth Facade feats for balancing
Move List and Pokémon Blocks switched
Included Ether and Max Ether items
Changes to Burning and Flinched
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Changelog (cont.)
12/23/2018 1/16/2019
Added alphabetical list of Pokémon with page numbers to Typo Fixes
Appendix. Updated states for Betang line, Deoxys, Regis
Changed Trainer Hit Dice to d8 to match "Commoner" Sleep now WIS save, not CON
Removed useless Pokéball tool proficiency Updated "Rage" Move
Removed "Struggle" constraint for Trainer actions
Gave ALL Trainers Proficiency in Animal Handling. 1/17/2019
Changed Pokémon Collector class level 2 bonus. Mud Sport/Water Sport affects Pokémon in range
DC formula changed to catch Pokémon Sandstorm move updated
Squirtle starting ability changed
12/27/2018 Added additional feats from PHB in the Feats section,
Several proofreading fixes, ability/moves clarifying available to Pokémon
changes. Magnitude move impproved
Totodile line Sheer Force ability changed. Guts ability changed
Added Discord link (https://discord.gg/DA9gQAa)
1/18/2019
12/28/2018 Trainer "Total Pokémon Level" table updated to slow down
Updated Pokémon Experience charts for all levels. leveling at higher levels.
Trainers/Pokémon were gaining levels quicker than
anticipated. 1/21/2019
Reworked Poké Mentor and Pokémon Collector paths for Trapinch move set updated
balancing against other paths. Minun SR changed to 6 to match Plusle
Sandstorm now does not require a saving throw.
12/30/2018
Added 1 to Battle Dice and Skill Dice in Trainer Paths 1/22/2019
Formatting fixes after switching to GM Binder Added missing Crabhammer move
Psyduck and Golduck incorrectly marked as Fixed duplicate Sandstorm move for Baltoy
Water/Psychic. Changed to just Water. Double moves from move set updated
Condition Immunities by type added to status conditions in
1/3/2019 "Other Changes" section.
Removed +10 bonus to starter HP. Added 10 HP to every Aron line resistances updated to include Flying and
Pokémon's stat block.\pagebreakNum Normal.
Updated damage for all moves to be more similar to power
level. 1/24/2019
Updated "Challeng Rating" to "Species Rating" (SR) to New Pokémon XP and Reward XP tables. If you have
avoid confusion with 5e CR rules. already started a campaign, use this excel sheet to convert
your Pokémon's current XP to the new system:
1/10/2019 https://drive.google.com/open?id=1GXyJX-
Typo/Stat Block fixes p6j0y5OZfJuRaQwlenprk9Ls2Pb_Xbq2w4dR8
Updated "flinched" status Night Shade given WIS/INT Move Power
Added Damage Increase description in Pokémon leveling Whirlwind Updated
chapter Sand Tomb updated with ground damage
Updated language about STAB Sturdy ability updated to be more relevant
1/14/2019 1/25/2019
Gen III is here! Updated damage dice to remove unlikely dice combos at
The addition of all 135 new Generation III Pokémon the table like 4d12. Replaced with similar averages, less
Four new trainer paths to choose from dice.
New items including a variety of berries with different Replaced $ with ₽ symbol for Pokédollars
effects Updated Flash, Tri Attack, Triple Kick, Foresight,
Updated PP for all moves to improve move strategy Crabhammer with typos.
Improved stats for most Pokémon, with the addition of Psyduck and Golduck now have swim speeds
more abilities translated to 5e Added "Senses" to many stat blocks
Ability points granted at evolution now varies by species. Added "Senses" to DM and Pokémon excel sheets
Improved learnsets based on familiar progression Hyper Beam and Solar Beam move updated
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6/27/2019 Pokemon 5e Gen I - V | GM Binder
Changelog (cont.)
1/27/2019
2/4/2019
Lots of move updates and fixes
Capitalization typo fixes Ampharos given "Illumate" ability
Diminutive size changed to tiny. Some Pokemon size Bite now has the chance to flinch
changes Vitamin constraints added to item section.
Updated resistances for Slowpoke/Slowbro/Politoed and Added dim light to "Flame Body" ability
Steelix 2/5/2019
Climbing speeds added for those that would climb faster
than half-speed (normal D&D rules) Added fairy-type moves from Generation 6 to give fairy
Pokemon STAB options. Affected stat blocks: Vulpix,
1/28/2019 Eevee, Jolteon, Vaporeon, Flareon, Espeon, Umbreon,
Chlorophyll ability changed Teddiursa, Zigzagoon, Clefairy, Clefable, Jigglypuff,
Sandstorm/Snow Cloak abilities updated to include Wigglytuff, Ralts, Kirlia, Gardevoir, Skitty, Swablu, Altaria,
Sandstorm/Hail. Milotic, Jynx, Gorebyss, Luvdisc, Togetic, Hoppip,
Rollout now 10 PP Skiploom, Jumpluff, Mawile, Sunflora, Mr. Mime, Oddish,
Pokedollars and Tool Proficiency spots added to printable HootHoot, Noctowl, Lunatone, Persian, Marill, Azumarill,
trainer sheet Snubull, Granbull, Poocheyna, Mightyena, Linoone,
Slakoth, Volbeat, Illumise
1/29/2019 "Hover" added to some Pokemon flying speeds.
Disable now accounts for those with "Extra Move" feat 2/7/2019
Politoed given "Drizzle" ability
Updated Chlorophyll move (again) Ho-Oh and Lugia given Truesight
Sneasel given climbing speed, darkvision, and sleight of
1/30/2019 hand.
Double moves for Magneton/Hitmonchan/Rhydon fixed Ursaring given climbing speed
Multi-hit moves capped Tyranitar Res/Vul/Imm fixed
Fire spin & Petal Dance moves changed Magcargo Resistance fixed
Added internal links in TOC Porygon/Porygon2 skill changed to History
2/1/2019 2/10/2019
Anger Point, Competitive, Defiant, Effect Spore, Flash Dustox Level 2 Moves moved to Starting
Fire, Ice Body, Poison Heal, Poison Touch, Rain Dish, Porygon2 flying speed
Rivalry, Rough Skin, Sheer Force, Static, Swarm abilities Sand attack added DEX move power
all updated. Previous 1d6 and similar rolls replace with Karate Chop normal damage changed to fighting
proficiency bonus for grading of ability strength. Confusion lasts for 1d4 rounds, determined by attacker
Poisoned, Burning, Confusion damage output updated Confusion and Paralysis potential turn losses occur after a
along the same lines. move is selected.
Added recoil damage to Take Down. Updated language on Expertise added to Excel Trainer Sheet
Double-Edge and Volt Tackle for recoil 2/12/2019
Nerfed Shuckle. Now SR 4
Removed "Immunity" category in stat blocks for those that Updated HP for legendaries, Mew, Jirachi, Deoxys (Max
didn't have one to save space. Hit Dice at each level)
Spinda HP fixed
2/3/2019 Alphabetical Index of Pokemon page #s fixed
Wrap/Submission/Constrict/Clamp language changed 2/13/2019
Shuppet given Frisk Ability/Banette given Cursed Body
Altaria given Cloud Nine ability Dragon Rage damage updated
Glalie given flying speed, Dratini/Dragonair swimming Supersonic now requires a WIS save for confusion.
speeds Confuse Ray now automatically confuses.
Formula fixed on DM and Trainer excel sheets for SR Control Level language changed. Higher SR than
vulnerabilities, resistances, etc. allowed can now battle, but set at Loyalty level -3
Link to introductory Pokemon 5e One Shot added to permanently until proper level has been reached.
Appendix Loyalty level descriptions -1,-2,-3 changed
Pokedex entries added to Digital DM Sheet Ice,Fire,Thunder punches moves changes
Index Numbers added to Statblocks Charmeleon double move changed
Blizzard now with the chance to freeze Castform base level 1
Digital Pokedex added to Appendix
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6/27/2019 Pokemon 5e Gen I - V | GM Binder
Changelog (cont.)
2/16/2019
4/11/2019
Swords Dance now Concentration
Rollout, Fury Cutter, Ice Ball language changed Seismic Toss based on USER's level
Sleep, Frozen, failed Paralysis roll now incapacitates, HP fix for many evolved forms. CON mod was not
ending Concentration changing HP retroactively.
Gust range 40ft 4/18/2019
2/19/2019 Sleep now a flat d20 roll to wake up
Soft Sand added as an item Mega Drain base damage 1d6
Forewarn affects opponents, not the user
2/21/2019
5/31/2019
Gloom evolution into Bellossom added
Shedinja vulnerabilities corrected Poison Jab base damage fixed
Iron Fist, Overgrow, Blaze, Torrent, Swarm abilities all
2/27/2019 updated
Magical Leaf and Aerial Ace moves Cacnea line given darkvision
Shedinja Resistances fixed Butterfree/Squirtle TM list fixed
Onix move list updated Glaceon/Leafeon now SR 8
Snubbull SR 1
3/06/2019 Snore move updated
Pursuit, Mud-Slap, Mud Shot moves updated Hail/Sandstorm moves updated
Poison Gas updated
3/27/2019 Short rest language clarified
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 size Dustox moves fixed
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
3/28/2019 Nidoqueen/king electic immunity
Evocation for all Pokemon caviat removed. Replaced with 6/26/2019
"Power Sculptor" feat
Poison fang Move Power changed to STR/DEX SR controllable levels increased
Updated Buizel's swim speed
4/6/2019 Beat Up move specifies "conscious Pokemon"
Swords Dance nerfed Sitris Berry spelling
Defend Order boosted Storing Power updated
Trick Room updated Added modern items and Pokemon-specific items
Cheerleader bonus action Evolution point cap added
Mudkip 10ft Blindsight ASI for Pokemon updated to differ amount Pokemon with
Technician 15 Max PP different evolutionary stages
Shuckle/Munchlax speed changed to 10ft Worry seed move updated
Rotom given special moves at each form Growth now Concentration
Sleep Talk move updated
4/9/2019 More specification on battle dice/skll dice
Brutal Swing added Multiple items added
Rotom Form Change changed to action Major status-curing items now grant short immunity
Updates to status effect stacking and Non-Volatile vs.
Volatile
Detect and Protect moves updated
Mud Bomb move updated
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Changelog (cont.)
6/27/2019
Gen I and II Manual fixed
Grunt path level 15 updated
Nature included in new evolve bonus cap
Electro Ball move updated
Skorupi/Drapion given climbing speed
Tynamo/Eelektrik swim speeds swapped
Haxorus speed 35ft
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