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10.

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 Description:
Type: Grass You are surrounded by a shield of thick acid for
Move Power: Strength/Dexterity the duration. During this time, your AC
Move Time: 1 action increases by 2, and any Pokémon that hits you
PP: 10 with a melee attack must succeed on a CON
Duration: Instantaneous save or take 1d6 poison damage.
Range: Melee Higher levels:
Description: Poison damage increases to 2d6 At level 10.
You attempt to absorb some of an enemy’s
health. Make a melee attack on a Pokémon. On Agility
a hit, the Pokémon takes 1d6 + MOVE grass Type: Psychic
damage. Half the damage done is restored by Move Power: None
the user. Move Time: 1 bonus action
Higher Levels: PP: 5
The base damage of this attack increases to 2d6 Duration: 1 minute
at level 5, 3d6 At level 10, and 4d6 at level 17. Range: Self
Description:
Acid You hone in on your abilities and feel a surge of
Type: Poison speed course through your veins. As long as you
Move Power: Dexterity have the type, increase your walking, flying, or
Move Time: 1 Action swimming speed by 20 feet for the duration.
PP: 5
Duration: Instantaneous Amnesia
Range: Self (30 foot cone) Type: Psychic
Description: Move Power: None
You create a stream of hot acid in a 30 foot Move Time: 1 bonus action
cone, centered on you. Pokémon caught in the PP: 3
cone must succeed on a DEX save, taking 2d6 Duration: 1 minute
poison damage on a fail, and half as much on a Range: Self
success. Description:
Higher Levels: Your mind elevates to a new level of focus. Add
Base damage increases to 4d6 At level 5, 6d6 at +2 to any saving throw you make for the
level 10, and 8d6 at level 17. duration, but select one of your moves. You
forget that move and cannot use it for the
Acid Armor duration.
Type: Poison
Move Power: Constitution Aurora Beam
Move Time: 1 Action Type: Ice
PP: 3 Move Power: Strength/Dexterity
Duration: 1 minute, Concentration Move Time: 1 action
Range: Self PP: 3
Duration: Instantaneous Range: 50 feet
Range: Self (60 foot line) Description:
Description: You embrace the damage done to you, waiting
You create a 40 foot line of freezing ice, 5 feet for your time to strike. Use your attack action to
wide. Any creature caught in the line must activate this move, and keep track of all damage
succeed on a DEX save or take 3d6 ice damage done to you before your next turn. On your
and be frozen. A frozen creature can try to next turn, you lash out an an enemy with a
break free at the beginning of each of its turns normal ranged attack, striking them for double
with a STR save against your Move DC. the amount of damage you took on a successful
Higher Levels: hit.
The damage done increases to 4d6 At level 5, Higher Levels:
6d6 At level 10, and 8d6 at level 17. Higher Levels: At 10th Level, you can choose to
hold Bide for a second turn for the chance to
Barrage add additional damage to the attack.
Type: Normal
Move Power: Strength/Dexterity Bind
Move Time: 1 action Type: Normal
PP: 5 Move Power: Strength
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: Duration: Instantaneous
Roll 1d4. You attack with a barrage of melee Range: Melee
strikes that number of times, each for 1d6 + Description:
MOVE normal damage on each hit. You attempt to grapple a target into
Higher Levels: submission. Make a melee attack roll. On a hit,
At level 10, the dice you roll to determine the the target takes 1d10 + MOVE normal damage
number of strikes changes to 1d8. and is grappled and restrained. At the beginning
of each of its turns, it may attempt to escape
Barrier with a STR save against your Move DC. While a
Type: Psychic Pokémon is grappled, you may continue this
Move Power: None move, as a bonus action, to do an automatic
Move Time: 1 action 1d10 + MOVE damage.
PP: 3 Higher Levels:
Duration: 1 minute, Concentration The base damage increases to 1d12 at level 10.
Range: Self
Description: Bite
You create a transparent shield of psychic Type: Normal
energy. While active, the barrier grants +2 to AC Move Power: Strength/Dexterity
for you and any companions in a 5 foot radius, Move Time: 1 action
centered on you for the duration. PP: 10
Duration: Instantaneous
Bide Range: Melee
Type: Normal Description:
Move Power: Strength/Dexterity You sink your teeth into an enemy Pokémon.
Move Time: 1 action Make a melee attack roll, doing 1d6 + MOVE
PP: 5 normal damage on a successful hit.
Duration: Instantaneous
Higher Levels: Duration: Instantaneous
The base damage of the attack increases to 1d8 Range: Melee
at level 5, 1d10 at level 10, and 1d12 at level 17. Description:
You strike a Pokémon with a club of bone, doing
Blizzard 1d8 + MOVE on a successful hit. If maximum
Type: Ice damage is rolled, the target flinches on its next
Move Power: Strength/Dexterity turn.
Move Time: 1 action Higher Levels:
PP: 3 The base damage of the attack increases to
Duration: Instantaneous 1d10 at level 5, and 1d12 at level 10.
Range: 120 feet
Description: Boomerang
Icy clouds form overhead and pelt the ground Type: Ground
with hail and snow, centered on a point you Move Power: Dexterity
choose within range. Each Pokémon within a 20 Move Time: 1 action
foot radius must make a Dexterity saving throw PP: 10
against your Move DC, taking 6d6 ice damage Duration: Instantaneous
on a failed save, or half as much on a successful Range: 80 feet
one. Description:
Higher Levels: You throw a boomerang and make two ranges
The damage increases to 7d6 at level 5, 8d6 at attacks against a target. On each successful hit,
level 10, and 10d6 at level 17. do 1d6 + MOVE ground damage.
Higher Levels:
Body Slam The base damage of the attacks increase to 1d8
Type: Normal at level 5, 1d10 at level 10, and 1d12 at level 17.
Move Power: Strength
Move Time: 1 action Bubble
PP: 5 Type: Water
Duration: Instantaneous Move Power: Dexterity
Range: Melee Move Time: 1 action
Description: PP: 10
You thrust yourself towards an opponent in an Duration: Instantaneous
attempt to crush them with your physical size. Range: 60 feet
Make a melee attack on a target. On a hit, the Description:
target takes 1d10 + MOVE normal damage, and You shoot a series of quickly moving bubbles at
must succeed on a CON saving throw against a target. Make three ranges attacks, doing 1d4
your Move DC or be knocked prone. water damage on each successful hit.
Higher Levels: Higher Levels:
The base damage of the attack increases to The damage of each attack raises to 1d6 at level
2d10 at level 5, 3d10 at level 10, and 4d10 at 5, 1d8 at level 10, and 1d12 at level 17.
level 17.
Bubblebeam
Bone Club Type: Water
Type: Ground Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Range: Self (80 foot line) normal damage. Continue this process until you
Description: fail to roll a 3 or 4 on the d4 roll.
You shoot a concentrated stream of bubbles in Higher Levels:
an 80 foot line, 5 feet wide. Any Pokémon The damage dice for this attack increases to 1d8
caught in the line must succeed on a DEX save at level 5, 1d10 at level 10, and 1d12 at level 17.
against your Move DC, taking 3d6 water
damage on a failed save, and half as much on a Confuse Ray
success. Type: Psychic
Higher Levels: Move Power: Dexterity/Intelligence
The damage increases to 4d6 at level 5, 6d6 at Move Time: 1 action
level 10, and 8d6 at level 17. PP: 3
Duration: Instantaneous
Clamp Range: 60 feet
Type: Water Description:
Move Power: Strength You release a ray of psychic energy meant to
Move Time: 1 action confuse an opponent. Choose a target in range.
PP: 5 The target must make an INT saving throw
Duration: Instantaneous against your Move DC or take 2d6 psychic
Range: Melee damage and become confused.
Description: Higher Levels:
You clamp down on an enemy Pokémon, The damage increases to 4d6 at level 10.
attempting to deal damage and keep them in
place. Make a melee attack roll. On a hit, the Confusion
target takes 1d10 + MOVE water damage and is Type: Psychic
grappled and restrained. At the beginning of Move Power: Intelligence/Wisdom
each of its turns, it may attempt to pry itself Move Time: 1 action
away with a STR save against your Move DC. PP: 5
While a Pokémon is grappled, you may continue Duration: Instantaneous
this move on consecutive turns without Range: 80 feet
spending an additional PP. Description:
Higher Levels: You attempt to enter the mind of an enemy and
The base damage increases to 1d12 at level 10. cause confusion. Make a ranged attack on a
Pokémon in range. On a hit, the target takes
Comet Punch 2d10 psychic damage. If either damage roll
Type: Normal shows a 10, the target immediately becomes
Move Power: Strength/Dexterity confused.
Move Time: 1 action Higher Levels:
PP: 5 At level 10, the damage increases to 2d12. The
Duration: Instantaneous result for confusion on either dice changes to
Range: Melee 12.
Description:
You strike out with a lightning fast punch. Make Constrict
a melee attack roll. The target takes 1d6 + Type: Normal
MOVE on a hit. After successfully hitting a Move Power: Strength
target, roll a d4. On a result of 3 or 4, you may Move Time: 1 action
immediately hit again for an additional 1d6 PP: 5
Duration: Instantaneous
Range: Melee PP: 10
Description: Duration: Instantaneous
You wrap yourself around an enemy Pokémon, Range: Melee
trying to squeeze the life from them. Make a Description:
melee attack roll. On a hit, the target takes 1d8 You lash out at an enemy with vine or claw or
+ MOVE normal damage and is grappled and blade. Make a melee roll on an enemy, doing
restrained. At the beginning of each of its turns, 1d6 + MOVE on a successful hit.
it may attempt to escape with a STR save Higher Levels:
against your Move DC. As long as it is The damage increases to 2d6 at level 5, 3d6 at
restrained, continue to do 1d8 + MOVE on each level 10, and 4d6 at level 17.
of your turns without making an attack roll.
Higher Levels: Defense Curl
The base damage on the attack increases to Type: Normal
1d10 at level 5, and 1d12 at level 10. Move Power: None
Move Time: 1 action
Conversion PP: 5
Type: Normal Duration: Instantaneous
Move Power: None Range: Self
Move Time: 1 bonus action Description:
PP: 5 You curl up into a tight ball, increasing your
Duration: Instantaneous defensive stance. Until your next turn, you gain
Range: Self + 4 to your AC and have resistance to normal
Description: attacks.
Your Pokémon takes on a new type for
resistances and vulnerabilities, equal to one of Dig
the types of a move it currently knows. Type: Ground
Move Power: Strength/Dexterity
Counter Move Time: 1 action
Type: Fighting PP: 5
Move Power: Strength Duration: Instantaneous
Move Time: 1 reaction Range: 30 feet
PP: Description:
Duration: Instantaneous Your Pokémon burrows underground,
Range: Melee disappearing from view before striking from
Description: underneath a foe. When you activate this move,
If you are hit by a normal or fighting type you burrow underground and remain there
attack, you can use your reaction to retaliate until your next turn. During this time, you
against your foe, doing 1d6 + MOVE fighting cannot be the target of any attack. On your next
damage on a successful hit. turn, make a melee attack on a pokemon in
Higher Levels: range, doing 3d6 ground damage on a
The base damage increases to 1d8 at level 5, successful hit.
1d10 at level 10, and 1d12 at level 17 Note: Flying creatures are unaffected by this
attack.
Cut Higher Levels:
Type: Normal The base damage increases to 4d6 at level 5,
Move Power: Strength/Dexterity 5d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
Disable You strike twice with two devastating kicks.
Type: Normal Make two melee attack rolls, doing 1d6 + MOVE
Move Power: Charisma/Wisdom fighting damage on each successful hit.
Move Time: 1 action Higher Levels:
PP: 5 The base damage for each kick increases to 1d8
Duration: 1 minute, Concentration at level 5, 1d10 at level 10, and 1d12 at level 17.
Range: 60 feet
Description: Double Team
You attempt to disable a Pokémon, hindering its Type: Normal
abilities. Choose a target in range. The target Move Power: None
must succeed on a WIS saving throw against Move Time: 1 action
your Move DC. On a fail, roll a d4. Each of the PP: 3
opponent’s moves is numbered 1 – 4 in Duration: 1 minute, Concentration
alphabetical order. The move corresponding to Range: Self
the number rolled is unable to be activated for Description:
one minute. If the number rolled is higher than You create a duplicate image of yourself, 5 feet
the number of moves known by the target beside you. The duplicate copies every move
Pokémon, reroll the d4 until you get a lower you make. When an enemy hits you with an
result. attack, roll a d4. On a 3 or 4, the attacks targets
your duplicate instead.
Dizzy Punch
Type: Normal Double Edge
Move Power: Strength/Dexterity Type: Normal
Move Time: 1 action Move Power: None
PP: 5 Move Time: 1 reaction
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: Range: Melee
You strike out with a devastating punch. Make a Description:
melee attack roll on a target, doing 1d8 + MOVE When you are hit by a melee Attack, use your
normal damage on a hit. On a maximum reaction to inflict 1d6 normal damage on the
damage roll, the target becomes confused. target.
Higher Levels: Higher Levels:
The base damage increases to 1d10 at level 5, The damage increases to 1d8 at level 5, 1d10 at
and 1d12 at level 10. At level 17, a damage roll level 10, and 1d12 at level 17
of 12 or 11 confuses the target.
Double Slap
Double Kick Type: Normal
Type: Fighting Move Power: Strength/Charisma
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee

Description:
Description: PP: 10
You reach out to slap a Pokémon with quick Duration: Instantaneous
strikes. Make a melee attack roll, doing 1d6 + Range: Melee
MOVE on a hit. After successfully hitting a Description:
target, roll a d4. On a result of 3 or 4, you may You hammer down on an enemy with a peck
immediately hit again for an additional 1d6 attack. Make a melee attack roll on a target,
normal damage. Continue this process until you doing 1d6 + MOVE on a successful hit. Drill Peck
fail to roll a 3 or 4 on the d4 roll. scores a critical hit on 19s and 20s.
Higher Levels: Higher Levels:
The damage dice for this attack increases to 1d8 The base damage increases to 1d8 at level 5,
at level 5, 1d10 at level 10, and 1d12 at level 17. 1d10 at level 10, and 1d12 at level 17.

Dragon Rage Earthquake


Type: Dragon Type: Ground
Move Power: Strength Move Power: Strength
Move Time: 1 action Move Time: 1 action
PP: 2 PP:
Duration: Instantaneous Duration: Instantaneous
Range: Self (100 foot line) Range: 10 feet
Description: Description:
You unleash a devastating flow of energy in a You create a tremor in the ground in a 10 foot
100 foot long line, 5 feet wide. Each creature radius, centered on you. Each creature in the
caught in the blast must make a DEX save area must succeed on a DEX save against your
against your Move DC, taking 8d10 dragon Move DC, taking 2d6 ground damage on a fail
damage on a fail, and half as much on a save. and be knocked prone. On a success, they take
half as much damage and are not knocked
Dream Eater prone. The area becomes difficult terrain. Flying
Type: Psychic Pokémon are immune to this attack.
Move Power: Wisdom Higher Levels:
Move Time: 1 action The damage increases to 5d6 at level 5, 7d6 at
PP: 5 level 10, and 10d6 at level 17.
Duration: Instantaneous
Range: 30 feet Egg Bomb
Description: Type: Normal
You tap into a sleeping Pokémon’s dreams, Move Power: Dexterity
sucking from its energy pool. Instantly inflict Move Time: 1 action
2d6 psychic damage on a sleeping target in PP: 10
range, regaining half as many hitpoints to Duration: Instantaneous
yourself. Range: 60 feet
Higher Levels: Description:
The damage increases to 4d6 at level 5, 6d6 at You hurl a hard egg at a creature that explodes
level 10, and 8d6 at level 17. on impact. Make a ranged attack on a creature,
doing 1d8 + MOVE normal damage on a
Drill Peck successful hit.
Type: Flying Higher Levels:
Move Power: Strength/Dexterity The damage increases to 1d10 at level 5, and
Move Time: 1 action 1d12 at level 10.
Higher Levels:
Ember The fire damage increases to 2d4 at level 5, 2d6
Type: Fire at level 10, and 4d6 at level 17.
Move Power: Strength/Dexterity
Move Time: 1 action Fire Spin
PP: 5 Type: Fire
Duration: Instantaneous Move Power: Dexterity
Range: 60 feet Move Time: 1 action
Description: PP: 5
You hurl a hit ball of flame at an enemy within Duration:
range. Make a ranged attack, doing 1d10 + Range:
Move fire damage on a successful hit. If the Description:
damage roll is a 10, the target is burnt. You release a series of moving flames that
Higher Levels: dance around a target. Make a ranged attack
The base damage increases to 2d10 at level 5, roll, doing 1d6 + MOVE on a hit. After
3d10 at level 10, and 4d10 at level 17. The burnt successfully hitting a target, roll a d4. On a
effect occurs if any of the rolls result in 10. result of 3 or 4, you may immediately hit again
for an additional 1d6 normal damage. Continue
Fire Blast this process until you fail to roll a 3 or 4 on the
Type: Fire d4 roll.
Move Power: Strength/Dexterity Higher Levels:
Move Time: 1 action The damage dice for this attack increases to 1d8
PP: 3 at level 5, 1d10 at level 10, and 1d12 at level 17.
Duration: Instantaneous
Range: Self (30 foot cone) Fissure
Description: Type: Ground
Raging hot flames explode out from you in a 30 Move Power: Strength
foot cone. Pokémon caught in the cone must Move Time: 1 action
succeed on a DEX save against your Move DC, PP: 1
taking 4d6 fire damage and becoming burnt on Duration: Instantaneous
a fail, and half as much on a success without Range: 100 feet
being burned. Description:
Higher Levels: You crack open the ground with devastating
Base damage increases to 6d6 At level 5, 8d6 at force. Choose a target in range and roll a d20.
level 10, and 10d6 at level 17. On a 20, the target falls into the crack and
vanished into the abyss. On any other roll, or if
Fire Punch targeting a flying creature, this move has no
Type: Normal/Fire effect.
Move Power: Strength/Dexterity
Move Time: 1 action Flamethrower
PP: 10 Type: Fire
Duration: Instantaneous Move Power: Strength/Dexterity
Range: Melee Move Time: 1 action
Description: PP: 5
You strike out with fire-infused fists. Make a Duration: Instantaneous
melee attack roll, doing 1d6 + Move normal Range: Self (80 foot line)
damage and an additional 1d4 fire damage.
Description: Focus Energy
You shoot a concentrated gout of flame in an 80 Type: Normal
foot line, 5 feet wide. Any Pokémon caught in Move Power: None
the line must succeed on a DEX save against Move Time: 1 action
your Move DC, taking 3d6 fire damage and PP: 3
being burnt on a failed save, or half damage on Duration: 1 minute
a success. Range: Self
Higher Levels: Description:
The damage increases to 4d6 at level 5, 6d6 at You sacrifice your action to focus in on the
level 10, and 8d6 at level 17. energy inside you. For the duration, you roll a
critical hit on 19s and 20s.
Flash
Type: Normal Fury Attack
Move Power: Constitution Type: Normal
Move Time: 1 action Move Power: Strength/Dexterity
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 10 feet Duration: Instantaneous
Description: Range: Melee
You emit an immense flash of light in a 10 foot Description:
radius circle, centered on you. Pokémon in the You reach out and unleash relentless strikes
area must make a CON save against your Move against a Pokémon. Make a melee attack roll,
DC. On a fail, they are blinded. A Pokémon can doing 1d6 + MOVE on a hit. After successfully
remove blindness by attempting a CON save at hitting a target, roll a d4. On a result of 3 or 4,
the end of each of its turns. you may immediately hit again for an additional
1d6 normal damage. Continue this process until
Fly you fail to roll a 3 or 4 on the d4 roll.
Type: Flying Higher Levels:
Move Power: Strength/Dexterity The damage dice for this attack increases to 1d8
Move Time: 1 action at level 5, 1d10 at level 10, and 1d12 at level 17.
PP: 5
Duration: Instantaneous Fury Swipes
Range: 50 feet Type: Normal
Description: Move Power: Strength/Dexterity
You fly high into the air to prepare for a dive Move Time: 1 action
bomb attack. When you activate this move, you PP: 5
flap your wings and disappear into the Ethereal Duration: Instantaneous
plane above you. You cannot be targeted by Range: Melee
attacks while you are in the Ethereal plane. On Description:
your next turn, you use your action to reappear You reach out and unleash relentless claw
and make a diving melee attack on a Pokémon attacks against a Pokémon. Make a melee
in range, doing doing 3d6 flying damage on a attack roll, doing 1d6 + MOVE on a hit. After
successful hit. successfully hitting a target, roll a d4. On a
Higher Levels: result of 3 or 4, you may immediately hit again
The base damage increases to 4d6 at level 5, for an additional 1d6 normal damage. Continue
5d6 at level 10, and 6d6 at level 17. this process until you fail to roll a 3 or 4 on the
d4 roll.
Higher Levels: Higher Levels:
The damage dice for this attack increases to 1d8 The dice to add increases to 1d6 at level 10.
at level 5, 1d10 at level 10, and 1d12 at level 17.
Guillotine
Glare Type: Normal
Type: Normal Move Power: Strength
Move Power: Wisdom/Charisma Move Time: 1 action
Move Time: 1 action PP: 1
PP: 5 Duration: Instantaneous
Duration: 1 minute, Concentration Range: Melee
Range: 100 feet Description:
Description: You are filled with an incredible rage, grabbing
You stare into the depths of a Pokémon’s eyes the head of an enemy Pokémon in an attempt
with intense ferocity. The Pokémon must make to squeeze the life from it. Roll a d20. On a 20,
a WIS saving throw against your Move DC or be you instantly cause the Pokémon to faint. On
paralyzed for the duration. A creature that any other roll, this move has no effect.
succeeds on this saving throw is unaffected by
future attempts during this combat. Gust
Type: Normal
Growl Move Power: Dexterity
Type: Normal Move Time: 1 action
Move Power: Charisma/Strength PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 120 feet
Duration: 1 minute Description:
Range: 100 feet You create a strong wind that batters enemy
Description: Pokémon. Make a ranged attack on a single
You target a Pokémon with an intimidating Pokémon, doing 1d6 + MOVE normal damage
growl. The Pokémon must make a WIS save on a hit.
against your Move DC. On a fail, it adds -1 to Higher Levels:
any attack it makes for the duration. This The damage dice for this attack increases to 1d8
modifier can be stacked if it fails multiple growl at level 5, 1d10 at level 10, and 1d12 at level 17.
saves, up to a maximum of -5.
Harden
Growth Type: Normal
Type: Normal Move Power: Constitution
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 5
PP: 5 Duration: Instantaneous
Duration: 1 minute Range: Self
Range: 30 feet Description:
Description: You increase your defense, adding + 1 to your
You increase the size of an ally Pokémon. When AC. This effect can be stacked with multiple
you use this move, a Pokémon in range (or you) Harden moves, to a maximum of + 5 AC. Your
grows slightly larger, gaining the ability to add a AC returns to normal after combat.
d4 to any attack roll or saving throw for the
duration.
Haze Horn Attack
Type: Ice Type: Normal
Move Power: None Move Power: Strength
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30 feet Range: Melee
Description: Description:
You create a haze of light snow that washes You strike at an enemy with your horn. Make a
over the Pokémon in range. Any stat bonuses or melee attack, doing 1d6 + MOVE on a hit. If you
modifiers, status effects, shields or other moved 20 feet or more towards an enemy on
outside forces effecting the stats or abilities of a this turn, do an additional 1d6 damage and
Pokémon are removed. This includes things like force the enemy to make a STR save against
Leech Seed, Reflect, and Light Screen. your Move DC or be knocked prone.
Higher Levels:
Headbutt The base damage for both the horn and charge
Type: Normal attack increases to 1d8 at level 5, 1d10 at level
Move Power: Strength 10, and 1d12 at level 17
Move Time: 1 action
PP: 10 Horn Drill
Duration: Instantaneous Type: Normal
Range: Melee Move Power: Strength
Description: Move Time: 1 action
You really know how to use your head. Make a PP: 1
melee attack roll, doing 1d6 + MOVE normal Duration: Instantaneous
damage on a hit. If you roll maximum damage, Range: Melee
the target falls prone. Description:
Higher Levels: You attempt to drill your horn through an
The damage dice for this attack increases to 1d8 enemy Pokémon with tremendous strength.
at level 5, 1d10 at level 10, and 1d12 at level 17. Roll a d20. On a 20, the Pokémon is impaled and
immediately faints. On any other roll, you miss
Hi Jump Kick and this move fails.
Type: Fighting
Move Power: Strength/Dexterity Hydro Pump
Move Time: 1 action Type: Water
PP: 10 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: Duration: Instantaneous
You leap into the air to deliver a strong kick to Range: Self (80 foot line)
the enemy. Make a melee attack against a Description:
Pokémon, doing 1d10 + MOVE fighting damage You send a surge of powerful water towards
on a hit. On a miss, you take 1 damage. enemy Pokémon in an 80 foot line, 5 feet wide.
Higher Levels: Pokémon caught in the blast must succeed on a
The damage for this attack increases to 2d10 at DEX save against your Move DC, taking 4d6
level 10. water damage on a failed save, and half as
much on a success. Pokémon that fail the save You attempt to put the target to sleep. The
also are pushed back 10 feet and fall prone. target must make a WIS save against your Move
Higher Levels: DC, falling asleep on a failure. The target may
The base damage increases to 6d6 at level 5, repeat the saving throw at the end of each of its
8d6 at level 10, and 10d6 at level 17. turns to try and wake up from sleep.

Hyper Beam Ice Beam


Type: Normal Type: Ice
Move Power: Strength/Dexterity Move Power: Strength/Dexterity
Move Time: 1 action, recharge 1 Move Time: 1 action
PP: 2 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 120 feet Range: 120 feet
Description: Description:
You unleash a concentrated beam of pure You send a concentrated beam of freezing ice at
energy at a Pokémon in range, doing 8d8 a singe Pokémon in range. Make a ranged
normal damage on a hit. The beam must be attack roll, doing 4d6 ice damage on a hit, and
recharged as an action before you can use it’s forcing the target to make a CON save against
great again. your Move DC or become frozen. A frozen
Higher Levels: creature can try to break free at the beginning
The damage increases to 10d8 at level 17. of each of its turns with a STR save against your
Move DC.
Hyper Fang Higher Levels:
Type: Normal The damage increases to 6d6 at level 5, 8d6 at
Move Power: Strength level 10, and 10d6 at level 17.
Move Time: 1 action
PP: 10 Ice Punch
Duration: Instantaneous Type: Ice
Range: Melee Move Power: Strength/Dexterity
Description: Move Time: 1 action
You lash out at a Pokémon with a quick fang PP: 1
attack. Make a melee attack roll, doing 1d10 + Duration: Instantaneous
MOVE on a hit. Hyper Fang scores a critical hit Range: Melee
on 19 and 20. If maximum damage is rolled, the Description:
target flinches on its next turn. You strike out with ice-infused fists. Make a
Higher Levels: melee attack roll, doing 1d6 + Move normal
The base damage increases to 1d12 at level 10. damage and an additional 1d4 ice damage.
Higher Levels:
Hypnosis The fire damage increases to 2d4 at level 5, 2d6
Type: Psychic at level 10, and 4d6 at level 17.
Move Power: Wisdom/Intelligence
Move Time: 1 action Jump Kick
PP: 5 Type: Fighting
Duration: Instantaneous Move Power: Strength/Dexterity
Range: 30 feet Move Time: 1 action
Description: PP: 10
Duration: Instantaneous
Range: Melee Description:
Description: You attempt to suck away some of an enemy
You leap into the air to deliver a strong kick to Pokémon’s life force. Make a melee attack roll,
the enemy. Make a melee attack against a doing 2d4 on a hit. Half of the damage done is
Pokémon, doing 1d8 + MOVE fighting damage restored to the user.
on a hit. On a miss, you take 1 damage. Higher Levels:
Higher Levels: The damage increases to 2d6 at level 5, 2d8 at
The damage for this attack increases to 2d8 at level 10, and 2d12 at level 17.
level 10.
Leech Seed
Karate Chop Type: Grass
Type: Normal Move Power: Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: 1 minute
Duration: Instantaneous Range: 80 feet
Range: Melee Description:
Description: You send a seed at a Pokémon in range that
You extend a hand towards an enemy Pokémon implants itself in their hide. Make a ranged
for a savage karate chop. Make a melee Attack attack roll. On a hit, the target is drained for
roll, doing 1d6 + MOVE normal damage on a hit. 2d4 grass damage immediately, and 2d4 grass
Karate Chop scores a critical hit on 19s and 20s. damage at the end of each of its subsequent
Higher Levels: turns until it faints or is switched out. Half of
The base damage increases to 6d6 at level 5, the damage is restored by the user, or any
8d6 at level 10, and 10d6 at level 17. other active Pokémon the trainer has in battle,
even if the original user is returned to its
Kinesis Pokéball. Only one Pokémon can be seeded by
Type: Fighting you at a time.
Move Power: Strength/Dexterity Higher Levels:
Move Time: 1 action The damage increases to 2d6 at level 5, 2d8 at
PP: 5 level 10, and 2d10 at level 17.
Duration: 1 minute
Range: Self Leer
Description: Type: Normal
You move with incredible speed. Increase your Move Power: Wisdom/Charisma
walking, flying, or swimming speed by 20 if it is Move Time: 1 action
greater than 0, and add +2 to AC when targeted PP: 10
by ranged attacks for the duration. This move Duration: Instantaneous
cannot be stacked. Range: 60 feet
Description:
Leech Life You stare down an enemy Pokémon, reducing
Type: Bug its will. The Pokémon must make a WIS save
Move Power: Dexterity against your Move DC. On a fail, allies may add
Move Time: 1 action +1 to any attack they target it with for the
PP: 10 duration. This modifier can be stacked if it fails
Duration: 1 action multiple leer saves, up to a maximum of +5.
Range: Melee
Lick
Type: Ghost Low Kick
Move Power: Wisdom/Intelligence Type: Fighting
Move Time: 1 action Move Power: Strength/Dexterity
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: Range: Melee
You reach out and lick an enemy Pokémon. Description:
Make a melee attack roll. On a hit, do 1d6 + You kick out at a Pokémon’s lower half, dealing
MOVE ghost damage, and force the enemy to damage and attempting to knock it off balance.
make a CON save against your Move DC or Make a melee attack, doing 1d6 + MOVE
become poisoned. fighting damage on a hit. The target must make
Higher Levels: a STR save against your Move DC or be knocked
The base damage for this attack increases to prone. If maximum damage is rolled, the target
1d8 at level 5, 1d10 at level 10, and 1d12 at flinches on its next turn.
level 17 Higher Levels:
The base damage for this attack increases to
Light Screen 1d8 at level 5, 1d10 at level 10, and 1d12 at
Type: Psychic level 17.
Move Power: Wisdom/Intelligence
Move Time: 1 action Meditate
PP: 5 Type: Paychic
Duration: 1 minute, Concentration Move Power: None
Range: Self Move Time: 1 action
Description: PP: 10
A shield of light forms in front of you, blocking Duration: 1 minute, Concentration
incoming attacks. For the duration, you have Range: Self
resistance to all fire, grass, ice, water, poison, Description:
and ghost type moves. If you were vulnerable to You become one with your inner self. For the
any of these types before activating this move, duration, double your proficiency bonus when it
you take regular damage instead of double. comes to attack rolls and saving throws. This
move cannot be stacked.
Lovely Kiss
Type: Normal Mega Drain
Move Power: Charisma/Wisdom Type: Grass
Move Time: 1 action Move Power: Strength/Dexterity
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 60 feet Duration: Instantaneous
Description: Range: 50 feet
You blow a kiss to a Pokémon, attempting to Description:
put the target to sleep. The target must make a You attempt to drain the life force of an enemy
CHA save against your Move DC, falling asleep Pokémon. Make a ranged attack on a target,
on a failure. The target may repeat the saving doing 1d10 + MOVE grass damage on a hit. Half
throw at the end of each of its turns to try and of the damage dealt is restored to the user.
wake up from sleep.
Higher Levels: (rounding down). The resulting number is the
The base damage increases to 2d10 at level 5, TM number for the move you make. If the move
3d10 at level 10, and 4d10 at level 17. is unable to be completed because of
positioning, range, etc., Metronome fails.
Mega Kick
Type: Normal Mimic
Move Power: Strength Type: Normal
Move Time: 1 action Move Power: None
PP: 10 Move Time: 1 bonus action
Duration: Instantaneous PP: 5
Range: Melee Duration: 1 minute
Description: Range: 120 feet
You strike out with a hard kick. Make a melee Description:
attack against a target, doing 1d6 + MOVE You copy another Pokémon’s movements,
normal damage on a hit. learning its ways in battle. When used, this
Higher Levels: move is temporarily replaced by your choice of
The base damage for this attack increases to one of the target's moves. The target can be an
1d8 at level 5, 1d10 at level 10, and 1d12 at ally. After one PP is subtracted to use this move,
level 17. the replacement move will retain Mimic's
remaining PP. The user can select any of the
Mega Punch target's moves to copy for the duration.
Type: Normal
Move Power: Strength Minimize
Move Time: 1 action Type: Normal
PP: 10 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: Duration: 1 minute, Concentration
You strike out with a hard punch. Make a melee Range: Self
attack against a target, doing 1d6 + MOVE Description:
normal damage on a hit. You appear smaller to enemy Pokémon,
Higher Levels: increasing your evasion. For the duration, you
The base damage for this attack increases to gain an additional +2 to your AC.
1d8 at level 5, 1d10 at level 10, and 1d12 at
level 17. Mirror Move
Type: Flying
Metronome Move Power: Dexterity/Wisdom
Type: Normal Move Time: 1 action
Move Power: Varies PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: 50 feet target, move varies
Duration: Instantaneous Description:
Range: Varies You perform the same move a chosen target
Description: made after your last turn, using your own
You summon a move at random to inflict statistics for bonuses and Move saves if
against the enemy. When you use this move, applicable.
roll a d100. If it is above 50, divide by 2
Mist
Type: Ice Peck
Move Power: None Type: Flying
Move Time: 1 action Move Power: Strength/Dexterity
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30 feet Duration: Instantaneous
Description: Range: Melee
A light mist surrounds a target, offering a Description:
protective barrier. The target is immune to You hammer down on an enemy with a peck
negative stat effects or modifier changes for the attack. Make a melee attack roll on a target,
duration, but any current effects are still in doing 1d6 + MOVE on a successful hit.
place. Higher Levels:
The base damage increases to 1d8 at level 5,
Night Shade 1d10 at level 10, and 1d12 at level 17.
Type: Ghost
Move Power: None Petal Dance
Move Time: 1 action Type: Grass
PP: 5 Move Power: Dexterity/Charisma
Duration: Instantaneous Move Time: 1 action
Range: 60 feet PP: 5
Description: Duration: Instantaneous
You hit an enemy with a necrotic wave of dark Range: 80 feet
energy. Make a ranged attack against a target. Description:
On a hit, the damage is equal to 1d6 + the You dance around, releasing a flurry of sharp
target’s level. leaf attacks against a Pokémon in range. Make a
Higher Levels: ranged attack roll, doing 1d6 + MOVE nature
The base damage increases to 1d8 at level 5, damage on a hit. After successfully hitting a
1d10 at level 10, and 1d12 at level 17. target, roll a d4. On a result of 3 or 4, another
leaf hits again for an additional 1d6 nature
Pay Day damage. Continue this process until you fail to
Type: Normal roll a 3 or 4 on the d4 roll.
Move Power: Strength/Charisma Higher Levels:
Move Time: 1 action The damage dice for this attack increases to 1d8
PP: 10 at level 5, 1d10 at level 10, and 1d12 at level 17.
Duration: Instantaneous
Range: Melee Pin Missile
Description: Type: Bug
You strike a Pokémon, causing it to shake out its Move Power: Dexterity
purse. Make a melee attack on a Pokémon, Move Time: 1 action
doing 1d6 + MOVE on a hit. In addition, 5x the PP: 5
user’s level in cash is scattered on the floor until Duration: Instantaneous
the end of combat. This feature can only Range: 60 feet
happen once per Pokémon per combat. Description:
Higher Levels: You strike a Pokémon with sharp projectiles in
The base damage increases to 1d8 at level 5, quick succession. Make a ranged attack roll,
1d10 at level 10, and 1d12 at level 17. doing 1d6 + MOVE bug damage on a hit. After
successfully hitting a target, roll a d4. On a Poison Powder
result of 3 or 4, another projectile hits again for Type: Poison
an additional 1d6 bug damage. Continue this Move Power: Constitution
process until you fail to roll a 3 or 4 on the d4 Move Time: 1 reaction
roll. PP: 5
Higher Levels: Duration: Instantaneous
The damage dice for this attack increases to 1d8 Range: Melee
at level 5, 1d10 at level 10, and 1d12 at level 17. Description:
If a Pokémon successfully hits you with a melee
Poison Gas attack, you may use your reaction to release a
Type: Poison series of poisonous spores that burst into the
Move Power: Constitution air. The Pokémon must succeed on a CON save
Move Time: 1 action against your Move DC, becoming poisoned on a
PP: 5 fail.
Duration: 1 minute
Range: 100 feet Pound
Description: Type: Normal
You release a toxic cloud of poisonous gas in a Move Power: Strength/Charisma
10 foot radius, centered on a point within Move Time: 1 action
range. Any creature that starts their turn in this PP: 10
are must succeed on a CON save against your Duration: Instantaneous
Move DC, taking 3d6 poison damage and Range: Melee
becoming poisoned on a fail, or half as much Description:
damage without being poisoned on a save. You crush an opponent with a pound attack.
Higher Levels: Make a melee attack roll against a target, doing
The damage increases to 4d6 at level 5, 6d6 at 1d6 + MOVE normal damage on a hit.
level 10, and 8d6 at level 17. Higher Levels:
The base damage increases to 1d8 at level 5,
Poison Sting 1d10 at level 10, and 1d12 at level 17.
Type: Poison
Move Power: Strength/Dexterity Psybeam
Move Time: 1 action Type: Psychic
PP: 10 Move Power: Dexterity/Intelligence/Wisdom
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: Duration: Instantaneous
You strike out at a Pokémon with a poisonous Range: 80 feet
sting. Make a melee attack role against a target, Description:
doing 1d6 + MOVE poison damage on a hit. If You send a beam of invisible, psychic energy at
maximum damage is rolled, the target is a target in range. The target must make a WIS
automatically poisoned. saving throw against your Move DC, taking 2d8
Higher Levels: psychic damage and becoming confused on a
The base damage increases to 1d8 at level 5, fail, and half as much without becoming
1d10 at level 10, and 1d12 at level 17. confused on a save.
Higher Levels:
The damage increases to 3d8 at level 5, 4d8 at
level 10, and 5d8 at level 17.
Psychic Rage
Type: Psychic Type: Normal
Move Power: Intelligence/Wisdom Move Power: Strength
Move Time: 1 action Move Time: 1 bonus action
PP: 1 PP: 5
Duration: Instantaneous Duration: 1 minute
Range: 40 feet Range: Self
Description: Description:
You tap into a Pokémon’s mind, damaging their You go into a fit of rage, attacking with
will to fight. Make a ranged attack on a relentless fury. While you are raging, you gain
Pokémon in range, doing 1d6 + MOVE psychic +2 on all damage rolls, have resistance to
damage on a hit. At maximum damage, the normal damage, and have advantage on all
target becomes confused. Strength checks. Your rage ends if you faint or if
Higher Levels: you have not attacked a hostile target since
The base damage increases to 1d8 at level 5, your last turn, or taken any damage since then.
1d10 at level 10, and 1d12 at level 17. Higher Levels:
Your increase in damage is equal to +4 at level
Psywave 5, +6 at level 10, and +8 at level 17.
Type: Psychic
Move Power: Intelligence/Wisdom Razor Leaf
Move Time: 1 action Type: Grass
PP: 5 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: Self (40 foot line) PP: 10
Description: Duration: Instantaneous
You emit a wave of psychic energy in a 40 foot Range: 80 feet
line, 5 feet wide. Each Pokémon caught in the Description:
wave must make a WIS save against your Move You send a razor sharp leaf at a Pokémon in
DC, becoming confused on a fail. range at tremendous speed. Make a ranged
attack roll, doing 1d6 + MOVE grass damage on
Quick Attack a hit. Razor Leaf results in a critical hit on 19s
Type: Normal and 20s
Move Power: Dexterity Higher Levels:
Move Time: 1 bonus action The base damage increases to 1d8 at level 5,
PP: 10 1d10 at level 10, and 1d12 at level 17.
Duration: Instantaneous
Range: 10 feet Razor Wind
Description: Type: Normal
You lash out with a quick unarmed strike at a Move Power: Strength/Dexterity
Pokémon in range. As a bonus action, you can Move Time: 1 action, charge
immediately move to another Pokémon you are PP: 3
not currently engaged with, without taking an Duration: 1 round, Concentration
attack of opportunity. Make a melee attack roll, Range: Self (20 foot radius)
doing 1d4 + Move normal damage on a hit. Description:
Higher Levels: When you use this move, strong winds begin to
The base damage increases to 1d6 at level 5, circle around you, granting +2 to AC. On your
1d8 at level 10, and 1d10 at level 17. next turn, if you keep your concentration, you
release those winds in a 20 foot radius, You heal a base 4d6 at level 5, 6d6 at level 10,
centered on you. Each Pokémon in the area and 8d6 at level 17.
must make a DEX save against your Move DC,
taking 5d6 normal damage on a fail, or half as Roar
much on a success. Type: Normal
Higher Levels: Move Power: Charisma
The damage increases to 6d6 at level 5, 7d6 at Move Time: 1 action
level 10, and 8d6 at level 17 PP: 10
Duration: Instantaneous
Recover Range: 100 feet
Type: Normal Description:
Move Power: Wisdom/Charisma You release an intimidating roar at a Pokémon
Move Time: 1 action in range. The target must make a CHA save
PP: 5 against your Move DC, fleeing from battle on
Duration: Instantaneous fail. You gain no experience from a fleeing
Range: 30 feet Pokémon, and the move automatically fails in
Description: trainer battles. A creature that succeeds on this
You extend a healing energy to recover the hit saving throw is unaffected by future attempts
points of a Pokémon in range. The target during this combat.
regains 1d6 + MOVE hit points.
Higher Levels: Rock Slide
You heal a base 2d6 at level 5, 4d6 at level 10, Type: Rock
and 6d6 at level 17. Move Power: Strength
Move Time: 1 action
Reflect PP: 5
Type: Psychic Duration: Instantaneous
Move Power: None Range: 50 feet
Move Time: 1 reaction Description:
PP: 5 Large boulders appear above an enemy
Duration: Instantaneous Pokémon in range, crashing down on top of
Range: Self them. The target must make a DEX save against
Description: your Move DC, taking 2d6 rock damage on a
When you are hit by a melee attack, use your failed save, and half as much on a success.
reaction to take half the damage dealt. Higher Levels:
The damage increases to 4d6 at level 5, 6d6 at
Rest level 10, and 8d6 at level 17.
Type: Psychic
Move Power: Wisdom/Charisma Rock Throw
Move Time: 1 action Type: Rock
PP: 5 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: Self PP: 10
Description: Duration: Instantaneous
You put yourself to sleep, but gain 2d6 + MOVE Range: 80 feet
hit points in the process.
Higher Levels:
Description: Description:
You hurl a rock at an enemy Pokémon. Make a You slash out at a Pokémon in range. Make a
melee attack roll, doing 1d6 + MOVE rock melee attack, doing 1d6 + MOVE normal
damage on a hit. damage on a hit.
Higher Levels: Higher Levels:
The base damage increases to 1d8 at level 5, The base damage increases to 1d8 at level 5,
1d10 at level 10, and 1d12 at level 17. 1d10 at level 10, and 1d12 at level 17.

Rolling Kick Screech


Type: Fighting Type: Normal
Move Power: Strength/Dexterity Move Power: Constitution/Charisma
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: 20 feet
Description: Description:
You swing your feet around in a wide arc to You let out a horrible screech at enemy
strike a foe. Make a melee attack roll, doing 1d6 Pokémon in a 20 foot radius, centered on you,
+ MOVE fighting damage on a hit. On a distracting them and opening up their defenses.
maximum damage roll, you cause the target to The Pokémon must make a WIS save against
flinch on their next turn. your Move DC. On a fail, allies add +1 to any
Higher Levels: attack they target an effected Pokémon with for
The base damage increases to 1d8 at level 5, the duration. This modifier can be stacked if a
1d10 at level 10, and 1d12 at level 17. Pokémon fails multiple screech saves, up to a
maximum of +5.
Sand Attack
Type: Ground Seismic Toss
Move Power: Constitution Type: Fighting
Move Time: 1 action Move Power: Strength
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30 feet Duration: Instantaneous
Description: Range: Melee
You kick up a cloud of sand in an attempt to Description:
blind a target in range. The target must make a You attempt to throw a Pokémon into the
CON save against your Move DC. On a fail, they ground with tremendous force. Make a melee
are blinded. A Pokémon can remove blindness attack roll, doing fighting damage equal to the
by attempting a CON save at the end of each of opponent’s level on a hit, double on a critical
its turns. hit. Seismic Toss results in a critical hit on 19s
and 20s.
Scratch
Type: Normal Self Destruct
Move Power: Strength/Dexterity Type: Normal
Move Time: 1 action Move Power: Strength
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 1
Range: Melee Duration: Instantaneous
Range: 30 feet hit points. A Pokémon’s hit points must be
Description: equal to or less than the remaining total for that
You release a massive explosion in a 30 foot creature to be affected.
radius, fainting immediately after the attack. Higher Levels:
Creatures in the area must make a DEX save Roll 7d8 for hitpoints at level 5, 9d8 at level 10,
against your Move DC. If your Pokémon has at and 11d8 at level 17.
least half its hit points left, anyone in range
takes 8d6 normal damage on a fail, or half as Skull Bash
much on a success. If your creature has less Type: Normal
than half of its hitpoints left, the damage is Move Power: Strength
halved for a success or fail. Move Time: 1 action, charge
Higher Levels: PP: 3
Damage increases to 8d8 at level 5, 8d10 at Duration: 1 round, Concentration
level 10, and 8d12 at level 17. Range: 80 feet
Description:
Sharpen When you use this move, you lower your head
Type: Normal and prepare to strike a foe within range. On
Move Power: Constitution your next turn’s action, if you keep your
Move Time: 1 action concentration, you charge at a Pokémon in
PP: 5 range ignoring your walking speed and any
Duration: 1 minute, Concentration opportunity attacks you may incur. Make a
Range: Self melee attack roll, doing 5d6 + MOVE on a hit. A
Description: Pokémon hit with this attack much succeed on a
You collect your focus, sharpening your combat STR saving throw against your Move DC or be
skills. You may add 1d4 to any attack roll for the knocked prone.
duration. Higher Levels:
Higher Levels: The damage increases to 6d6 at level 5, 7d6 at
At level 10, the dice you can add changes to 1d6 level 10, and 8d6 at level 17

Sing Sky Attack


Type: Normal Type: Flying
Move Power: Charisma Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action, charge
PP: 5 PP: 3
Duration: Instantaneous Duration: 1 round, Concentration
Range: 30 feet Range: 80 feet
Description: Description:
You sing a beautiful song in an attempt to put When you use this move, you flap your wings
enemy Pokémon to to sleep. Roll 5d8; the total menacingly and prepare to strike a foe within
is how many hit points of Pokémon this spell range. On your next turn’s action, if you keep
can affect. Pokémon within 30 feet of you are your concentration, you dive at a Pokémon in
affected in ascending order of their current hit range, ignoring your flying speed and any
points. Starting with the Pokémon that has the opportunity attacks you may incur. Make a
lowest current hit points, each Pokémon melee attack roll, doing 5d6 + MOVE on a hit.
affected by this spell falls asleep. Subtract each Higher Levels:
Pokémon’s hit points from the total before The damage increases to 6d6 at level 5, 7d6 at
moving on to the Pokémon with the next lowest level 10, and 8d6 at level 17
Slam Move Time: 1 action
Type: Normal PP: 10
Move Power: Strength Duration: Instantaneous
Move Time: 1 action Range: 20 feet
PP: 10 Description:
Duration: Instantaneous You spew poisonous sludge at an enemy
Range: Melee Pokémon in range. Make a ranged attack on a
Description: Pokémon, doing 2d6 + MOVE poison damage on
You crush an opponent with a slam attack. a hit. The creature must make a CON save
Make a melee attack roll against a target, doing against your Move DC or become poisoned.
1d6 + MOVE normal damage on a hit. Higher Levels:
Higher Levels: The base damage increases to 3d6 at level 5,
The base damage increases to 1d8 at level 5, 4d6 at level 10, and 5d6 at level 17
1d10 at level 10, and 1d12 at level 17.
Smog
Slash Type: Poison
Type: Normal Move Power: Constitution
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 80 feet
Range: Melee Description:
Description: You create a fog of poisonous smog in a 15 foot
You slash out at a Pokémon in range. Make a radius, centered on a point within range.
melee attack, doing 1d6 + MOVE normal Creatures that begin their turn in the area take
damage on a hit. Slash results in a critical hit on 1d6 + MOVE poison damage and must succeed
19s and 20s. on a CON save against your Move DC or become
Higher Levels: poisoned. The area of smog is considered
The base damage increases to 1d8 at level 5, difficult terrain, and any attacks make from
1d10 at level 10, and 1d12 at level 17. inside it are done at disadvantage.
Higher Levels:
The base damage inside the smog increases to
Sleep Powder 1d8 at level 5, 1d10 at level 10, and 1d12 at
Type: Grass
level 17.
Move Power: Constitution
Move Time: 1 action
PP: 5 Smokescreen
Duration: Instantaneous Type: Normal
Range: 40 feet Move Power: Constitution
Description: Move Time: 1 action
You release a cluster of spores at a Pokémon in PP: 3
range, attempting to put them to sleep. The Duration: 1 minute, Concentration
target must make a WIS saving throw against Range: Self
your Move DC or fall asleep. Description:
You conjur a line of smoke on the battlefield, 60
feet long and 5 feet thick. The area on either
Sludge side is obscured and imposes disadvantage on
Type: Poison
any ranged attacks made by a Pokémon
Move Power: Strength/Dexterity
targeting another on the opposite side. Any Description:
Pokémon inside the wall of smoke must make a You unleash a deafening sound that harms
CON save against your Move DC or become Pokémon in a 20 foot circle, centered on you.
blinded for the duration. Pokémon in range must make a CON save
against your Move DC, taking 20 flat damage on
Soft-Boiled a fail.
Type: Normal
Move Power: Constitution/Charisma Spike Cannon
Move Time: 1 action Type: Normal
PP: 5 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 30 feet PP: 5
Description: Duration: Instantaneous
Heal a Pokémon in range for 2d6 + MOVE Range: 60 feet
hitpoints. Description:
Higher Levels: You fire a series of sharp spikes at a Pokémon in
The base healing increases to 3d6 at level 5, 4d6 range. Make a ranged attack roll, doing 1d6 +
at level 10, and 5d6 at level 17. MOVE normal damage on a hit. After
successfully hitting a target, roll a d4. On a
Solar Beam result of 3 or 4, you may immediately hit again
Type: Grass for an additional 1d6 normal damage. Continue
Move Power: Strength/Dexterity this process until you fail to roll a 3 or 4 on the
Move Time: 1 action, charge d4 roll.
PP: 3 Higher Levels:
Duration: 1 round, Concentration The damage dice for this attack increases to 1d8
Range: Self (60 foot line) at level 5, 1d10 at level 10, and 1d12 at level 17.
Description:
When you use this move, soak in solar energy Splash
and prepare to unleash a devastating beam. On Type: Normal
your next turn, if you keep your concentration, Move Power: None
you create a 60 foot line of solar energy, 5 feet Move Time: 1 action
wide. Any creature caught in the line must PP: 20
succeed on a DEX save or take 6d6 grass Duration: Instantaneous
damage on a fail and half as much on a save. If Range: Melee
this move in used in daylight, the damage Description:
increases by 2d6. You flail around on the ground, doing no
Higher Levels: damage and looking ridiculous, but your jump
The damage done increases to 8d6 At level 5, speed becomes 50 feet.
10d6 At level 10, and 12d6 at level 17. Higher Levels:
Nope, still look funny.
Sonic Boom
Type: Normal Spore
Move Power: Strength/Dexterity Type: Grass
Move Time: 1 action Move Power: Dexterity/Wisdom
PP: 5 Move Time: 1 reaction
Duration: Instantaneous PP: 5
Range: 20 foot circle Duration: Instantaneous
Range: Melee Range: 60 feet
Description: Description:
When you are hit by a melee attack, you can You unleash sticky string at a Pokémon in range,
use your reaction to release a spore that slowing it down. The target’s primary speed is
attempts to put your attacker to sleep. The reduced by 10. If this reduction in speed causes
Pokémon must make a WIS save against your their speed to be 0, they are restrained.
Move DC, falling asleep on a fail.
Struggle
Stomp Type: Normal
Type: Normal Move Power: Strength
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: Unlimited
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description:
Description: This move is known by all Pokémon, and is used
You raise your feet up for a stomp attack. Make only when all other moves are out of PP. Make
a melee attack roll against a Pokémon, doing a melee attack roll, doing damage equal to your
1d6 + MOVE on a hit. If maximum damage is STR modifier on a hit.
rolled, the target flinches on its next turn.
Higher Levels: Stun Spore
The damage dice for this attack increases to 1d8 Type: Grass
at level 5, 1d10 at level 10, and 1d12 at level 17. Move Power: Dexterity
Move Time: 1 reaction
Strength PP: 5
Type: Normal Duration: Instantaneous
Move Power: Strength Range: Melee
Move Time: 1 action Description:
PP: 10 When you are hit by a melee attack, you can
Duration: Instantaneous use your reaction to release a spore that
Range: Melee attempts to stun your attacker. The Pokémon
Description: must make a WIS save against your Move DC,
You strike out at a Pokémon with brute becoming paralyzed on a fail.
strength. Make a melee attack roll against a
Pokémon, doing 1d6 + MOVE on a hit. On a hit, Submission
you may also choose to push the Pokémon 5 Type: Fighting
feet away. Move Power: Strength
Higher Levels: Move Time: 1 action
The damage dice for this attack increases to 1d8 PP: 5
at level 5, 1d10 at level 10, and 1d12 at level 17. Duration: Instantaneous
Range: Melee
String Shot Description:
Type: Bug You attempt a forceful grapple on a target.
Move Power: Dexterity Make a melee attack roll against a Pokémon,
Move Time: Instantaneous doing 1d6 + MOVE fighting damage on a hit.
PP: 5 The target is grappled and restrained. If the
Duration: Instantaneous target is still grappled by you on future turns,
you may use this move as a bonus action to Description:
immediately inflict another 1d6 + MOVE You emit a high pitched screech heard only by
damage. the target. The target becomes confused.
Higher Levels
The damage dice for this attack increases to 1d8 Surf
at level 5, 1d10 at level 10, and 1d12 at level 17. Type: Water
Move Power: Strength/Dexterity
Substitute Move Time: 1 action
Type: Normal PP: 10
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: 60 feet
PP: 3 Description:
Duration: Instantaneous A wave of high-pressured water moves you to
Range: Self strike a Pokémon in range. Choose a target. You
Description: appear within 5 feet of that target, ignoring
You create a duplicate of yourself with ¼ the HP opportunity attacks, and make a melee attack
(rounded down). This substitute has an AC of 1 roll. On a hit, you do 2d6 + MOVE water
and takes all damage and status ailments you damage.
would normally take until it is destroyed. If the Higher Levels:
damage done is enough to destroy the The damage increases to 3d6 at level 5, 4d6 at
substitute, you take the remaining damage. level 10, and 5d6 at level 17.

Super Fang Swift


Type: Normal Type: Normal
Move Power: Strength Move Power: Dexterity
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 100 feet
Description: Description:
You lash out with an incredible fang attack. You fire three projectiles at any Pokémon you
Make a melee attack, doing 2d6 normal damage choose in range. They do not have to target the
on a hit. On critical hits, instead of doubling the same Pokémon. Each hit for 1d4 + 2 normal
dice, you can choose to do damage equal to half damage. This move also targets Pokémon in the
the target’s HP. middle of dig or fly moves.
Higher Levels: Higher Levels:
The base damage for this attack increases to You fire four projectiles at level 5, five at level
3d6 at level 5, 4d6 at level 10, and 5d6 at level 10, and 6 at level 18.
17.
Swords Dance
Supersonic Type: Normal
Type: Normal Move Power: Dexterity
Move Power: Dexterity/Wisdom Move Time: 1 action
Move Time: 1 action PP: 5
PP: 5 Duration: 1 minute
Duration: Instantaneous Range: Self
Range: 80 feet Description:
When you activate this move, three swords Description:
appear and dance around you. As a bonus You sacrifice your own position to take down
action on future turns, you can attack and send and enemy Pokémon. Roll a melee attack roll.
one of the swords at an enemy Pokémon within On a hit, you do 2d8 + MOVE normal damage
30 feet of you, doing 1d6 + MOVE normal and both you and the target are knocked prone.
damage on a hit. Higher Levels:
Higher Levels: The damage increases to 3d8 at level 5, 4d8 at
You create 4 swords at level 5, 5 swords at level level 10, and 5d8 at level 17.
10, and 6 swords at level 17.
Teleport
Tackle Type: Psychic
Type: Normal Move Power: Intelligence
Move Power: Strength Move Time: 1 bonus
Move Time: 1 action PP: 3
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 30 feet
Range: Melee Description:
Description: You disappear from view and reappear at an
Make a melee attack roll against a Pokémon, unoccupied point within range. In wild
doing 1d4 + MOVE on a hit. Pokémon battles, this move can be activated to
Higher Levels: automatically count as a success in a group DEX
The base damage increases to 1d6 at level 5, check to run away.
1d8 at level 10, and 1d10 at level 17.
Thrash
Tail Whip Type: Normal
Type: Normal Move Power: Strength
Move Power: Charisma/Strength Move Time: Instantaneous
Move Time: 1 action PP: 5
PP: 5 Duration: Instantaneous
Duration: 1 minute Range: Melee
Range: 100 feet Description:
Description: You thrash about wildly, doing several attacks
You shake your tail at an enemy Pokémon, without control. Make a melee attack roll, doing
distracting it and opening up its defenses. The 1d6 + MOVE normal damage on a hit. After
Pokémon must make a WIS save against your successfully hitting a target, roll a d4. On a
Move DC. On a fail, allies add +1 to any attack result of 3 or 4, you may immediately hit again
they target it with for the duration. This for an additional 1d6 normal damage. Continue
modifier can be stacked if it fails multiple tail this process until you fail to roll a 3 or 4 on the
whip saves, up to a maximum of +5. d4 roll. At the end of this attack, you become
confused.
Take Down Higher Levels:
Type: Normal The damage dice for this attack increases to 1d8
Move Power: Strength at level 5, 1d10 at level 10, and 1d12 at level 17.
Move Time: 1 action
PP: 5 Thunder
Duration: Instantaneous Type: Electric
Range: Melee Move Power: Strength/Dexterity
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 20 feet Description:
Description: Your punches are imbued with electric energy.
Powerful electric energy arcs out from you, Make a melee attack on a Pokémon, doing 1d6
hitting any Pokémon in a 20 foot radius, + MOVE electric damage on a hit.
centered on you. Pokémon caught in the area Higher Levels:
must make a DEX save against your Move DX, The base damage increases to 1d8 at level 5,
taking 4d6 electric damage on a fail, and half as 1d10 at level 10, and 1d12 at level 17.
much on a success.
Higher Levels: Thundershock
The damage increases to 5d6 at level 5, 6d6 at Type: Electric
level 10, and 8d6 at level 17. Move Power: Strength/Dexterity
Move Time: 1 reaction
Thunder Wave PP: 5
Type: Electric Duration: Instantaneous
Move Power: Strength/Dexterity Range: Melee
Move Time: 1 action Description:
PP: 5 When you are hit by a melee attack, you may
Duration: Instantaneous spend a reaction to deliver an electric shock to
Range: 60 feet your attacker. The attacker must make a CON
Description: save against your save DC or take 1d6 + MOVE
You send a wave of electric energy that electric damage on a fail.
surrounds a Pokémon in range. The Pokémon Higher Levels:
must make a CON save against your Move DC or The base damage increases to 1d8 at level 5,
become paralyzed. 1d10 at level 10, and 1d12 at level 17.

Thunderbolt Toxic
Type: Electric Type: Poison
Move Power: Strength/Dexterity Move Power: Constitution
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60 feet Range: 30 feet
Description: Description:
You send a powerful bolt of electricity at a You send a downpour of potent, poisonous rain
Pokémon in range. Make a ranged attack roll, in a 5 foot radius, centered on a point within
doing 1d8 + MOVE electric damage on a hit. range. Targets in the area must make a CON
Higher Levels: save against your MOVE DC or become
The damage increases to 1d10 at level 10, and poisoned. Pokémon poisoned by this move take
1d12 at level 17. double the normal poison damage.

Thunder Punch Transform


Type: Electric Type: Normal
Move Power: Strength/Dexterity Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 Range: Melee
Duration: 1 minute, Concentration Description:
Range: 50 feet You crush an opponent with a forceful, gripping
Description: attack. Make a melee attack, doing 1d12 +
You attempt to morph into a near-exact copy of MOVE normal damage on a hit, grappling the
a Pokémon in range, as long as the base CR of opponent. On each successive turn, if the
the Pokémon is able to be controlled by your Pokémon is still grappled, you may use this
trainer. For the duration, you copy all of the move again and automatically hit with it.
Pokémon’s stats and current moves, keeping Higher Levels:
your own HP and level. At level 10, the base damage increases to 2d12.

Tri Attack Vine Whip


Type: Normal Type: Grass
Move Power: Strength/Dexterity Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 15 feet
Description: Description:
You strike out with three quick attacks. Make You extend a sharp vine to whip the opponent
three melee attack rolls, doing 1d6 + MOVE with. Make a melee attack roll, doing 2d6 +
damage on each hit. MOVE grass damage on a hit.
Higher Levels: Higher Levels:
The base damage on a hit increases to 1d8 at The base damage increases to 3d6 at level 5,
level 5, 1d10 at level 10, and 1d12 at level 12. 4d6 at level 10, and 5d6 at level 17.

Twineedle Water Gun


Type: Bug Type: Water
Move Power: Dexterity Move Power: Dexterity
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 40 feet Range: 80 feet
Description: Description:
You fire two sharp projectiles at Pokémon in You fire a quick spurt of water at a Pokémon in
range. Make two melee attack rolls, doing 1d6 + range. Make a ranged attack roll, doing 1d6 +
MOVE damage on each hit. MOVE water damage on a hit.
Higher Levels: Higher Levels:
The base damage on a hit increases to 1d8 at The base damage increases to 1d8 at level 5,
level 5, 1d10 at level 10, and 1d12 at level 12 1d10 at level 10, and 1d12 at level 17

Vice Grip Waterfall


Type: Normal Type: Water
Move Power: Strength Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 80 feet Range: Self
Description: Description:
You create an intense waterfall that crashes When hit by a melee or ranged attack, you can
down upon enemy Pokémon in a 10 foot radius, spend your reaction to increase your AC by +2 if
centered on a point within range. Pokémon in it would cause the Attack to miss.
the area must make a DEX save against your Higher Levels:
Move DC or take 4d6 water damage and fall At level 10, you can increase your AC by +3.
prone on a fail, or half as much on a save.
Higher Levels: Wrap
The damage increases to 5d6 at level 5, 6d6 at Type: Normal
level 10, and 8d6 at level 17. Move Power: Strength/Dexterity
Move Time: 1 action
Whirlwind PP: 10
Type: Normal Duration: Instantaneous
Move Power: Dexterity Range: Melee
Move Time: 1 action Description:
PP: 5 You attempt to grapple a target into
Duration: Instantaneous submission. Make a melee attack roll. On a hit,
Range: Melee the target takes 1d4 + MOVE normal damage
Description: and is grappled and restrained. At the beginning
You create a whirlwind of spinning air around of each of its turns, it may attempt to escape
you, increasing your AC by +2. In wild Pokémon with a STR save against your Move DC. While a
battles, this move can be activated to Pokémon is grappled, you may continue this
automatically count as a success in a group DEX move, as a bonus action, is not to do an
check to run away. automatic 1d4 + MOVE normal damage.
Higher Levels:
Wing Attack The base damage increases to 1d6 at level 5,
Type: Flying 1d8 at level 10, and 1d10 at level 17.
Move Power: Strength/Dexterity
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description:
You strike out at an enemy Pokémon with your
wings. Make a ranged attack roll, doing 1d6 +
MOVE flying damage on a hit.
Higher Levels:
The base damage increases to 1d8 at level 5,
1d10 at level 10, and 1d12 at level 17

Withdraw
Type: Water
Move Power: None
Move Time: 1 reaction
PP: 5
Duration: Instantaneous

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