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Published by treeboi1224, 2022-04-01 09:53:43

toaz.info-pokemon

toaz.info-pokemon-5e-phb-gen-i-vipdf-pr_2448b8cf7d926d471308a6b3f4096fd1

Keywords: dnd

Thunderbolt Toxic

Type: Electric Type: Poison
Move Power: STR/DEX Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: 30ft
Description: You send a powerful bolt of electricity at a Description: You send a downpour of potent, poisonous rain

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

This is unofPficoiratlioFnasnoCfothnetemntaatenrdiailsanroetparpoppreorvtyedo/fe©ndWoriszeadrdbsyo©f tWheizCaordassto, f©thGeaCmoeasFtr,e©akG, aomr ©e FNrienatken, odro©CoNminptaennydoInCc.ompany Inc. 101

Trick Trump Card

Type: Psychic Type: Normal
Move Power: WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You move quickly to attempt to swap held items Description: You strike out with a blast of energy that

with an opponent. Make a melee attack roll against an increases in strength the more it is used. Make a ranged
opponent, swapping held items with them on a hit. attack on an opponent, dealing 1d6 + MOVE normal
damage on a hit. Increase the damage by your Move
Trick Room modifier for each PP that has been expended for the move,
before the move was activated. Using a restorative to regain
Type: Psychic PP resets the damage for this attack.
Move Power: None Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 1d8 at level 5, 2d6 at level 10, and 4d6 at level 17.
PP: 3
Duration: Instantaneous Twineedle
Range: Self
Description: The world around you seems to spin for a Type: Bug
Move Power: DEX
moment, and the whole battlefield is hit with a bizarre Move Time: 1 action
feeling. Starting at the beginning of the next round of PP: 5
combat after you activate this move, the initiative order is Duration: Instantaneous
permanently reversed. Range: 40ft
Description: You fire two sharp projectiles at creature in
Trick-or-Treat
range. They do not have to target the same opponent. Make
Type: Ghost two ranged attack rolls, dealing 1d4 + MOVE bug damage
Move Power: WIS/CHA on each hit. If the natural roll of either attack is a 19 or 20,
Move Time: 1 action the target is poisoned.
PP: 5 Higher Levels: The damage dice roll for this move changes
Duration: 3 rounds to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Range: 30ft
Description: You attempt to scare the spirit right out of a Twister

creature in range. Force an opponent in range to make a Type: Dragon
CHA save against your Move DC. On a failure, its type is Move Power: STR/DEX
changed to Ghost for the duration. Move Time: 1 action
PP: 10
Triple Kick Duration: Instantaneous
Range: 80ft
Type: Fighting Description: You send a gust of swirling wind that tears
Move Power: STR/DEX
Move Time: 1 action through an opponent. Make a ranged attack on an
PP: 5 opponent, doing 1d6 + MOVE dragon damage on a hit. If
Duration: Instantaneous the natural attack roll is 16 or higher, the opponent
Range: Melee flinches.
Description: You strike out with three consecutive kicks. Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Make three melee attack rolls in order, doing 1d4 + MOVE
fighting damage on each hit. As soon as one attack misses, U-Turn
the move is over.
Higher Levels: The damage dice roll for this move changes Type: Bug
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Move Power: DEX
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Melee
Description: You lash out with a quick strike before you

make a getaway. Make a melee attack, dealing 1d12 +
MOVE bug damage on a hit. After this move is activated, a
trainer must switch out the user as a free action.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Uproar Venoshock

Type: Normal Type: Poison
Move Power: STR/DEX Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 3 Rounds, Concentration Duration: Instantaneous
Range: 30ft circle Range: 15ft
Description: You cause an uproar on the battlefield in a 30 Description: You attempt to drench an opponent in

foot circle, centered on you, for three rounds of combat. poisonous liquid. Make a ranged attack on an opponent,
During the uproar, you cannot use any other Move, and any dealing 1d10 + MOVE poison damage on a hit. If the target
creature in range is prevented from falling asleep. (This is already poisoned, double your Move modifier when
include creatures that would purposefully fall asleep using adding damage.
moves like Rest) In addition, opponents must make a CON Higher Levels: The damage dice roll for this move changes
save against your Move DC at the start of each turn. On a to 2d8 at level 5, 2d12 at level 10, and 4d8 at level 17.
fail, the opponent takes 2d8 + MOVE normal damage.
Higher Levels: The damage dice roll for this move changes Vice Grip
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Normal
V-Create Move Power: STR
Move Time: 1 action
Type: Fire PP: 15
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 3 Description: You crush an opponent with a forceful, gripping
Duration: Instantaneous
Range: Melee attack. Make a melee attack, doing 1d8 + MOVE normal
Description: Your forehead burns like hot coals as you slam damage on a hit, grappling the opponent. On each
successive turn, if the creature is still grappled, you may
your head into an opponent. Make a melee attack roll, use this move again (as an action) and automatically hit. A
dealing 3d10 + MOVE fire damage on a hit. After activating creature may attempt to excape the grapple at the
this move, your AC decreases by 2 until the beginning of beginning of its turns with a STR save against your Move
your next turn. DC.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17. to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

Vacuum Wave Vine Whip

Type: Fighting Type: Grass
Move Power: DEX Move Power: STR/DEX
Move Time: 1 bonus action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 10ft Range: 15ft
Description: You whirl your fists with a fast attack that hits Description: You extend a sharp vine to whip the opponent

before your opponent has a chance to strike. As a bonus with. Make a ranged attack roll, doing 1d6 + MOVE grass
action, you may make rush to an opponent in range and a damage on a hit.
quick melee attack on an opponent, dealing 1d4 fighting Higher Levels: The damage dice roll for this move changes
damage on a hit. to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17. Vital Throw

Venom Drench Type: Fighting
Move Power: STR
Type: Poison Move Time: 1 action
Move Power: DEX/CON PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: A slow fighting attack that pummels your foes.
Range: 20ft
Description: You drench a creature with an odd, poisonous As an action on your turn, you can choose to hold this
move until next turn, where it will automatically hit for
liquid. Force an opponent to make a CON save against your 1d12 + MOVE fighting damage as long as the opponent
Move DC, becoming poisoned on a failure. If the target is remains in melee range.
already poisoned, this move automatically hits, causing the Higher Levels: The damage dice roll for this move changes
creature to now take double the normal damage at the end to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
of each of its turns.

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Volt Switch Water Pledge

Type: Electric Type: Water
Move Power: DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You lash out with a quick, electric strike before Description: You send a column of water towards an

you make a getaway. Make a melee attack, dealing 1d12 + opponent. Make a ranged attack, dealing 2d6 + MOVE
MOVE electric damage on a hit. After this move is water damage on a hit. After you land a hit, any ally that
activated, a trainer must switch out the user as a free uses another Pledge move in the same round automatically
action. hits.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Volt Tackle Water Pulse

Type: Electric Type: Water
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 15ft Range: 30ft
Description: You rush forward in a flash of electricity with Description: You send a wave of ultrasonic aquatic energy at

extended reach, slamming into an opponent. When an opponent in range. Make a ranged attack roll, dealing
activating this move, gain an additional 10 feet of 1d10 + MOVE water damage on a hit. On a natural attack
movement and make a melee attack roll against an roll of 17 or higher, the target is confused.
opponent, dealing 2d10 + Move electric damage on a hit. Higher Levels: The damage dice roll for this move changes
On a hit, you also take a quarter of the total (rounded to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
down) in normal-type recoil damage.
Higher Levels: The damage dice roll for this move changes Water Shuriken
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Type: Water
Wake-Up Slap Move Power: DEX
Move Time: 1 action
Type: Fighting PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: 50ft
PP: 5 Description: You fire a barrage of sharp shurikens at a
Duration: Instantaneous
Range: Melee target. Make a ranged attack roll, doing 1d4 + MOVE water
Description: You attack with a jolting slap from your palms. damage on a hit. After successfully hitting a target, roll a
d4. On a result of 3 or 4, another shuriken strikes the target
Make a melee attack on an opponent, dealing 1d12 + for an additional 1d4 water damage. Continue this process
MOVE fighting damage on a hit. If the target is asleep, until you fail to roll a 3 or 4 on the d4 roll, up to a
double your Move modifier when adding damage, but the maximum of four additional hits. BBC
target automatically wakes up. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Water Sport
Water Gun
Type: Water
Type: Water Move Power: None
Move Power: DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 15 Duration: 1 minute
Duration: Instantaneous Range: 5ft
Range: 40ft Description: You soak yourself and all allies with water,
Description: You fire a quick spurt of water at a creature in
reducing the amount of fire damage taken for anyone
range. Make a ranged attack roll, doing 1d6 + MOVE water affected. For the duration, you and any ally in range (when
damage on a hit. you initially activated this move) have resistance to fire-type
Higher Levels: The damage dice roll for this move changes attacks. If you were already resistant, you are now immune.
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. If you were vulnerable, you now take normal damage. If
you are immune to fire-type moves already, nothing
happens.

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Water Spout Whirlpool

Type: Water Type: Water
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 60ft
Description: You fire a blast of water at an opponent that Description: You create a wave of water that swirls around

increases in power the more healthy you are. Make a an opponent in range. Make a ranged attack roll. On a hit,
ranged attack roll against an opponent, doing 3d8 + MOVE the target takes 1d6 + MOVE water damage and is
water damage on a hit if you are at or above 50% of your restrained. At the beginning of each of its turns, it may
health. If you are below 50%, halve the total damage done. attempt to escape with a STR save against your Move DC.
Higher Levels: The damage dice roll for this move changes On each successive turn, if the creature is still restrained,
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. you may use this move again (as an action) and
automatically hit.
Waterfall Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Water
Move Power: STR/DEX Whirlwind
Move Time: 1 action
PP: 10 Type: Normal
Duration: Instantaneous Move Power: DEX
Range: 80ft Move Time: 1 action
Description: You create an intense waterfall that crashes PP: 10
Duration: Instantaneous
down upon enemy creature in a 10 foot radius, centered on Range: 5ft
a point within range. Creatures in the area must make a Description: You create a whirlwind of spinning air around
DEX save against your Move DC or take 2d6 + MOVE
water damage and fall prone on a fail, or half as much on a you, increasing your AC by +2 until the beginning of your
save. next turn. When you activate this move, any creature within
Higher Levels: The damage dice roll for this move changes 5 feet of you must succeed on a STR saving throw against
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. your Move DC or fall prone. In wild creature battles, this
move can be activated to automatically count as a single
Weather Ball success in a group DEX check to run away.

Type: Normal Wide Guard
Move Power: STR/DEX
Move Time: 1 action Type: Rock
PP: 5 Move Power: None
Duration: Instantaneous Move Time: 1 reaction
Range: 30ft PP: 3
Description: You send a powerful ball of energy that changes Duration: Instantaneous
Range: 20ft
type based on the surrounding weather, dealing 1d8 + Description: You have the ability to guard your allies from
MOVE damage of that type.
|Weather|Type| |:--:|:--: |Harsh Sunlight|Fire |Rain|Water area-of-effect moves. As a reaction, when a creature
|Sandstorm|Rock |Hail or Snow|Ice |Foggy or activates a damaging move that targets multiple opponents
Cloudy|Normal within range, you may halve the damage dealt. On future
Higher Levels: The damage dice roll for this move changes instances of this reaction in the same combat, you must
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. roll higher than a 15 on a d20 roll or forfeit the reaction
with no effect

Wild Charge

Type: Electric
Move Power: STR
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You shroud yourself in electricity and charge at

an opponent. Make a melee attack, dealing 2d8 + MOVE
electric damage on a hit, but taking 1/4 of the damage
(rounded down) in normal-type recoil.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

This is unofPficoiratlioFnasnoCfothnetemntaatenrdiailsanroetparpoppreorvtyedo/fe©ndWoriszeadrdbsyo©f tWheizCaordassto, f©thGeaCmoeasFtr,e©akG, aomr ©e FNrienatken, odro©CoNminptaennydoInCc.ompany Inc. 105

Will-O-Wisp Wood Hammer

Type: Fire Type: Grass
Move Power: DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You send a sinister, white-hot flame at an Description: You slam your rough body against an opponent,

opponent attempting to inflict a burn. Make a ranged attack taking serious recoil damage. Make an attack roll against a
roll on a target, causing burn on a hit. target, dealing 2d10 + MOVE grass damage on a hit. On a
hit, you also take half the damage dealt in normal-type
Wing Attack recoil damage.
Higher Levels: The damage dice roll for this move changes
Type: Flying to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Power: STR/DEX
Move Time: 1 action Work Up
PP: 20
Duration: Instantaneous Type: Normal
Range: Melee Move Power: None
Description: You strike out at an enemy creature with your Move Time: 1 bonus action
PP: 3
wings. Make a melee attack roll, doing 1d10 + MOVE flying Duration: 1 minute
damage on a hit. Range: Self
Higher Levels: The damage dice roll for this move changes Description: You get your adrenaline pumping and go into a
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
frenzy. While worked up, you add +2 to all attack rolls. Your
Wish worked up status ends if you are incapacitated or if you
have not attacked a hostile target since your last turn, or
Type: Normal taken any damage since then.
Move Power: WIS/CHA
Move Time: 1 action, charge Worry Seed
PP: 5
Duration: 1 round Type: Grass
Range: 50ft Move Power: DEX/CHA
Description: You send forth a healing wish that takes time to Move Time: 1 action
PP: 5
come true. At the end of your next turn, as a free action, Duration: 1 minute
heal a target in range for 3d8 + MOVE hit points. Range: 30ft
Higher Levels: The healing dice roll for this move changes to Description: You shoot a bizarre seed that implants worry
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
into another creature, ally or foe. The target must succeed
Withdraw on a CON save against your Move DC or replace the user's
choice of ability with Insomnia, preventing sleep for the
Type: Water duration.
Move Power: None
Move Time: 1 reaction Wrap
PP: 3
Duration: Instantaneous Type: Normal
Range: Self Move Power: STR/DEX
Description: When hit by a melee or ranged attack, you can Move Time: 1 action
PP: 15
spend your reaction to increase your AC by +2 if it would Duration: Instantaneous
cause the attack to miss. Range: Melee
Higher Levels: Increase your AC by +3 at level 10 and above. Description: You attempt to grapple a target into submission.

Wonder Room Make a melee attack roll. On a hit, the target takes 1d4 +
MOVE normal damage and is grappled. At the beginning of
Type: Psychic each of its turns, it may attempt to escape with a STR save
Move Power: None against your Move DC. As long as the target is grappled on
Move Time: 1 action your subsequent turns, this move can be activated again as
PP: 5 a bonus action with an automatic hit, dealing 1d4 normal
Duration: 1 minute, Concentration damage.
Range: 50ft circle Higher Levels: The damage dice rolls for this move change
Description: You create a bizarre vibe in the air in a 50ft to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

circle, centered on you. For the duration, all WIS saves
become CON saves and all CON saves become WIS saves.

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Wring Out Zen Headbutt

Type: Normal Type: Psychic
Move Power: STR Move Power: STR/WIS
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You wrap your hands around the opponent and Description: You focus all of your willpower into your head

squeeze hard. Make a melee attack against an opponent, and ram it into an opponent. Make a melee attack, dealing
dealing 3d8 + MOVE normal damage on a hit. If the 2d6 + MOVE psychic damage on a hit. If the natural attack
opponent has 50% or more of its maximum HP, double roll is 17 or higher, the target flinches.
your move modifier for the damage roll. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

X-Scissor

Type: Bug
Move Power: STR/DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You cross your claws for a scissor-like slashing

attack. Make a melee attack against an opponent, dealing
2d6 + MOVE bug damage on a hit.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Yawn

Type: Normal
Move Power: None
Move Time: 1 action
PP: 5
Duration: 1 round
Range: 30ft
Description: You release a big yawn that causes an opponent

to become very drowsy. Choose a target in range. If that
target is still in the battle at the end of its next turn, it falls
asleep.

Zap Cannon

Type: Electric
Move Power: STR/DEX
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: 120ft
Description: You fire out an extreme blast of pure electric

energy at an opponent. Make a ranged attack against a foe
in range, doing 2d10 + MOVE electric damage. If the
natural attack roll is 15 or higher, the target is paralyzed.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

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10. Abilities Battle Armor
This Pokémon is immune to extra damage dealt by a Critical
Adaptability Hit.
This Pokémon's STAB is increased by +1 at all levels.
Big Pecks
Aftermath This Pokémon's AC cannot be reduced by an opponent's
This Pokémon deals damage to an attacker equal to half of moves.
the damage received when knocked out by a melee move.
Blaze
Air Lock When this Pokémon falls below 25% of its maximum HP,
While this Pokémon is in battle, weather-related abilities double the STAB damage for its fire-type moves.
have no effect on the Pokémon that have them.
Blizzard
Air Slash This Pokémon knows Blizzard as a fifth move. The move is
This Pokémon knows Air Slash as a fifth move. The move is forgotten if it takes any other form.
forgotten if it takes any other form.
Bulletproof
Analytic This Pokémon is immune to damage from Bullet, Ball, Bomb,
After this Pokémon misses an attack, its next attack is done etc. moves that fire physical projectiles. (Barrage, Bullet
at advantage. Seed, Egg Bomb, Leech Seed, etc.)

Anger Point Burrower
After suffering a critical hit, this Pokémon adds proficiency to This Pokémon can burrow underground traveling a distance
its damage if its next attack hits. equal to its walking speed before re-emerging.

Anticipation Cacophony
When this Pokémon enters the battle, an opponent must This Pokémon is immune to sound-based moves.
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 Cheek Pouch
move. When this Pokémon eats any type of berry, is heals for an
additional 10% of its maximum HP (rounded up to the
Aqua Camoflauge nearest whole number).
Once per short rest, this Pokémon gains temporary hit points
equal to its level when battling in coastal and swampy areas, Chlorophyll
or in rainy conditions. This Pokémon’s speed is doubled in bright sunlight.

Arena Trap Clear Body
Wild Pokémon cannot flee from this Pokémon if it is active in Other Pokémon's moves or abilities cannot lower this
battle, except if they are flying-type or have the Levitate, Pokémon's stats.
Magnet Rise, or similar ability.
Cloud Nine
Aroma Veil While this Pokémon is in battle, weather-related abilities
Any ally within 15 feet of this Pokémon automatically passes have no effect on the Pokémon that have them.
any WIS save they are required to make.
Color Change
Aura Break When hit by a damaging attack, this Pokémon's type changes
When this Pokémon is in battle, the boost of Fairy Aura and to the type that hit it. It takes on the new type's resistances,
Dark Aura abilities is reversed, Any applicable move type vulnerabilities, and immunities.
activated within 100 feet deals half damage instead of double.

Bad Dreams
If an opponent in battle with this Pokémon falls asleep, they
take an amount of damage equal to this Pokémon's
proficeincy bonus at the end of each of their turns.

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Competitive Dry Skin
This Pokémon adds its proficiency bonus to damage rolls At the end of each of this Pokémon's turns, it takes an amount
while poisoned, burned, confused, or paralyzed. of damage equal to its proficiency modifier in strong sunlight,
or heals for the same amount during rain.
Compound Eyes
This Pokémon gets an additional +1 to attack rolls. Early Bird
This Pokémon has advantage on rolls to wake from sleep.
Contrary
Moves that affect this Pokémon's stats have the opposite Effect Spore
effect. (For example, Defense Curl would lower AC by 4. When hit by a melee attack, roll a d4. On a 4, deal an amount
Growl would increase its attack by +1) of grass damage equal to your proficiency modifier to your
attacker.
Cursed Body
When hit by a melee attack, this Pokémon may roll 1d4. On a Fairy Aura
result of 4, the opponent who made the attack cannot use the When this Pokémon is in battle, all fairy-type moves by allies
same move on its next turn. or opponents within 100 feet deal double their damage.

Cute Charm Filter
Once per short rest, you can impose disadvantage on an When hit by a move type this Pokémon is vulnerable to, it
enemy attack roll of your choice. may roll a d4. In a result of 4, it does not take the additional
damage.
Damp
This Pokémon is unaffected by Self Destruct and Explosion Flame Body
moves. The flames from this Pokémon's body shine dim light in a 15
ft radius. In addition, when hit by a melee attack, roll a d10.
Dark Aura On a 10, the attacker is burned.
When this Pokémon is in battle, all dark-type moves by allies
or opponents within 100 feet deal double their damage. Flare Boost
This Pokémon adds proficiency to its damage rolls while
Defeatist burned.
When this Pokémon drops below 25% of its maximum HP, all
of its attacks are rolled with disadvantage. Flash Fire
This Pokémon takes no damage from fire. Instead,
Defiant immediately after taking a hit from a fire-type move, or in
When this Pokémon is subject to a move that gives it a status open flames, double the STAB bonus on the next fire-type
condition, it has advantage on the next attack. move.

Download Flower Gift
Once per short rest, this Pokémon can choose a different During strong sunlight, ally Pokémon within 30 feet of this
damage type for one of their normal attacks. Pokémon add their proficiency bonus to damage rolls.

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

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Forewarn Heavy Metal
When this Pokémon enters battle, it selects a target to reveal This Pokémon is especially heavy. Once per long rest, after
the move it knows with the most damage output. In the case being targeted by an attack, it may increase its AC by 2 if it
of a tie, the target can choose which move it reveals. would cause an attack to miss.

Friend Guard Honey Gather
Once per long rest, when an ally within 15 feet of this At the end of each battle, this Pokémon may roll a d20. On a
Pokémon is hit by an attack, it may choose to halve the result of 20, its trainer adds a Honey to its inventory.
damage dealt.
Huge Power
Frisk Once per short rest, this Pokémon may double the damage it
Upon entering a battle, a single opponent’s held item is does on a single move that requires an attack roll. The player
revealed, if it has one. must announce that they are using this ability before the
attack roll.
Fur Coat
Once per long rest, this Pokémon may halve the damage Hustle
dealt to it from any one attack. When this Pokémon scores a critical hit, it may immediately
use the same move to attack again at disadvantage.
Gale Wings
This Pokémon adds an additional +1 to hit when using flying- Hydration
type attacks. This Pokémon is unaffected by negative status ailments in
water or during rainy conditions.
Gluttony
This Pokémon must eat its held berry when it falls below ½ of Hydro Pump
its maximum HP. This Pokémon knows Hydro Pump as a fifth move. The move
is forgotten if it takes any other form.
Gooey
When this Pokémon is hit with a melee attack, roll 1d4. On a Hyper Cutter
result of 4, the attacker's speed is reduced to 0 until the end This Pokémon’s ability modifiers cannot be decreased by an
of its next turn. opponent’s moves.

Grass Pelt Ice Body
This Pokémon gains +1 to AC while in grassy terrain. While it is snowing or hailing, this Pokémon heals for an
amount of HP equal to its proficiency modifier at the end of
Guts each of its turns.
When this Pokémon is burned or poisoned, they are not
affected by the disadvantage or half damage effects. They still Illuminate
take damage at the end of each of their turns. This Pokémon knows the Light cantrip and can cast it at will.

Harvest Illusion
At the end of this Pokémon's turn, if it used a berry, roll 1d4. Once per long rest, this Pokémon can take the visual form of
On a result of 3 or 4, it regains that berry as a held item. any Pokémon it can see. This illusion lasts for one minute, or
until the Pokémon is hit by a damaging move.
Healer
As an action, this Pokémon can touch an ally to restore a Immunity
negative status effect. This Pokémon is immune to becoming poisoned.

Healing Rain Imposter
This Pokémon can use its action to heal hit points equal to its This Pokémon can use Transform as a bonus action.
level, in rainy conditions.
Infiltrator
Heatproof This Pokémon bypasses Light Screen and Reflect.
This Pokémon takes quarter damage from fire-type moves
and is immune to the burning condition.

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Inner Focus Limber
This Pokémon is immune to flinching. This Pokémon is immune to being paralyzed.

Insomnia Liquid Ooze
This Pokémon is immune to sleep. If an enemy uses a leeching or absorb move against this
Pokémon, the Pokémon must make a DC 12 CON save or
Intimidate become poisoned.
Once per short rest, you can impose disadvantage on an
enemy attack roll of your choice. Magic Bounce
Once per long rest, when succumbing to a negative status
Iron Barbs effect, this Pokémon can instead reflect the effect back on the
When this Pokémon is hit by a melee attack, it may roll a d4. attacker.
On a 4, deal an amount of damage equal to its proficiency
modifier to its attacker. Magic Guard
If this Pokémon is subjected to a move that forces it to make
Iron Fist a saving throw to take only half damage, it instead takes no
When attacking with a punch-based move (Mega Punch, damage on a success.
Dynamic Punch, Ice/Fire/Thunder Punch, etc.), this
Pokémon may roll the damage twice and take the higher Magician
result. If not already holding an item, this Pokémon steals the held
item of any Pokémon it hits with a melee attack.
Justified
When this Pokémon is hit by a dark-type move, it gets Magma Armor
advantage on its next attack. This Pokémon is immune to freezing.

Keen Eye Magnet Pull
This Pokémon ignores disadvantage when it relates to sight. Steel opponents in battle with this Pokémon may not switch
out or flee.
Klutz
This Pokémon cannot hold an item. Marvel Scale
This Pokémon's AC increase by 2 when suffering from a
Leaf Guard negative status condition.
This Pokémon does not suffer from any negative status
ailments in bright sunlight. Mega Launcher
Aura and Pulse moves made by this Pokémon deal additional
Leaf Storm damage equal to this Pokémon's proficiency bonus.
This Pokémon knows Leaf Storm as a fifth move. The move
is forgotten if it takes any other form. Minus
This Pokémon boosts its attack and damage rolls by 2 if an
Levitate ally also has a Plus or Minus ability
This Pokémon is immune to ground moves.
Mold Breaker
Light Metal This Pokémon's moves ignore any abilities or moves that
This Pokémon is especially light for its species. Once per would lessen their effect or ability to hit an opponent (Due to
long rest, it may impose disadvantage on an attack roll things like Water Absorb, Snow Cloak, Thick Fat, etc.)
against it.
Moody
Lightning Rod At the end of each long rest, this Pokémon rerolls on the
If an ally within 30 feet is attacked with an electric type move, nature table, replacing its nature with the result until the next
this Pokémon can choose to use a reaction to redirect that long rest.
attack to themselves instead. This does not work on area of
effect moves. Motor Drive
When hit by an electric-type move, if not immune, this
Pokémon's speed increases by 10 feet until the end of combat
(up to a max of 50 additional feet).

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Moxie Pickpocket
Upon causing an opponent to faint, this Pokémon may As a bonus action, this Pokémon can make a DEX check
immediately take another action. contested by the opponent’s WIS to attempt to steal a held
item. After the first attempt, all other attempts against the
Multiscale same opponent are rolled at disadvantage.
If this Pokémon is at full health, the first attack that hits it
deals half damage. Pickup
If an opponent uses a consumable held item in battle, this
Multitype Pokémon gains a copy of it if it is not currently holding an
This Pokémon's type and form change to match the type of item.
Elemental Plate this Pokémon holds. The Plate cannot be
effected by any item-removing ability or move. Pixilate
All of this Pokémon's normal-type moves become fairy-type
Mummy and get double their STAB bonus to damage.
When this Pokémon is hit by a melee attack, one random
ability of its attacker changes to Mummy until the remainder Plus
of the encounter. This Pokémon boosts its attack and damage rolls by 2 if an
ally also has a Plus or Minus ability
Natural Cure
This Pokémon is cured of negative status ailments upon Poison Heal
returning to its Pokeball. If this Pokémon is poisoned, the amount of damage dealt by
the poison heals the Pokémon instead.
No Guard
Any attack made by or against this Pokémon has advantage. Poison Point
On melee attacks made by this Pokémon, roll a d10 on a hit.
Normalize On a result of a 10, the target is poisoned.
Every move this Pokémon makes is Normal type.
Poison Touch
Oblivious When this Pokémon is hit with a melee attack, roll a 1d4. On
This Pokémon is immune to moves that attempt to charm or a result of 4, the attacker takes an amount of poison damage
taunt it. equal to this Pokémon’s proficiency modifier.

Overcoat Power Construct
This Pokémon does not take damage from weather-related When Zygarde is reduced to less than half of its maximum
moves like Hail, Weather Ball, etc. HP, it changes to Complete Forme and stays in that form,
regardless of HP changes.
Overgrow
When this Pokémon falls below 25% of its maximum HP, Prankster
double the STAB damage for its grass-type moves. Once per short rest, this Pokémon can move to the top of
initiative order in a single round, but must use a status-
Overheat affecting move on its turn.
This Pokémon knows Overheat as a fifth move. The move is
forgotten if it takes any other form. Pressure
Any move targeting this Pokémon directly costs an additional
Own Tempo 1 PP.
This Pokémon is immune to becoming confused.
Protean
Paper Thin This Pokémon's type changes to the type of move it uses, just
This Pokémon always has a maximum HP of 1. before the move is used. It takes on the new type's
resistances, vulnerabilities, and immunities.

Pure Power
Once per short rest, this Pokémon may double the damage it
does on a single move that requires an attack roll. The player
must announce that they are using this ability before the
attack roll.

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Quick Feet Sand Veil
When suffering from a negative status condition, this This Pokémon’s AC increases by 2 in desert terrain, or during
Pokémon’s speed increases by 15 ft. a Sandstorm.

Rain Dish Sap Sipper
In rainy conditions, this Pokémon heals for an amount of HP This Pokémon is immune to grass-type moves. If hit by a
equal to its proficiency bonus at the end of each of its turns. grass type move, it takes no damage and instead absorbs the
energy, granting advantage on its next attack.
Rattled
When this Pokémon is hit by a damaging Dark, Bug, or Ghost Scrappy
move, it makes its next attack at advantage. This Pokémon's Normal and Fighting type moves hit Ghost
type Pokémon.
Reckless
When attacking with moves with recoil damage, this Serene Grace
Pokémon doubles its STAB bonus. The DC to avoid a negative status condition from this
Pokémon is increased by 1.
Refrigerate
All of this Pokémon's normal-type moves become ice-type and Shadow Tag
get double their STAB bonus to damage. If this Pokémon is active, an opponent cannot flee or be
switched out.
Regenerator
Once per long rest, this Pokémon regains hit points equal to Shed Skin
its level when it returns to its Pokéball. If this Pokémon is affected by a negative status ailment, they
can roll a d4 at the end of each of their turns. On a result of 4,
Rivalry they are cured.
This Pokémon adds its proficiency bonus to damage when
attacking a Pokémon of the same type. Sheer Force
This Pokémon adds its proficiency bonus to damage rolls
Rock Head while poisoned, burned, confused, or paralyzed.
This Pokémon takes no recoil damage.
Shell Armor
Rough Skin This Pokémon is immune to extra damage dealt by a Critical
When this Pokémon is hit by a melee attack, it may roll a d4. Hit.
On a 4, deal an amount of damage equal to its proficiency
modifier to its attacker. Shield Dust
Once per long rest, this Pokémon can ignore a negative
Run Away status condition that results from an enemy move.
This Pokémon cannot be the target of an attack of
opportunity. Simple
Once per short rest, you may double this Pokémon's Move
Sand Force modifier for a single attack or damage roll.
During a Sandstorm, this Pokémon can double its STAB
when it hits an opponent. Skill Link
On combo moves like Fury Swipes, Comet Punch, etc., this
Sand Rush Pokémon is guaranteed to hit at least twice.
This Pokémon’s speed is doubled in desert terrain, or during
a Sandstorm. Slow Start
This Pokémon's speed is halved and its attacks are made at
Sand Stream disadvantage for the first two rounds of every combat.
A constant Sandstorm covers the battlefield when this
Pokémon enters a battle. This Pokémon may use the move Slush Rush
Sandstorm as a bonus action. In the case of another This Pokémon’s speed is doubled in arctic conditions, or
Pokémon with a similar weather ability, the tie goes to the during a hailstorm.
Pokémon with the highest DEX score.

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Sniper Sticky Hold
On a critical hit made by this Pokémon, triple the dice roll Held items cannot be stolen or knocked away from this
instead of doubling it. Pokémon.

Snow Cloak Stone Veil
This Pokémon's AC is increased by 2 in arctic conditions, or This Pokémon's AC is increased by 2 in rocky terrain, or
when it is snowing or hailing. during a Sandstorm.

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

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Technician Turboblaze
For damaging moves activated by this Pokémon with 15 max This Pokémon’s moves completely ignore any ability that
PP or more, they may roll the damage twice and use the would hinder or prevent their effect on the target or the user's
higher result. ability to hit the target.

Telepathy Unaware
This Pokémon cannot be damaged by its allies' attacks. When this Pokémon attacks an opponent, it ignores any stat
boosts the opponent has been affected with since the start of
Teravolt battle. This includes boosts to AC or saving throws the
This Pokémon’s moves completely ignore any ability that Pokémon has to make.
would hinder or prevent their effect on the target or the user's
ability to hit the target. Unburden
While this Pokémon is active and not holding an item, its
Thick Fat trainer gets advantage on initiative rolls.
This Pokémon takes quarter damage from Fire and Ice type
moves. Unnerve
Opponents in combat with this Pokémon cannot eat held
Tinted Lens berries.
This Pokémon’s moves ignore resistances.
Victory Star
Tough Claws While this Pokémon is in battle, all allied Pokémon add an
A successful melee attack by this Pokémon automatically additional +1 to their attack rolls.
gets STAB, regardless of its type. If it would normally get
STAB, double the STAB bonus when adding to damage. Vital Spirit
This Pokémon cannot be put to sleep.
Torrent
When this Pokémon falls below 25% of its health, double the Volt Absorb
STAB damage for its water-type moves. Electric type moves do not damage this Pokémon. Instead,
half of any electric damage done is absorbed, restoring the
Toxic Boost Pokémon's HP.
When this Pokémon is hit by a poison-type attack, its next
attack is rolled at advantage. Water Absorb
Water type moves do not damage this Pokémon. Instead, half
Trace of any water damage done is absorbed, restoring the
This Pokémon copies a random ability of an opponent when Pokémon's HP.
entering battle. The ability cannot be Flower Gift, Forecast,
Illusion, Imposter, Multitype, Trace, Wonder Guard, or Zen Water Veil
Mode. This Pokémon is immune to burning.

Transformer Water Weight
This Pokémon has a standard Normal form from which all Once per short rest, this Pokémon gains temporary hit points
stats are based, but may change forms as a bonus action to equal to its level when battling in coastal and swampy areas,
drastically change its abilities. The forms it can take are or in rainy conditions.
Attack, Defense, and Speed.
Weak Armor
In Attack form, it adds an additional +5 to its attack rolls, When an attack hits this Pokémon, its speed increases by 5
but all attacks against it has advantage. feet, but its AC is temporarily reduced by 1 until the end of
In Defense form, its AC increases by 3, but its attacks are battle (for a maximum reduction of -5).
rolled at disadvantage. If the activated move requires a
save, the target(s) have advantage. White Smoke
In Speed form, it gains an additional attack action each Other Pokémon's moves or abilities cannot lower this
turn, but the attack is done at disadvantage. If it is a move Pokémon stats.
that requires a save, the target(s) have advantage.

Truant
This Pokémon cannot use the same move in back to back
rounds.

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

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11. Pokémon Stat Blocks

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

Generation III & IV Monster Manual: https://drive.google.com/open?id=12AU0bpiYFbuhbITV1Afj6FO_nuI7N4vA

Generation V & VI Monster Manual: https://drive.google.com/open?id=1hyUT3P_LBRz_HCh2SvEPSGwv0Oaf6UYc

Ivysaur #002 (A): The minimum level this Pokémon can be found in the
wild.
Small Grass/Poison Type | Level 5 (A) | SR 5 (B): Not tied to DEX in any way. This is a fixed number based
on Natural Armor that can only be increased by items, moves,
Armor Class: 15 (B) or the "AC Up" feature.
Hit Points: 45 (C): This Pokémon adds its proficiency bonus to checks
Hit Dice: d8 made with these skills. In addition, if they are a trainer's
Speed: 30ft. walking Active Pokémon, they can "help" the trainer with these skills,
granting advantage.
STR DEX CON INT WIS CHA (D): Attacks of this type that are made against this Pokémon
15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0) deal double the damage (after all bonuses).
(E): Attacks of this type that are made against this Pokémon
Proficient Skills: Athletics, Nature (C) deal half the damage (after all bonuses).
Saving Throws: Strength (F): In the case of two abilities here, the DM can choose to
Vulnerabilities: Fire, Flying, Ice, Psychic (D) give a Pokémon both, or flip a coin to determine which ability
Resistances: Electric, Fairy, Fighting, Grass, Water (E) the Pokémon gets.
(G): This ability can only be unlocked with the "Hidden
Overgrow: When this Pokémon falls below 10% of Ability" feature.
its maximum HP, double the STAB damage for its (H): A Pokémon may, at any time, know up to four of these
grass-type moves. (F) moves, or ones that are in tiers below this based on current
level. If it chooses, a Pokémon may switch its known moves at
Hidden Ability each level increase. A Pokémon that evolves at the same level
a new move is learned (2, 6, 10, 14, 18) can only learn new
Chlorophyll: This Pokémon’s speed is doubled in moves that are in its evolved form's stat block.
bright sunlight. (G)

Evolution: Ivysaur can evolve into Venusaur at level
14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
its ability scores (max 20).

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

11 3,000 3,800 4,500 5,500 6,500

12 3,800 4,400 5,400 6,300 7,500

13 4,300 5,300 6,200 7,400 8,500

14 5,200 6,000 7,200 8,300 9,400

15 5,900 7,000 8,100 9,200 9,900

16 6,900 7,900 8,900 9,600 10,100

17 9,200 10,400 11,200 11,800 12,400

18 10,000 10,800 11,300 11,900 12,700

19 10,500 11,100 11,700 12,400 13,500

20 10,900 11,400 12,100 13,200 14,400

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

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Pokémon List by Base Species Rating SR 5

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

SR 4

Flaaffy, Kirlia, Larvesta, Lombre, Maractus, Mothim,
Nidorina, Nidorino, Nosepass, Nuzleaf, Shuckle, Sneasel,
Tranquill

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SR 11

Ambipom, Bastiodon, Beheeyem, Bronzong, Chimecho,
Clawitzer, Claydol, Cradily, Cryogonal, Exploud, Froslass,
Glalie, Gliscor, Golurk, Grumpig, Heliolisk, Hawlucha,
Kabutops, Malamar, Mantine, Omastar, Rapidash, Rhydon,
Scolipede, Slowbro, Slowking, Spiritomb, Trevenant,
Tropius, Unfezant, Weavile

SR 12

Absol, Alakazam, Altaria, Ampharos, Archeops, Aromatisse,
Barbaracle, Beartic, Bisharp, Braviary, Darmanitan,
Dragalge, Dusclops, Eelektross, Forretress, Gallade,
Garbodor, Gengar, Gogoat, Gourgeist, Infernape, Jellicent,
Kingdra, Leavanny, Machamp, Mismagius, Nidoking,
Pangoro, Politoed, Poliwrath, Porygon2, Roserade, Slurpuff,
Staraptor, Tangrowth, Tyrantrum, Victreebel, Zoroark

SR 13

Aegislash, Aerodactyl, Aurorus, Avalugg, Bellossom,
Blastoise, Blaziken, Carracosta, Charizard, Chesnaught,
Conkeldurr, Crobat, Delphox, Emboar, Empoleon, Feraligatr,
Gardevoir, Golem, Greninja, Jumpluff, Krookodile, Luxray,
Mamoswine, Mandibuzz, Meganium, Musharna, Nidoqueen,
Noivern, Probopass, Samurott, Sceptile, Seismitoad,
Serperior, Slaking, Swampert, Talonflame, Torterra,
Typhlosion, Vanilluxe, Venusaur, Vileplume, Volcarona,
Yanmega

SR 14

Aggron, Blissey, Chandelure, Cobalion, Dragonite, Dusknoir,
Electivire, Florges, Flygon, Garchomp, Gigalith, Goodra,
Gothitelle, Haxorus, Hydreigon, Keldeo, Klinklang, Landorus,
Lickilicky, Magmortar, Magnezone, Metagross, Porygon-Z,
Regice, Regirock, Registeel, Reuniclus, Rhyperior,
Salamence, Scizor, Snorlax, Steelix, Stoutland, Terrakion,
Thundurus, Togekiss, Tornadus, Tyranitar, Virizion, Walrein

SR 15

Arceus, Articuno, Azelf, Celebi, Cresselia, Darkrai, Deoxys,
Dialga, Diancie, Entei, Genesect, Giratina, Groudon,
Heatran, Ho-oh, Hoopa, Jirachi, Kyogre, Kyurem, Latias,
Latios, Lugia, Manaphy, Meloetta, Mesprit, Mew, Mewtwo,
Moltres, Palkia, Phione, Raikou, Rayquaza, Regigigas,
Reshiram, Shaymin, Suicune, Uxie, Victini, Volcanion,
Xerneas, Yveltal, Zapdos, Zekrom, Zygarde

120 This is unofPficoiratlioFnasnoCfothnetemntaatenrdiailsanroetparpoppreorvtyedo/fe©ndWoriszeadrdbsyo©f tWheizCaordassto, f©thGeaCmoeasFtr,e©akG, aomr ©e FNrienatken, odro©CoNminptaennydoInCc.ompany Inc.

Pokédex5E - The Pokémon 5e Companion App on Mobile
Keep track of all your Pokémon on the go. This amazing app, created by Jerakin, contains everything you need for your Pokémon.
Supports moves, abilities, health and status tracking, a working Pokédex and MORE!
iOS: https://itunes.apple.com/us/app/pokedex5e/id1463101399?ls=1&mt=8
Github for other links: https://github.com/Jerakin/Pokedex5E

Character Sheets

Digital Trainer/Pokémon Excel Sheet

Easy Trainer and Pokémon character sheet that fills in most information for you automatically.
Digital Trainer Sheet: https://drive.google.com/open?id=1zM6wTOLJ6FqrxEHGv-Xd87gqfBvnKGo2FkxrLR6qBXQ

Printable Trainer/Pokémon Sheets

For those of you that prefer paper. Form-fillable.
Trainer Sheet: https://drive.google.com/open?id=1t8xaYHpbdWxlfMQz_L4sjngdicy9duNs
Pokémon Sheet: https://drive.google.com/open?id=1NCxesOyhTTIL0tY-RsE19LTgtydlKOwf

DM Encounter Tool
A tool to help DMs quickly create encounters with selected Pokémon. Supports evolution and trainer bonding/loyalty.
Digital Encounter Tool: https://drive.google.com/open?id=10kCrBWr2nlPcvnriN40-4mQpsg4uUCVbDHFJXEfdfYo

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

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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

4/10/18 GEN 2 POKEMON!!!
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.)
Paralyzed status effect more lethal
Damage increased for Mega Punch and Mega Kick, TM
cost increased 5/10/2018
Rules on Attack of Opportunity added to Battling
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.
PP Up increase PP by 2, cost lowered Added Normal, Poison, Ice specializations
XP Share- half of rewarded XP can be distributed Fixed more stat blocks

4/12/18 5/26/2018

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

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Changelog (cont.) 1/16/2019

12/23/2018 Typo Fixes
Updated states for Betang line, Deoxys, Regis
Added alphabetical list of Pokémon with page numbers to Sleep now WIS save, not CON
Appendix. Updated "Rage" Move
Changed Trainer Hit Dice to d8 to match "Commoner"
Removed useless Pokéball tool proficiency 1/17/2019
Removed "Struggle" constraint for Trainer actions
Gave ALL Trainers Proficiency in Animal Handling. Mud Sport/Water Sport affects Pokémon in range
Changed Pokémon Collector class level 2 bonus. Sandstorm move updated
DC formula changed to catch Pokémon Squirtle starting ability changed
Added additional feats from PHB in the Feats section,
12/27/2018 available to Pokémon
Magnitude move impproved
Several proofreading fixes, ability/moves clarifying Guts ability changed
changes.
Totodile line Sheer Force ability changed. 1/18/2019
Added Discord link (https://discord.gg/DA9gQAa)
Trainer "Total Pokémon Level" table updated to slow
12/28/2018 down leveling at higher levels.

Updated Pokémon Experience charts for all levels. 1/21/2019
Trainers/Pokémon were gaining levels quicker than
anticipated. Trapinch move set updated
Reworked Poké Mentor and Pokémon Collector paths for Minun SR changed to 6 to match Plusle
balancing against other paths. Sandstorm now does not require a saving throw.

12/30/2018 1/22/2019

Added 1 to Battle Dice and Skill Dice in Trainer Paths Added missing Crabhammer move
Formatting fixes after switching to GM Binder Fixed duplicate Sandstorm move for Baltoy
Psyduck and Golduck incorrectly marked as Double moves from move set updated
Water/Psychic. Changed to just Water. Condition Immunities by type added to status conditions
in "Other Changes" section.
1/3/2019 Aron line resistances updated to include Flying and
Normal.
Removed +10 bonus to starter HP. Added 10 HP to every
Pokémon's stat block.\pagebreakNum 1/24/2019
Updated damage for all moves to be more similar to
power level. New Pokémon XP and Reward XP tables. If you have
Updated "Challeng Rating" to "Species Rating" (SR) to already started a campaign, use this excel sheet to convert
avoid confusion with 5e CR rules. your Pokémon's current XP to the new system:
https://drive.google.com/open?id=1GXyJX-
1/10/2019 p6j0y5OZfJuRaQwlenprk9Ls2Pb_Xbq2w4dR8
Night Shade given WIS/INT Move Power
Typo/Stat Block fixes Whirlwind Updated
Updated "flinched" status Sand Tomb updated with ground damage
Added Damage Increase description in Pokémon leveling Sturdy ability updated to be more relevant
chapter
Updated language about STAB 1/25/2019

1/14/2019 Updated damage dice to remove unlikely dice combos at
the table like 4d12. Replaced with similar averages, less
Gen III is here! dice.
The addition of all 135 new Generation III Pokémon Replaced $ with ₽ symbol for Pokédollars
Four new trainer paths to choose from Updated Flash, Tri Attack, Triple Kick, Foresight,
New items including a variety of berries with different Crabhammer with typos.
effects Psyduck and Golduck now have swim speeds
Updated PP for all moves to improve move strategy Added "Senses" to many stat blocks
Improved stats for most Pokémon, with the addition of Added "Senses" to DM and Pokémon excel sheets
more abilities translated to 5e Hyper Beam and Solar Beam move updated
Ability points granted at evolution now varies by species.
Improved learnsets based on familiar progression

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Changelog (cont.) 2/4/2019

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

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Changelog (cont.) 4/11/2019

2/16/2019 Seismic Toss based on USER's level
HP fix for many evolved forms. CON mod was not
Swords Dance now Concentration changing HP retroactively.
Rollout, Fury Cutter, Ice Ball language changed
Sleep, Frozen, failed Paralysis roll now incapacitates, 4/18/2019
ending Concentration
Gust range 40ft Sleep now a flat d20 roll to wake up
Mega Drain base damage 1d6
2/19/2019 Forewarn affects opponents, not the user

Soft Sand added as an item 5/31/2019

2/21/2019 Poison Jab base damage fixed
Iron Fist, Overgrow, Blaze, Torrent, Swarm abilities all
Gloom evolution into Bellossom added updated
Shedinja vulnerabilities corrected Cacnea line given darkvision
Butterfree/Squirtle TM list fixed
2/27/2019 Glaceon/Leafeon now SR 8
Snubbull SR 1
Magical Leaf and Aerial Ace moves Snore move updated
Shedinja Resistances fixed Hail/Sandstorm moves updated
Onix move list updated Poison Gas updated
Short rest language clarified
3/06/2019
6/5/2019
Pursuit, Mud-Slap, Mud Shot moves updated
Gorebyss HP/SR updated
3/27/2019 Swarm ability updated
Dustox moves fixed
Gen IV is here!! Sheer Cold 3 PP
The addition of all 107 new Generation IV Pokémon Poisoned status updated
Two additional Trainer Paths: Tactician and Ranger
Split "Monster Manuals" into different PDFs to reduce 6/18/2019
size and improve functionality
New items, 136 new moves, and updated TM list based on Barrage wording updated
Gen VII Absorb damage updated
Added Hidden Ability feat for Pokémon to gain access to Swords Dance DEX move power for attacks
an additional ability Piplup line swim speed
Added "Legendary / Boss Battles" page for a list of Nidoqueen/king electic immunity
legendary actions that can be given to Pokemon for big
boss battles. 6/26/2019

3/28/2019 SR controllable levels increased
Updated Buizel's swim speed
Evocation for all Pokemon caviat removed. Replaced with Beat Up move specifies "conscious Pokemon"
"Power Sculptor" feat Sitris Berry spelling
Poison fang Move Power changed to STR/DEX Storing Power updated
Added modern items and Pokemon-specific items
4/6/2019 Evolution point cap added
ASI for Pokemon updated to differ amount Pokemon with
Swords Dance nerfed different evolutionary stages
Defend Order boosted Worry seed move updated
Trick Room updated Growth now Concentration
Cheerleader bonus action Sleep Talk move updated
Mudkip 10ft Blindsight More specification on battle dice/skll dice
Technician 15 Max PP Multiple items added
Shuckle/Munchlax speed changed to 10ft Major status-curing items now grant short immunity
Rotom given special moves at each form Updates to status effect stacking and Non-Volatile vs.
Volatile
4/9/2019 Detect and Protect moves updated
Mud Bomb move updated
Brutal Swing added
Rotom Form Change changed to action

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Changelog (cont.) 8/7/2019

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

7/14/2019

Technoblast move updated
Tri Attack move updated
Typeless damage for Poisoned and Burned statuses
Typeless damage for Iron Barb and Rough Skin abilities

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1/27/2020

Rollout move description updated
Floette hit dice changed to 8
Florges base hp increased to 127 due to change in hit dice
Hail range fixed
Mach punch fixed
Heatproof and Thick Fat abilities updated
Solar Beam update (harsh sunlight)
Shadow Sneak bonus action
Togepi, Happiny, Azurill, Golbat, Chingling all updated
evolution to account for loyalty
Vacuum Wave updated

1/31/2020

Combo Master Feat clarified
STAB description clarified (Once PER MOVE)
Multiple held items updated to reflect this clarificaion
Move Power in Battling chapter clarified
Struggle changed to typless damage

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