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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

Flare Blitz Fling

Type: Fire Type: Dark
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You cloak yourself in fire and charge at an Description: You sacrifice your held item to throw it an

opponent with serious damage. Make a melee attack opponent. Make a ranged attack. On a hit, the amount of
against an opponent, dealing 2d10 + MOVE fire damage on dark damage dealt is equal to the price of the item in the
a hit. On a hit, you take half the damage dealt in normal- manual, divided by 100 (rounded down), plus STAB (if
type recoil damage. On a natural attack roll of 19 or 20, the applicable). After activating this move, on a hit or miss, the
target is burned. If the user is frozen, this move can still be item disappears.
used, thawing out the creature during the attack
Higher Levels: The damage dice roll for this move changes Flower Shield
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Type: Fairy
Flash Move Power: None
Move Time: 1 action
Type: Normal PP: 5
Move Power: CON Duration: 1 minute, Concentration
Move Time: 1 action Range: 15ft
PP: 10 Description: Large flowers sprout from any grass-type allies
Duration: Instantaneous
Range: 20ft in range, boosting their defense. For one minute, as long as
Description: You emit an immense flash of light in a 20 foot you keep your concentration, grass-type allies in a 15 foot
circle, centered on you, gain +2 to their AC.
radius circle, centered on you. Creatures in the area must
make a CON save against your Move DC. On a fail, they are Fly
blinded until the end of their next turn. Outside of combat,
this move can be used to light a dim area, much like the Type: Flying
Light cantrip. Move Power: STR/DEX
Move Time: 1 action
Flash Cannon PP: 10
Duration: Instantaneous
Type: Steel Range: 50ft
Move Power: STR/DEX Description: You fly high into the air to prepare for a dive
Move Time: 1 action
PP: 5 bomb attack. When you activate this move, you flap your
Duration: Instantaneous wings and disappear into the Ethereal plane above you.
Range: 60ft You cannot be targeted by attacks while you are in the
Description: You gather energy from the light around you Ethereal plane. On your next turn, you use your action to
reappear and make a diving melee attack on a creature in
and send a concentrated beam towards an opponent in range, with advantage, dealing 2d8 + MOVE flying damage
range. Make a ranged attack, dealing 2d6 + MOVE steel on a successful hit.
damage on a hit. On a natural attack roll of 19 or 20, the Higher Levels: The damage dice roll for this move changes
next attack against the opponent is rolled at advantage. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Flying Press

Flatter Type: Fighting/Flying
Move Power: STR/DEX
Type: Dark Move Time: 1 action
Move Power: None PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You dive at an opponent with quick reaction
Range: 30ft
Description: You send mixed signals to an opponent. Select speed, able to change the type of attack when you reach
them. Make a melee attack against a target, dealing 4d4 +
a target in range. They become confused, but during this MOVE flying OR fighting damage, depending on your
confusion, they double their proficiency bonus when choice. STAB can only added to this move if its type is
making attack rolls. fighting.
Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

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Focus Blast Force Palm

Type: Fighting Type: Fighting
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: 30ft
Description: You heighten your focus and unleash it upon an Description: You thrust your palm outward with such

opponent. Make a ranged attack, dealing 2d10 + MOVE strength that a shockwave is sent towards an opponent.
fighting damage on a hit. On a natural attack roll of 19 or Make a ranged attack, dealing 1d10 + MOVE fighting
20, the next attack against the opponent is rolled at damage on a hit. On a natural attack roll of 16 or higher,
advantage. the target is paralyzed.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Focus Energy Foresight

Type: Normal Type: Normal
Move Power: None Move Power: WIS
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 20
Duration: 1 minute Duration: 1 minute
Range: Self Range: 50ft
Description: You sacrifice your action to focus in on the Description: Force a target in range to make a WIS saving

energy inside you. For the duration, increase your critical throw against your Move DC. On a fail, add +2 to all attack
range by 1 (From 20 to 19+, from 19+ to 18+, etc.). This rolls you make against the opponent for the duration.
move is stackable up to a maximum of +5 to the critical hit Regardless of the saving throw, for the remainder of
range (15+). combat, any of your fighting or normal moves can hit a
ghost type creature. If you are a ghost type, your ghost
Focus Punch moves can now hit normal type creatures.

Type: Fighting Forest's Curse
Move Power: STR/DEX
Move Time: 1 action Type: Grass
PP: 10 Move Power: CON/WIS
Duration: 1 round, Concentration Move Time: 1 action
Range: Melee PP: 5
Description: When activating this move, you spend your Duration: 3 rounds
Range: 30ft
action focusing your next attack. If you keep concentration, Description: You summon the energy of the forest to change
as an action on your next turn, make an attack roll against
an opponent, doing 3d8 + MOVE fighting damage on a hit. the type of another creature. Force an opponent in range to
Higher Levels: The damage dice roll for this move changes make a CON save against your Move DC. On a failure, its
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. type is changed to Grass for the duration.

Follow Me Foul Play

Type: Normal Type: Dark
Move Power: None Move Power: STR/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 round Duration: Instantaneous
Range: 50ft Range: Melee
Description: You entice all enemies to attack you. All ranged Description: You turn an opponent's own power against it.

and melee attacks by any opponent in range must target Make a melee attack roll using your MOVE power. On a hit,
you until the beginning of your next turn. the target takes 2d8 + MOVE dark damage using their own
MOVE power.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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Freeze Shock Frustration

Type: Ice Type: Normal
Move Power: DEX Move Power: STR
Move Time: 1 action, charge Move Time: 1 action
PP: 3 PP: 10
Duration: 1 round, Concentration Duration: Instantaneous
Range: 50ft Range: Melee
Description: When you use this move, you charge up a ball Description: You lash out at an opponent, venting your

of rock-hard ice. On your next turn’s action, if you keep your frustration at your trainer. Make a melee attack roll against
concentration, you fire your electrically charged ice at an an opponent, doing 1d6 + MOVE normal damage on a hit.
opponent. Make a ranged attack roll, dealing 3d8 + MOVE When you make this attack, add an additional bonus to hit
ice damage on a hit. On natural attack rolls of 15 or more, and damage equal to the number of levels you are below
the target is paralyzed. zero on the Loyalty Chart.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

Freeze-Dry Fury Attack

Type: Ice Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: Melee
Description: You unleash a freezing cold air that rapidly Description: You reach out and unleash relentless strikes

chills a creature in range. Make a ranged attack on an against a creature. Make a melee attack roll, doing 1d4 +
opponent, dealing 1d12 + MOVE ice damage on a hit. On a MOVE normal damage on a hit. After successfully hitting a
natural attack roll of 19 or 20, the target is frozen. This target, roll a d4. On a result of 3 or 4, you may immediately
move deals super effective damage to water-type creatures. hit again for an additional 1d4 normal damage. Continue
Higher Levels: The damage dice roll for this move changes this process until you fail to roll a 3 or 4 on the d4 roll, up
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. to a maximum of four additional hits.
Higher Levels: The damage dice rolls for this move change
Frenzy Plant to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

Type: Grass Fury Cutter
Move Power: DEX
Move Time: 1 action, recharge Type: Bug
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 15ft circle PP: 10
Description: You summon a whirlwind of jagged branches Duration: Instantaneous
Range: Melee
and razor sharp leaves that batter all opponents in a 15 Description: You unleash series of cuts against a creature
foot circle, centered on you. All opponent caught in the
flurry must make a DEX saving throw against your Move that increase in strength. When you activate this move,
DC, taking 3d8 + MOVE grass damage on a failure, and make a melee attack on a target in range, doing 1d4 +
half as much on a success. This move saps you of energy, MOVE bug damage on a hit. If you continue to use this
and may not make any attack until after the end of your move on consecutive turns, double the dice roll for damage
next turn. each time you hit. The multiplier maxes out at 8x the
Higher Levels: The damage dice roll for this move changes original damage. The damage resets if any of the attacks
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. miss, or if you are incapacitated.
Higher Levels: The damage dice rolls for this move change
Frost Breath to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

Type: Ice
Move Power: CON/DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 15ft
Description: You blow a gust of freezing cold air at an

opponent in range. Make a melee attack roll, dealing 1d12
+ MOVE ice damage on a hit.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Fury Swipes Future Sight

Type: Normal Type: Psychic
Move Power: STR/DEX Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 3 rounds, Concentration
Range: Melee Range: 30ft
Description: You reach out and unleash relentless claw Description: You save an attack to unleash at a later time.

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

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

Giga Drain Grass Knot

Type: Grass Type: Grass
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: 30ft
Description: You attempt to drain the life force of a target. Description: You attempt to ensnare an opponent with vines

Make a ranged attack on a target, doing 2d6 + MOVE grass that sprout from the ground, causing it to trip. Make a
damage on a hit. Half of the damage dealt is restored to the ranged attack, dealing 1d10 + MOVE grass damage on a
user. hit. If the targets size is Large or bigger, double the dice roll
Higher Levels: The damage dice roll for this move changes for the damage. On a natural attack roll of 19 or 20, the
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. target falls prone.
Higher Levels: The damage dice roll for this move changes
Giga Impact to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Type: Normal Grass Pledge
Move Power: STR
Move Time: 1 action, recharge Type: Grass
PP: 3 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You charge at an opponent with every ounce of Duration: Instantaneous
Range: 40ft
your power. Make a melee attack, dealing 3d8 + MOVE Description: You send a column of thick grass towards an
normal damage on a hit. This move saps you of energy,
causing you to be unable to make any attack until after the opponent. Make a ranged attack, dealing 2d6 + MOVE
end of your next turn. grass damage on a hit. After you land a hit, any ally that
Higher Levels: The damage dice roll for this move changes uses another Pledge move in the same round automatically
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. hits.
Higher Levels: The damage dice roll for this move changes
Glaciate to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Type: Ice Grass Whistle
Move Power: DEX
Move Time: 1 action Type: Grass
PP: 5 Move Power: CON/CHA
Duration: Instantaneous Move Time: 1 action
Range: 20ft PP: 15
Description: You blow a wind of freezing cold air at an Duration: Instantaneous
Range: 30ft
opponent in range. Make a ranged attack roll, dealing 1d10 Description: You attempt to put the target to sleep. The
+ MOVE ice damage on a hit. On a hit, reduce the target's
speed by 5 feet. A target reduced to a speed of 0 in this target must make a WIS save against your Move DC,
manner becomes frozen. The target may use an action at falling asleep on a failure.
any time (before becoming frozen) to warm its body,
resetting its speed. Grassy Terrain
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Type: Grass
Move Power: None
Glare Move Time: 1 action
PP: 5
Type: Normal Duration: 3 rounds
Move Power: WIS/CHA Range: 40ft circle
Move Time: 1 action Description: Grass sprouts from the ground in a circle
PP: 15
Duration: Instantaneous around you, coating the earth with healing energy. For 3
Range: 100ft turns, all creatures in the affected area heal for 1d4 hit
Description: You stare into the depths of a creature’s eyes points at the end of their turn. Grounded creatures are
those that do not have a flying speed or Levitate, Magnet
with intense ferocity. The creature must make a WIS Rise, or similar ability. In addition, creatures may double
saving throw against your Move DC or become paralyzed. A their MOVE modifier on damage rolls from grass-type
creature that succeeds on this saving throw is unaffected moves activated inside the area.
by future attempts during this combat.

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Gravity Guard Swap

Type: Psychic Type: Psychic
Move Power: None Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 1 minute, Concentration Duration: 1 minute, Concentration
Range: 40 foot sphere Range: 40ft
Description: You strengthen gravity in a 40 foot sphere, Description: You use your psychic power to swap defenses

centered on you. Any opponent in the area cannot use with an opponent. Force an opponent in range to make a
moves like Fly or Bounce, and the Levitate ability is CHA save against your Move DC. On a failure, switch
suppressed. armor class with the opponent for the duration.

Growl Guillotine

Type: Normal Type: Normal
Move Power: CHA/STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 3
Duration: 1 minute Duration: Instantaneous
Range: 100ft Range: Melee
Description: You target a creature with an intimidating Description: You are filled with an incredible rage, grabbing

growl. The creature must make a WIS save against your the head of an enemy creature in an attempt to squeeze the
Move DC. On a fail, it adds -1 to any attack it makes for the life from it. Roll a d20. On a 20, you instantly cause the
duration. This modifier can be stacked if it fails multiple creature to faint. On any other roll, this move has no effect.
growl saves, up to a maximum of -5. If the target's level is 10 more than your own, this move
automatically fails.
Growth
Gunk Shot
Type: Normal
Move Power: None Type: Poison
Move Time: 1 action Move Power: DEX
PP: 20 Move Time: 1 action
Duration: 1 minute, Concentration PP: 3
Range: 30ft Duration: Instantaneous
Description: You increase the size of a target. When you use Range: 30ft
Description: You fire a wad of icky gunk at an opponent.
this move, a creature in range (or you) grows slightly larger,
gaining the ability to add a d4 to any attack roll or saving Make a ranged attack, dealing 1d10 + MOVE poison
throw for the duration. damage on a hit. On a natural attack roll of 16 or higher,
Higher Levels: The dice to add increases to 1d6 at level 10. the target is poisoned.
Higher Levels: The damage dice roll for this move changes
Grudge to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

Type: Ghost Gust
Move Power: WIS/CHA
Move Time: 1 reaction Type: Flying
PP: 3 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: 50ft PP: 20
Description: When you take damage from a move that Duration: Instantaneous
Range: 40ft
reduces you to zero hit points, you may use your reaction to Description: You create a strong wind that batters a target in
force the attacker to make a WIS saving throw against your
Move DC. On a failure, all PP from the move that caused range. Make a ranged attack, doing 1d6 + MOVE flying
you to faint is depleted. damage on a hit.
Higher Levels: The damage dice roll for this move changes
Guard Split to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

Type: Psychic
Move Power: WIS/INT
Move Time: 1 action
PP: 5
Duration: 1 minute, Concentration
Range: 30ft
Description: You use your psychic power to change your

defense to match your opponent's the best you can. Force
an opponent in range to make a CHA save against your
Move DC. On a failure, for the duration, your AC changes
to become an average of your current AC and the
opponent's, rounded down.

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

Gyro Ball Harden

Type: Steel Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You tackle an opponent with a high-speed spin. Description: You increase your defense, adding + 1 to your

Make a melee attack against an opponent, dealing 1d6 + AC. This effect can be stacked with multiple Harden
MOVE steel damage on a hit. If your DEX score is lower moves, to a maximum of + 5 AC. Your AC returns to normal
than the opponent's, double the dice roll for damage. after combat.
Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Haze

Hail Type: Ice
Move Power: None
Type: Ice Move Time: 1 action
Move Power: None PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: 30ft
Duration: 3 rounds, Concentration Description: You create a haze of light snow that washes
Range: 100ft
Description: You stir up a massive hail storm in a 30 foot over the creature in a 30ft circle, centered on you. Any stat
bonuses or modifiers, status effects, shields or other
radius, centered on a point in range. Any non ice-type outside forces affecting the stats or abilities of a creature
creature in the area at the beginning of their turn take an are removed. This includes things like Leech Seed, Reflect,
amount of ice damage equal to their level divided by 4, and Light Screen.
rounded up. The hail storm lasts for 3 rounds.
Head Charge
Hammer Arm
Type: Normal
Type: Fighting Move Power: STR
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You lower your head and charge at an
Description: You put all your power into a strong and heavy
opponent. Make a melee attack. On a hit, you deal 2d10 +
fist attack. Make a melee attack, dealing 4d4 + MOVE MOVE normal damage, taking a quarter of the total
fighting damage on a hit. Until the beginning of your next damage (rounded down) in recoil.
turn, you have disadvantage on all DEX saves and your Higher Levels: The damage dice roll for this move changes
speed is halved. to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Head Smash

Happy Hour Type: Rock
Move Power: STR
Type: Normal Move Time: 1 action
Move Power: None PP: 3
Move Time: 1 action Duration: Instantaneous
PP: 15 Range: Melee
Duration: Instantaneous Description: You lower your head to deliver a dangerous
Range: Melee
Description: You celebrate your impending victory with a headbutt. Make a melee attack, dealing 3d8 + MOVE rock
damage on a hit. On a hit, the user takes 1/2 the damage
little jig. Prize money awarded at the end of battle is dealt in normal-type recoil.
doubled. Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

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Headbutt Healing Wish

Type: Normal Type: Psychic
Move Power: STR Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You really know how to use your head. Make a Description: You sacrifice yourself for another one of your

melee attack roll, doing 1d12 + MOVE normal damage on a trainer's Pokémon. When activating this move, the user
hit. If the natural attack roll is 18 or more, the target falls faints, but the next creature released by its trainer is fully
prone. healed and cured of any status effects.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Heart Stamp

Heal Bell Type: Psychic
Move Power: WIS/CHA
Type: Normal Move Time: 1 action
Move Power: None PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: Melee
Duration: Instantaneous Description: You unleash a vicious blow after acting cute.
Range: 60ft
Description: You ring a bell that chimes beautifully across Make a melee attack against an opponent, dealing 1d10 +
MOVE psychic damage on a hit.
the battlefield. All active allied creature in a 60ft circle, Higher Levels: The damage dice roll for this move changes
centered on you, are healed of their negative status effects. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Heal Block Heart Swap

Type: Psychic Type: Psychic
Move Power: None Move Power: WIS/INT
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 40ft
Description: When an opponent within range attempts to Description: Force an opponent in range to make a CHA

use an HP recovery move, item, or ability, you may use your save against your Move DC. On a failure, you employ your
reaction to send psychic waves into the mind of the target, psychic power to swap any changes in ability modifiers, AC,
preventing the recovery of health. attack changes, damage boosts, etc. that are currently in
affect on you or the target.
Heal Order
Heat Crash
Type: Bug
Move Power: CON Type: Fire
Move Time: 1 action Move Power: STR
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Self Duration: Instantaneous
Description: You summon forth your underlings to heal your Range: Melee
Description: You slam into an opponent with your flaming
wounds. Regain 4d4 + MOVE hit points.
Higher Levels: The healing dice roll for this move changes to body. Make a melee attack on a target, dealing a minimum
of 1d8 + MOVE fire damage on a hit. Add an additional
3d6 at level 5, 5d6 at level 10, and 8d6 at level 17. bonus to damage equal to your MOVE modifier for each
size level you are above an opponent. (Sizes, in order, are:
Heal Pulse Tiny, Small, Medium, Large, Huge, Gargantuan)
Higher Levels: The damage dice roll for this move changes
Type: Psychic to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Move Power: CON/WIS
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 30ft
Description: You emit a healing pulse that restores a target's

HP. Choose a target in range (cannot be yourself). The
target regains 2d6 + MOVE hit points.
Higher Levels: The healing dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Heat Wave Hidden Power

Type: Fire Type: Normal
Move Power: DEX/CON Move Power: Any
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 15ft cone Range: 30ft
Description: You exhale a wave of hot breath in a 15ft. cone. Description: You unleash a wave of force of unknown power

Creatures caught in the area must make a DEX save at a creature in range. Make a ranged attack on an
against your Move DC, taking 2d8 + MOVE fire damage on opponent, doing 1d10 + MOVE damage of a random type.
failure, or half as much on a success. If the creature fails Roll a d12 to determine which type of damage is dealt.
the save by 5 or more, it is burned.
Higher Levels: The damage dice roll for this move changes d12 Type
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. 1 Bug
2 Fighting
Heavy Slam 3 Fire
4 Flying
Type: Steel 5 Grass
Move Power: STR 6 Ground
Move Time: 1 action 7 Electric
PP: 5 8 Ice
Duration: Instantaneous 9 Psychic
Range: Melee 10 Rock
Description: You slam into an opponent with your heavy 11 Steel
12 Water
body. Make a melee attack on a target, dealing a minimum
of 1d8 + MOVE steel damage on a hit. Add an additional Higher Levels: The damage dice roll for this move changes
bonus to damage equal to your MOVE modifier for each to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
size level you are above an opponent. (Sizes, in order, are:
Tiny, Small, Medium, Large, Huge, Gargantuan) High Jump Kick
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Type: Fighting
Move Power: STR/DEX
Helping Hand Move Time: 1 action
PP: 5
Type: Normal Duration: Instantaneous
Move Power: None Range: Melee
Move Time: 1 bonus action Description: You leap into the air to deliver a strong kick to
PP: 5
Duration: 10 minutes the enemy. Make a melee attack, doing 2d8 + MOVE
Range: 60ft fighting damage on a hit. On a miss, you take 1 damage.
Description: You can use a bonus action on your turn to Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
choose one ally other than yourself within 60 feet of you
who can hear you. That ally can add a d6 to one ability Hold Back
check, attack roll, or saving throw it makes within the next
10 minutes, before the result of the roll is called by the Type: Normal
DM. An ally being helped can only have one d6 available at Move Power: DEX
a time. Move Time: 1 action
Higher Levels: The helping dice for this move changes to d8 PP: 10
at level 5, d10 at level 10, and d12 at level 17. Duration: Instantaneous
Range: Melee
Hex Description: You lash out with force, but contain your strike

Type: Ghost to a glancing blow, leaving an opponent conscious. Make a
Move Power: WIS melee attack on a target, dealing 1d6 + MOVE normal
Move Time: 1 action damage on a hit. This attack will always leave its target
PP: 5 with 1 hp if it would otherwise cause the target to faint.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: 50ft to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: You send a ghostly energy at an opponent that

does additional damage to those affected by status
conditions. Make a ranged attack, dealing 1d10 + MOVE
ghost damage on a hit. If the target is affected by a status
condition, double your MOVE modifier when adding
damage.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Hold Hands Horn Leech

Type: Normal Type: Grass
Move Power: None Move Power: STR/DEX
Move Time: 1 reaction Move Time: 1 action
PP: 20 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: If you are within melee range of an ally, you Description: You sink your horns into an enemy, draining

grasp its hand to spread happiness. Use this reaction when some of their power. Make a melee attack, dealing 1d12 +
an ally is attacking to add +1 to its attack rolls, or when it is MOVE grass damage on a hit. Half the damage dealt is
targeted by an attack to add +1 to its AC. This reaction can recovered by the user (rounded down).
be used only before the result of either attack roll (by ally Higher Levels: The damage dice roll for this move changes
or opponent) is called. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

Hone Claws Howl

Type: Dark Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 20
Duration: 1 minute Duration: 1 minute
Range: Self Range: Self
Description: You sharpen your claws to increase the power Description: You increase your adrenaline with a menacing

of your attacks. For the duration, add an additional +1 to howl. For the duration, add +1 to any attack roll you make.
your attack and damage rolls. This move may be stacked to This move can be stacked for a maximum of +5.
a maximum of +3 to attack and damage rolls.
Hurricane
Horn Attack
Type: Flying
Type: Normal Move Power: STR/DEX
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 5
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 40ft
Range: Melee Description: You wrap an opponent in a fierce wind. Make a
Description: You strike at an enemy with your horn. Make a
ranged attack against a target, dealing 3d6 + MOVE flying
melee attack, doing 1d10 + MOVE normal damage on a hit. damage on a hit. If this attack is activated during rain, roll
If you moved 20 feet or more towards an enemy on this the attack with advantage. If used during harsh sunlight,
turn, force the enemy to make a STR save against your roll the attack with disadvantage. If the natural attack roll
Move DC or be knocked prone. is 15 or higher, the target becomes confused.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

Horn Drill Hydro Cannon

Type: Normal Type: Water
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, recharge
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft line
Description: You attempt to drill your horn through an Description: You fire a powerful stream of high-speed water

enemy creature with tremendous strength. Roll a d20. On a at opponents in a 50 foot line, 5 feet wide. Any opponent
20, the creature is impaled and immediately faints. On any caught in the blast must make a DEX saving throw against
other roll, you miss and this move fails. If the target's level your Move DC, taking 3d8 + MOVE water damage on a
is 10 more than your own, this move automatically fails. failure, and half as much on a success.. Creatures that fail
the save also are pushed back 10 feet and fall prone. This
move saps you of energy, and you may not make any attack
until after the end of your next turn.
Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

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Hydro Pump Hyperspace Fury

Type: Water Type: Dark
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30ft line Range: 60ft
Description: You send a surge of powerful water towards Description: Using your many arms, you send a barrage of

enemy creature in an 30 foot line, 5 feet wide. Creatures three balls of furious energy at any creature(s) in range.
caught in the blast must succeed on a DEX save against Each ball automatically deals 1d6 dark damage to any
your Move DC, taking 3d6 + MOVE water damage on a creature(s) you choose. Reactions that negate damage such
failed save, and half as much on a success. as Protect or Detect cannot be used. After activating this
Higher Levels: The damage dice roll for this move changes move, any attacks against you, until the beginning of your
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17. next turn, are rolled at advantage.
Higher Levels: You can fire 4 projectiles at level 5, 5
Hyper Beam projectiles at level 10, and 6 projectiles at level 17.

Type: Normal Hyperspace Hole
Move Power: STR/DEX
Move Time: 1 action, recharge Type: Psychic
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 120ft PP: 3
Description: You unleash a concentrated beam of pure Duration: Instantaneous
Range: Melee, 40ft
energy in a 120 foot line. Any creature caught in the line Description: You create a hyperspace portal that allows you
must succeed on a DEX save or take 3d8 + MOVE normal
damage on a fail and half as much on a save. This move to instantly teleport to an opponent in range and strike out
cannot be used on consecutive turns by the same creature. with a melee attack. This move is guaranteed to hit for 2d6
Higher Levels: The damage dice roll for this move changes + MOVE psychic damage. Reactions that negate damage
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. such as Protect or Detect cannot be used.
Higher Levels: The damage dice roll for this move changes
Hyper Fang to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Type: Normal Hypnosis
Move Power: STR/DEX
Move Time: 1 action Type: Psychic
PP: 10 Move Power: WIS/INT
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You lash out at a creature with a quick fang Duration: Instantaneous
Range: 30ft
attack. Make a melee attack roll, doing 2d6 + MOVE Description: You attempt to put the target to sleep. The
normal damage on a hit. Hyper Fang scores a critical hit on
19 and 20. If the natural attack roll is 18 or more, the target must make a WIS save against your Move DC,
target flinches. falling asleep on a failure.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Ice Ball

Hyper Voice Type: Ice
Move Power: STR/DEX
Type: Normal Move Time: 1 action
Move Power: DEX/CHA PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: 30ft
Duration: Instantaneous Description: You summon a rock-hard ball of ice that
Range: 30ft
Description: You release a loud and startling, high-pitched continues to pummel an opponent. When you activate this
move, make a ranged attack on a target in range, doing 1d4
sound that only an opponent can hear. Make a ranged + MOVE ice damage on a hit. If you continue to use this
attack roll against an opponent in range, doing 2d8 + move on consecutive turns, double the dice roll for damage
MOVE normal damage on a hit. each time you hit. The multiplier maxes out at 8x the
Higher Levels: The damage dice roll for this move changes original damage. The damage resets if any of the attacks
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. miss, or if you are incapacitated.
Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17.

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Ice Beam Ice Shard

Type: Ice Type: Ice
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 bonus action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 120ft Range: 50ft
Description: You send a concentrated beam of freezing ice at Description: You flash freeze chunks of ice and quickly hurl

a single creature in range. Make a ranged attack roll, doing them at an opponent. As a bonus action, you fire a shard of
2d8 + MOVE ice damage on a hit, and forcing the target to ice at an opponent in range, dealing 1d4 ice damage on a
make a CON save against your Move DC or become frozen. hit.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

Ice Burn Icicle Crash

Type: Ice Type: Ice
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 1 round, Concentration Duration: Instantaneous
Range: 30ft circle Range: 30ft
Description: When you use this move, you charge up an Description: You generate a row of icicles that crash down

intense power within your body. On your next turn’s action, on top of an opponent in range. Make a ranged attack,
if you keep your concentration, you unleash an ultracold, dealing 2d6 + MOVE ice damage on a hit. If the natural
freezing wind in a 30 foot circle all around you. Anyone attack roll is 15 or higher, the target flinches.
caught in the blast must make a DEX save against your Higher Levels: The damage dice roll for this move changes
Move DC, taking 2d12 + MOVE ice damage on a failure, or to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
half as much on a success. If any creature fails the save by
more than 5, it is burned. Icicle Spear
Higher Levels: The damage dice roll for this move changes
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. Type: Ice
Move Power: DEX
Ice Fang Move Time: 1 action
PP: 15
Type: Ice Duration: Instantaneous
Move Power: STR/DEX Range: 20ft
Move Time: 1 action Description: Your pummel an opponent in range with
PP: 10
Duration: Instantaneous multiple sharp shards of ice. Make a ranged attack roll,
Range: Melee doing 1d4 + MOVE ice damage on a hit. After successfully
Description: You attempt to pierce an opponent with ice- hitting a target, roll a d4. On a result of 3 or 4, you may
immediately hit again for an additional 1d4 ice damage.
infused fangs. Make a melee attack, dealing 1d10 + MOVE Continue this process until you fail to roll a 3 or 4 on the
ice damage on a hit. On a natural attack roll of 19 or 20, the d4 roll, up to a maximum of four additional hits.
target is frozen and flinches. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Icy Wind
Ice Punch
Type: Ice
Type: Ice Move Power: DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 80ft
Range: Melee Description: You create an icy wind that gusts towards a
Description: You strike out with ice-infused fists. Make a
creature in range. Make a ranged attack against an
melee attack roll, doing 1d12 + MOVE ice damage on a hit. opponent, doing 1d8 + MOVE ice damage on a hit. On a
On a natural attack roll of 19 or 20, the target is frozen. natural attack roll of 18 or more, the target falls prone.
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 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Imprison Ingrain

Type: Psychic Type: Grass
Move Power: WIS/INT Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 minute, Concentration Duration: 3 rounds
Range: 30ft Range: Self
Description: You create psychic walls within the mind of a Description: You pierce the ground with roots, absorbing

target in range. Force the target to make a WIS saving natural energy and fixing you in place. At the end of each of
throw against your Move DC. On a failure, the target is your next three turns (including this one), heal yourself for
unable to use any Move it knows that is the same as yours 1d6 + MOVE hit points as a free action. During this time,
for the duration. you may not flee or be switched out.
Higher Levels: The healing dice roll for this move changes to
Incinerate 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

Type: Fire Ion Deluge
Move Power: STR/DEX
Move Time: 1 action Type: Electric
PP: 10 Move Power: None
Duration: Instantaneous Move Time: 1 reaction
Range: 50ft PP: 15
Description: You summon forth a burning hot flame that Duration: Instantaneous
Range: 50ft
surrounds an opponent. Make a ranged attack, dealing Description: You disperse electric particles that charge the
1d10 + MOVE fire damage on a hit. On a hit, if the target is
holding a berry, it is immediately burned to ash, becoming battlefield. Until the beginning of your next turn, any
unusable. normal-type move activated within 50 feet of you is
Higher Levels: The damage dice roll for this move changes considered electric-type.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Iron Defense
Inferno
Type: Steel
Type: Fire Move Power: None
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: 1 round
Duration: Instantaneous Range: Self
Range: 15ft Description: Your body temporarily becomes solid as steel
Description: You engulf a target in intense flames. Make a
plate. Until your next turn, you gain + 6 to your AC and
ranged attack against a target, dealing 4d4 + MOVE fire have resistance to all types of damage. If you were
damage on a hit, burning the target in the process. vulnerable, you now take regular damage. If you were
Higher Levels: The damage dice roll for this move changes already resistant, you become immune.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Iron Head
Infestation
Type: Steel
Type: Bug Move Power: STR
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: 1d4 rounds Range: Melee
Range: 30ft Description: You slam into your opponent with your hard
Description: You summon an infestation of tiny insects to
head. Make a melee attack, dealing 2d6 + MOVE steel
attack a foe for multiple turns. Make a ranged attack on a damage on a hit. On a natural attack roll of 16 or higher,
target. On a hit, the target takes 1d4 + MOVE bug damage the target flinches.
and becomes infested for 1d4 rounds. An infested creature Higher Levels: The damage dice roll for this move changes
must make a CON save against your Move DC at the to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
beginning of each of its turns, taking 1d4 + MOVE bug
damage on a failed save.
Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

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Iron Tail Kinesis

Type: Steel Type: Psychic
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: Melee Range: Self
Description: You swing your tail out, attempting to crush an Description: You move with incredible speed. Increase your

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

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Last Resort Leaf Tornado

Type: Normal Type: Grass
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40 feet
Description: You lash out an an opponent with a furious Description: You summon forth a cyclone of harsh winds and

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

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Lick Lovely Kiss

Type: Ghost Type: Normal
Move Power: WIS/INT Move Power: CHA/WIS
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You reach out and lick a target. Make a melee Description: You blow a kiss to a creature, attempting to put

attack roll. On a hit, do 1d6 + MOVE ghost damage. On a the target to sleep. The target must make a CHA save
natural attack roll of 18 or higher, the target becomes against your Move DC, falling asleep on a failure.
paralyzed.
Higher Levels: The damage dice roll for this move changes Low Kick
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Fighting
Light of Ruin Move Power: STR/DEX
Move Time: 1 action
Type: Fairy PP: 10
Move Power: DEX/CHA Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 3 Description: You kick out at a creature’s lower half, dealing
Duration: Instantaneous
Range: 80ft line damage and attempting to knock it off balance. Make a
Description: You draw forth a powerful natural essence, melee attack, doing 1d8 + MOVE fighting damage on a hit.
If the natural attack roll is 19 or 20, the target flinches.
concentrating it into a beam of light 80ft long and 5 feet Higher Levels: The damage dice roll for this move changes
wide. Any creature caught in the blast must make DEX to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
saving throw against your Move DC, taking 2d12 + MOVE
fairy damage on a failure, or half as much on a success. Low Sweep
The user takes normal-type recoil damage equal to half the
damage roll. Type: Fighting
Higher Levels: The damage dice roll for this move changes Move Power: STR/DEX
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. Move Time: 1 action
PP: 10
Light Screen Duration: Instantaneous
Range: Melee
Type: Psychic Description: You sweep your legs at the lower half of an
Move Power: None
Move Time: 1 action opponent's body. Make a melee attack roll, dealing 1d10 +
PP: 15 MOVE fighting damage on a hit. On a hit, target must
Duration: 1 minute, Concentration succeed on a STR save against your Move DC or be
Range: Self knocked prone.
Description: A shield of light forms in front of you, blocking Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
incoming attacks. For the duration, you have resistance to
all fire, grass, ice, water, poison, and ghost type moves. If Lucky Chant
you were vulnerable to any of these types before activating
this move, you take regular damage instead of double. Type: Normal
Move Power: None
Lock-On Move Time: 1 reaction
PP: 3
Type: Normal Duration: Instantaneous
Move Power: None Range: Self
Move Time: 1 action Description: When an opponent scores a critical hit on you,
PP: 3
Duration: Instantaneous you may use your reaction to quickly recite a magical
Range: 60ft incantation that treats the attack like a normal hit,
Description: You hone in on your target, ready to strike. preventing the extra damage.

When this move is activated, a single attack roll you make Lunar Dance
next turn is guaranteed to hit. You may roll to see if you crit
or cause an effect from a high roll. This move does not Type: Psychic
affect one-shot moves like Fissure, Guillotine, etc. Move Power: None
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Self
Description: You sacrifice yourself for another one of your

trainer's Pokémon. When activating this move, the user
faints, but the next creature released by its trainer is fully
healed and cured of any status effects.

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Luster Purge Magical Leaf

Type: Psychic Type: Grass
Move Power: DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 1 round Duration: Instantaneous
Range: 30ft Range: 30ft
Description: You create a blinding bright light that damages Description: You summon a sharp, magical leaf that strikes

a target's eyes and may lower their defense. Make a ranged an opponent. This move is guaranteed to hit for 1d6 +
attack against an opponent, dealing 1d12 + MOVE psychic MOVE grass damage, unless during the invulnerable stage
damage on a hit. On a natural attack roll of 18 or more, any of Fly, Dig, Bounce, Dive, etc. moves.
attack against this target has advantage until the end of Higher Levels: The damage dice roll for this move changes
your next turn. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Magma Storm

Mach Punch Type: Fire
Move Power: STR
Type: Fighting Move Time: 1 action
Move Power: STR/DEX PP: 3
Move Time: 1 bonus action Duration: 1 minute, Concentration
PP: 15 Range: 50ft
Duration: Instantaneous Description: You stir up a maelstrom of fire in a 20 foot
Range: 10ft
Description: You rush forward to punch with incredible circle, centered on a point within range, that continues to
rage as long as you hold your concentration. Any creature
speed. Choose a target withing 10 feet of you. You rush that starts their turn in the storm must make a CON save
forward to slam a fist into the creature, avoiding all attacks against your Move DC, taking 4d4 + MOVE fire damage on
of opportunity. Make a melee attack on that creature, a failure, or half as much on a success.
dealing 1d4 fighting damage on a hit. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
Magnet Bomb
Magic Coat
Type: Steel
Type: Psychic Move Power: STR/DEX
Move Power: WIS/CON Move Time: 1 action
Move Time: 1 reaction PP: 5
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 60ft
Range: 50ft Description: You hurl a steel ball that seeks out an opponent
Description: A flash of magical energy forms between you
in range, never missing. This move is guaranteed to hit for
and an opponent, reflecting negative energy back at an 1d6 + MOVE steel damage, unless during the invulnerable
attacker in range. When an attack from an opponent stage of Fly, Dig, Bounce, Dive, etc. moves.
causes you to suffer from a negative status condition, they Higher Levels: The damage dice roll for this move changes
are also affected by the same condition. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

Magic Room Magnet Rise

Type: Psychic Type: Electric
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 5 rounds, Concentration Duration: 1 minute, Concentration
Range: 50ft circle Range: Self
Description: You employ your psychic power to suppress the Description: You use magnetic power within yourself to raise

effect of all held moves in a 50 foot circle, centered on you. yourself from the ground, becoming immune to ground
moves for the duration.

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Magnetic Flux Me First

Type: Electric Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: 1 round Duration: Instantaneous
Range: 40ft Range: 40ft
Description: You use your electric energy to manipulate Description: When targeted by a direct attack that isn't Fake

magnetic fields. Until the beginning of your next turn, any Out, Sucker Punch, or one that moved the opponent to the
creature in range with the Plus or Minus ability gains a top of the initiative order (Extreme Speed, etc.), you may
bonus to their AC equal to your proficiency modifier, and use your reaction to copy the opponent's move against it
any saving throw they are forced to make is rolled with before it makes the attack. Your attack is rolled at
advantage. disadvantage, but on a hit, double the damage dice for the
move. The damage tier for the move is based off of your
Magnitude level, not the opponent's.

Type: Ground Mean Look
Move Power: STR
Move Time: 1 action Type: Normal
PP: 5 Move Power: STR/CHA
Duration: Instantaneous Move Time: 1 action
Range: 40ft PP: 3
Description: You shake the ground with an earth-shattering Duration: 3 rounds
Range: 50ft
quake. All creature in range must make a DEX save against Description: You flash an intimidating look at a target,
your Move DC, taking half damage on a success and full
damage on a fail. Roll a d100 on the table below to attempting to freeze them in fear. Force a target in range to
determine damage. make a WIS save against your Move DC. On a fail, the
target cannot flee or be switched out for 3 rounds.
d100 Damage
Meditate
01-05 1d4+MOVE
Type: Psychic
06-15 1d8+MOVE Move Power: None
Move Time: 1 action
16-35 1d10+MOVE PP: 20
Duration: 1 minute, Concentration
36-65 1d12+MOVE Range: Self
Description: You become one with your inner self. For the
66-85 2d6+MOVE
duration, double your proficiency bonus when it comes to
86-95 2d8+MOVE attack rolls and saving throws.

96-100 2d12+MOVE Mega Drain

Higher Levels: For damage rolls, use 2x Dice at level 5, 3x Type: Grass
Dice at level 10, and 4x Dice at level 17. Move Power: STR/DEX
Move Time: 1 action
Mat Block PP: 10
Duration: Instantaneous
Type: Fighting Range: 50ft
Move Power: None Description: You attempt to drain the life force of a target.
Move Time: 1 action
PP: 3 Make a ranged attack on a target, doing 1d6 + MOVE grass
Duration: Instantaneous damage on a hit. Half of the damage dealt is restored to the
Range: 15ft user.
Description: You conjure up a ethereal, protective mat to Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
shield you and your allies. Until the end of your next turn,
any ally creature within 15 feet of you (including you) is
immune to damage from damaging moves. Status-inducing
moves can still affect their targets.

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Mega Kick Metal Burst

Type: Normal Type: Steel
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with a hard kick. Make a melee Description: You lash out in retaliation with a bust of harsh

attack against a target, doing 2d10 + MOVE normal metal shards. When hit by a melee attack, you may use
damage on a hit. your reaction to make an attack roll on the creature that hit
Higher Levels: The damage dice roll for this move changes you. On a hit, deal an amount of steel damage equal to the
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. damage dealt to you plus your own STAB bonus.

Mega Punch Metal Claw

Type: Normal Type: Steel
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with a hard punch Make a melee Description: You strike out with sharp claws. Make a melee

attack against a target, doing 2d6 + MOVE normal damage attack roll against an opponent, doing 1d8 + MOVE steel
on a hit. damage on a hit. If the natural attack roll is 19 or 20, your
Higher Levels: The damage dice roll for this move changes next attack gets an additional +1 to hit.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Megahorn
Metal Sound
Type: Bug
Move Power: STR/DEX Type: Steel
Move Time: 1 action Move Power: STR/DEX
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Melee Duration: 1 round
Description: You charge an opponent for a devastating horn Range: 50ft
Description: You emit an ear-shattering high pitched sound
attack. Make a melee attack roll, doing 2d10 + MOVE bug
damage on a hit. If the user moves at least 20 feet towards that only your target can hear, leaving them in a
a target before using this move, the target is forced to make defenseless state. When activating this move, a target must
a STR save against your Move DC or be knocked prone. make a CON saving throw against your Move DC. On a
Higher Levels: The damage dice roll for this move changes failure, all attack rolls against the target are given a +5
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. bonus until the end of your next turn.

Memento Meteor Mash

Type: Dark Type: Steel
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: 2 rounds Duration: Instantaneous
Range: Melee Range: Melee
Description: You sacrifice your life force to leave a lasting Description: You smash an opponent with a fist as fast as a

mark on an enemy. When you activate this move, you touch meteor strike. Make a melee attack against an opponent,
an opponent and drop to 0 hit points. As a result, the doing 2d8 + MOVE steel damage on a hit. If the natural
opponent is incapacitated for 2 rounds. All attacks against attack roll is 18 or higher, your next attack has advantage.
it have advantage, it automatically fails all STR and DEX Higher Levels: The damage dice roll for this move changes
saving throws, and it cannot attack, move, flee, or be to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
switched out.

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Metronome Miracle Eye

Type: Normal Type: Psychic
Move Power: Varies Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 20
Duration: Varies Duration: 1 minute
Range: Varies Range: 50ft
Description: You summon a move at random to inflict Description: You flash your eyes at your opponent, stunning

against the enemy. When you use this move, roll a d100. them briefly and lowering their defenses. When activating
The resulting number is the TM number for the move you this move, choose a target in range and force them to make
make. If the move is unable to be completed because of a WIS save against your Move DC. On a failure, any
positioning, range, etc., Metronome fails. modifiers to their AC are reset, and if they are Dark or
Ghost-type, their immunities are relinquished for the
Milk Drink duration.

Type: Normal Mirror Coat
Move Power: CON
Move Time: 1 action Type: Psychic
PP: 5 Move Power: CON/WIS
Duration: Instantaneous Move Time: 1 reaction
Range: 10ft PP: 3
Description: You create a tasty drink that heals your or an Duration: Instantaneous
Range: 40ft
ally’s wounds. The recipient gains 2d6 + MOVE hit points. Description: When hit by a ranged attack, you can attempt to
Higher Levels: The dice roll for this move changes to 3d6 at
decrease the damage and send some back at the attacker
level 5, 5d6 at level 10, and 8d6 at level 17. in range. Using this reaction, the damage is decreased by
1d6 + MOVE. If this causes the damage to fall below zero,
Mimic the attack is deflected and you may make a ranged attack
roll to send it back at the attacker for the same amount of
Type: Normal psychic type damage.
Move Power: None Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
PP: 5
Duration: 1 minute, Concentration Mirror Move
Range: 120ft
Description: You copy another creature's movements, Type: Flying
Move Power: Varies
learning its ways in battle. When used, this move is Move Time: 1 action
temporarily replaced by your choice of one of the target's PP: 10
moves. The target can be an ally. After one PP is Duration: Instantaneous
subtracted to use this move, the replacement move will Range: 50ft, Move varies
retain Mimic's remaining PP. The user can select any of the Description: You perform the same move made by a chosen
target's moves to copy for the duration.
target after your last turn, using your own statistics for
Mind Reader bonuses and Move saves if applicable.

Type: Normal Mirror Shot
Move Power: None
Move Time: 1 action Type: Steel
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Self PP: 5
Description: You sense the motives and moves of a creature Duration: Instantaneous
Range: 40ft
around you. When this move is activated, a single attack Description: You loose a damaging flash of light from your
roll you make next turn is guaranteed to hit. You may roll to
see if you crit or cause an effect from a high roll. This move polished body. Make a ranged attack on an opponent,
does not affect one-shot moves like Fissure, Guillotine, etc. dealing 1d10 + MOVE steel damage on a hit. On a hit, the
target must make a CON save against your Move DC. On a
Minimize failure, the target has disadvantage on its next attack roll.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Power: None
Move Time: 1 action
PP: 5
Duration: 1 minute, Concentration
Range: Self
Description: You appear smaller to your opponents,

increasing your evasion. For the duration, you gain an
additional +2 to your AC.

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Mist Moonlight

Type: Ice Type: Fairy
Move Power: None Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: 1 minute Duration: Instantaneous
Range: 30ft Range: Self
Description: A light mist surrounds a target, offering a Description: A ray of moonlight shines upon you, basking

protective barrier. The target is immune to negative stat you in healing light. The user gains 2d6 + MOVE hit points.
effects or modifier changes for the duration, but any Higher Levels: The dice roll for healing changes to 3d6 at
current effects are still in place.
level 5, 5d6 at level 10, and 8d6 at level 17.
Mist Ball
Morning Sun
Type: Psychic
Move Power: STR/DEX Type: Normal
Move Time: 1 action Move Power: WIS/CHA
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: 50ft Duration: Instantaneous
Description: You fire an explosive ball of damaging mist at Range: Self
Description: A ray of sunlight shines upon you, basking you
an opponent in range. Make a ranged attack against a
target, doing 1d12 + MOVE psychic damage on a hit. If the in healing light. The user gains 2d6 + MOVE hit points.
natural attack roll is higher than 10, the opponent has Higher Levels: The healing dice roll for this move changes to
disadvantage on its next attack.
Higher Levels: The damage dice roll for this move changes 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Mud Bomb
Misty Terrain
Type: Ground
Type: Fairy Move Power: STR/DEX
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 5
PP: 5 Duration: Instantaneous
Duration: 3 rounds Range: 40ft
Range: 60ft Description: You throw a hard-packed mud ball at an
Description: You cover the ground in a thin, healing mist that
opponent. Make a ranged attack, dealing 1d10 + MOVE
surrounds a 60 foot circle, centered on you. For 3 turns, no ground damage on a hit. On a hit, the target must make a
grounded creatures inside the mist can suffer from new CON save against your Move DC. On a failure, the target
status conditions. Grounded creatures are those that do has disadvantage on its next attack roll. If activating a move
not have a flying speed or Levitate, Magnet Rise, or similar that requires a save, the target(s) have advantage.
ability. Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Moonblast
Mud Shot
Type: Fairy
Move Power: DEX/CHA Type: Ground
Move Time: 1 action Move Power: DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30ft Duration: Instantaneous
Description: You summon forth a powerful moonbeam that Range: 60ft
Description: You fire a glob of mud at an opponent, dealing
strikes an opponent. Make a ranged attack on a target in
range, dealing 2d8 + MOVE fairy damage on a hit. On a damage with a chance to hinder your opponent's
natural attack roll of 15 or more, the target has movement. Make a ranged attack against an opponent in
disadvantage on its next attack. range, dealing 1d8 + MOVE ground damage on a hit. If the
Higher Levels: The damage dice roll for this move changes natural attack roll is higher than 15, the opponent's speed
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. becomes 0 until the end of its next turn.
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

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Mud Sport Nasty Plot

Type: Ground Type: Dark
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute Duration: 1 minute, Concentration
Range: 5ft Range: Self
Description: You cover yourself and all allies around you Description: You stimulate your brain with nasty thoughts.

with thick mud, reducing the amount of electric damage For the duration, you have advantage on any attacks with
taken for anyone affected. For the duration, you and any ally the Wisdom move power. If the attack requires a Wisdom
in range (when you initially activated this move) have saving throw, the target has disadvantage.
resistance to electric-type attacks. If you were already
resistant, you are now immune. If you were vulnerable, you Natural Gift
now take regular damage. If you are immune to electric-
type moves already, nothing happens. Type: Varies
Move Power: STR/DEX
Mud-Slap Move Time: 1 action
PP: 10
Type: Ground Duration: Instantaneous
Move Power: STR/DEX Range: 40ft
Move Time: 1 action Description: You draw in power from your held berry,
PP: 5
Duration: Instantaneous releasing it into a ranged attack. Make a ranged attack,
Range: 40ft dealing 1d12 + MOVE damage on a hit. The type is
Description: You hurl mud at a target in range. Make a dependant on what berry you are holding, according to the
chart below:
ranged attack roll, doing 1d4 + MOVE ground damage on a
hit. On a hit, the target adds -1 to its attack rolls for the rest Type Berry Type Berry
of the encounter. This decrease may be stacked, up to a
maximum of -5 to hit. The target may take an action to Normal Chilan Flying Lum, Coba
remove any mud from its face, resetting the effect.
Higher Levels: The damage dice roll for this move changes Fire Cherri, Occa Psychic Sitrus, Payapa
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Water Chesto, Passho Bug Tanga
Muddy Water
Electric Pecha, Waccan Rock Charti
Type: Water
Move Power: DEX/CON Grass Rawst, Rindo Ghost Kasib
Move Time: 1 action
PP: 5 Ice Aspear, Yache Dragon Haban
Duration: Instantaneous
Range: 30ft Fighting Leppa, Chople Dark Colbur
Description: You fire a stream of muddy water at an
Poison Oran, Kebia Steel Babiri, Razz
opponent in range. Make a ranged attack against an
opponent, dealing 2d8 + MOVE water damage. If the Ground Persim, Shucca Fairy Roseli
natural attack roll is 15 or higher, the opponent has
disadvantage on its next attack. Higher Levels: The damage dice roll for this move changes
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 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

Mystical Fire

Type: Fire
Move Power: DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 30ft
Description: You summon forth a pair of mystical flames that

dance around a target, dealing damage. Make a ranged
attack roll against a target, dealing 1d12 + MOVE fire
damage on a hit. If the target is hit with this attack, any
attack roll it makes before the end of its next turn is rolled
at disadvantage.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Nature Power Night Shade

Type: Normal Type: Ghost
Move Power: Varies Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Varies Duration: Instantaneous
Range: Varies Range: 60ft
Description: You call upon the powers of nature nearby and Description: You hit an enemy with a necrotic wave of dark

activate a move based on the terrain. The DM gets final say energy. Make a ranged attack against a target. On a hit, the
on what move you activate, but here are example terrain ghost damage is equal to 1d6 + the user’s level.
types: Higher Levels: The damage dice roll for this move changes
to 2d4+Level at level 5, 1d12+Level at level 10, and
Terrain Move 4d4+Level at level 17.

Cities/Roads/Buildings Swift Night Slash

Sandy areas Earthquake Type: Dark
Move Power: STR/DEX
Volcanoes/Lava areas Fire Blast Move Time: 1 action
PP: 10
Caves, Dark areas Shadow Ball Duration: Instantaneous
Range: Melee
Rocky terrain, Mountains Rock Slide Description: You slash out at an opponent with dark power.

Fields, Plains Stun Spore Make a melee attack, dealing 1d12 + MOVE dark damage
on a hit. This attack scores a critical hit on natural attack
Forests, Tall Grasslands Razor Leaf rolls of 19 or 20.
Higher Levels: The damage dice roll for this move changes
Ponds/Swamps Bubblebeam to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

At sea Surf Nightmare

Underwater Hydro Pump Type: Ghost
Move Power: WIS/CHA
Needle Arm Move Time: 1 action
PP: 10
Type: Grass Duration: Instantaneous
Move Power: DEX Range: 60ft
Move Time: 1 action Description: Only effective against sleeping creatures, you
PP: 10
Duration: Instantaneous instill a nightmare in their dreams, inflicting 3d6 + MOVE
Range: Melee ghost damage automatically.
Description: Your arms turn to jagged, thorny needles as you Higher Levels: The damage dice roll for this move changes
to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.
strike a foe. Make a melee attack on an opponent, dealing
1d10 + MOVE grass damage on a hit. If the natural attack Noble Roar
roll is a 15 or more, the opponent flinches.
Higher Levels: The damage dice roll for this move changes Type: Normal
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Power: STR/CHA
Move Time: 1 reaction
Night Daze PP: 3
Duration: Instantaneous
Type: Dark Range: Self
Move Power: DEX/WIS Description: You let out a stunning roar that intimidates your
Move Time: 1 action
PP: 5 foe. When targeted by an attack, use this reaction to
Duration: Instantaneous impose disadvantage on the attack roll.
Range: 40ft
Description: A pitch black shockwave of dark energy rushes

towards a target. Make a ranged attack roll, dealing 2d6 +
MOVE dark damage on a hit. If the natural attack roll is 13
or more, the target rolls its next attack with disadvantage.
If it activates a move that requires a saving throw, the
target(s) have advantage on the roll.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Nuzzle Ominous Wind

Type: Electric Type: Ghost
Move Power: DEX Move Power: WIS/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You touch an opponent with your electrified Description: You stir up a gust of repulsive wind that strikes

cheeks, sending electricity coursing through their veins. an opponent in range. Make a ranged attack, dealing 1d10
Make an attack roll against an opponent. On a hit, the + MOVE ghost damage on a hit. On a natural attack roll of
target takes 1d4 + MOVE electric damage and is forced to 19 or 20, increase all of your ability scores by +1 for three
make a CON save against your Move DC, becoming rounds.
paralyzed on a failure. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Origin Pulse
Oblivion Wing
Type: Water
Type: Flying Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 3
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: 60ft
Range: 30ft Description: Your body glows a bright and brilliant blue,
Description: You extend your wings and use a dark beam of
sending three beams of focused light at any creature(s) in
energy to absorb your opponent's life force. Make a ranged range. Make a ranged attack for each beam, dealing 2d6
attack against an opponent, dealing 2d6 + MOVE flying water damage to any creature(s) you choose on each hit.
damage on a hit, recovering your own hit points by the Higher Levels: The damage dice roll for this move changes
amount of damage dealt. to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Outrage

Octazooka Type: Dragon
Move Power: STR
Type: Water Move Time: 1 action
Move Power: STR/DEX PP: 3
Move Time: 1 action Duration: 3 rounds, Concentration
PP: 5 Range: Melee
Duration: Instantaneous Description: You go into a rampage, doing several attacks
Range: 30ft
Description: You send a blast of ink towards your opponents. without control for three rounds. This move automatically
hits for 1d6 + MOVE dragon damage in the first round, 2d6
Make a ranged attack roll, doing 1d10 + MOVE water + MOVE dragon damage in the second round, and 4d6 +
damage on a hit. If the natural attack roll is 18 or more, the MOVE dragon damage in the third round. When this move
target must add -1 to attack rolls for the remainder of this ends, either after the third round or from breaking
combat. concentration, you become confused. This attack stops if
Higher Levels: The damage dice roll for this move changes concentration is broken, or the user becomes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. incapacitated.
Higher Levels: The dice used for this move changes to a d8
Odor Sleuth at level 5, a d10 at level 10, and a d12 at level 17.

Type: Normal
Move Power: None
Move Time: 1 action
PP: 3
Duration: 1 minute, Concentration
Range: 30ft, Self
Description: When you activate this move, choose a target in

range. For the duration, the target cannot activate any
move that would increase its AC. If it has already activated
such a move, the effect ends immediately. In addition, for
the duration, no creature in range has immunity to your
Ghost, Normal, or Fighting-type moves.

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Overheat Pay Day

Type: Fire Type: Normal
Move Power: STR/CON Move Power: STR/DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 15ft Range: Melee
Description: With a roar, flames burst from your body in a 15 Description: You strike a target, causing it to shake out its

foot circle, centered on you. Any creature in range must roll purse. Make a melee attack, doing 1d6 + MOVE normal
a DEX saving throw against your Move DC, taking 5d4 + damage on a hit. In addition, 10x the user’s level in cash is
MOVE fire damage on a failure, or half as much on a scattered on the floor until the end of combat. This release
success. The power of the move exhausts you, and your of funds can only occur once per target per combat.
next attack is done at disadvantage. If your next attack Higher Levels: The damage dice roll for this move changes
requires an opponent saving throw, they have advantage. to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Higher Levels: The damage dice roll for this move changes
to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17. Payback

Pain Split Type: Dark
Move Power: STR/DEX
Type: Normal Move Time: 1 action
Move Power: CON/CHA PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: Melee
Duration: Instantaneous Description: You strike hard in retaliation. Make a melee
Range: 30ft
Description: You split pain from your injuries with your attack, dealing 1d8 + MOVE dark damage on a hit. If the
target damaged you on the turn immediately before yours,
attacker. Target a creature in range, forcing them to make a double the dice roll for the damage of this attack.
CON save against your Move DC. On a fail, both you and Higher Levels: The damage dice roll for this move changes
your attacker change your current health points to the to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
average of the two. If this causes either creature to go
above maximum health, they take their maximum health Peck
instead.
Type: Flying
Parabolic Charge Move Power: STR/DEX
Move Time: 1 action
Type: Electric PP: 20
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 Description: You hammer down on an enemy with a peck
Duration: Instantaneous
Range: 30ft attack. Make a melee attack roll on a target, doing 1d6 +
Description: A sweeping electric charge arcs around you, MOVE flying damage on a successful hit.
Higher Levels: The damage dice roll for this move changes
stealing some of your opponent's energy. Force all to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
creatures in a 30 ft circle, centered on you, to make a CON
save against your Move DC, taking 1d10 + MOVE electric Perish Song
damage on a failure. Recover hit points equal to half the
total damage dealt, but no more than 5 times your level. Type: Normal
Higher Levels: The damage dice roll for this move changes Move Power: CHA
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Time: 1 action
PP: 3
Parting Shot Duration: 3 rounds
Range: 80ft
Type: Dark Description: You perform a song with devastating
Move Power: CHA
Move Time: 1 bonus action consequences to creature that hear it. All creature in range
PP: 10 (including you) must make a CON saving throw against
Duration: Instantaneous your Move DC. For any that fail, they faint in 3 rounds, on
Range: 50ft their turn, unless switched out by their trainer before the
Description: You deliver a brutal parting threat just before end of the three rounds.

switching out. Force a creature in range to make a WIS
save against your Move DC, then switch out immediately.
On a failure, the target deals half damage on their next turn
if using a damaging move.

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Petal Blizzard Pin Missile

Type: Grass Type: Bug
Move Power: DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 60ft
Description: You stir up a blizzard of sharp petals that swirl Description: You strike a creature with sharp projectiles in

around you. Any creature in a 30 ft circle, centered on you, quick succession. Make a ranged attack roll, doing 1d4 +
must make a DEX save against your Move DC, taking 2d8 MOVE bug damage on a hit. After successfully hitting a
+ MOVE grass damage on a failure, or half as much on a target, roll a d4. On a result of 3 or 4, another projectile hits
success. again for an additional 1d4 bug damage. Continue this
Higher Levels: The damage dice roll for this move changes process until you fail to roll a 3 or 4 on the d4 roll, up to a
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. maximum of four additional hits.
Higher Levels: The damage dice rolls for this move change
Petal Dance to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

Type: Grass Play Nice
Move Power: DEX/CHA
Move Time: 1 action Type: Normal
PP: 5 Move Power: CHA
Duration: Instantaneous Move Time: 1 action
Range: 80ft PP: 10
Description: You dance around, releasing a flurry of sharp Duration: Instantaneous
Range: 30ft
leaf attacks against a creature in range. Make a ranged Description: You convince a creature that you mean it no
attack roll, dealing 1d10 + MOVE grass damage on a hit.
On the following turn, you may choose to use this action harm. Force a creature to make a CHA saving throw
again to hit automatically, but if you do, you become against your Move DC. On a failure, any attack the target
confused at the end of your turn. makes on its next turn is rolled at disadvantage. If the
Higher Levels: The damage dice rolls for this move change target activates a move that requires a saving throw, you
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17. have advantage on the roll.

Phantom Force Play Rough

Type: Ghost Type: Fairy
Move Power: DEX/WIS Move Power: DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You disappear from view and prepare to Description: You fake an opponent out with a playful attack

surprise your enemy with an attack. When you activate this that quickly becomes too rough. Make a melee attack
move, you become invisible and immune to any attacks of against an opponent, dealing 2d8 + MOVE fairy damage on
opportunity. You cannot be targeted by attacks while you a hit. On natural attack rolls of 19 or 20, the target adds -1
are invisible. On your next turn, you use may your action to to any attack it makes for the remainder of combat. This
reappear and make a melee attack against a creature, with effect can be stacked to a maximum of -5 to hit.
advantage, dealing 2d8 + MOVE ghost damage on a Higher Levels: The damage dice roll for this move changes
successful hit. Protect and Detect reactions may not be to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
used when hit by this attack.
Higher Levels: The damage dice roll for this move changes Pluck
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Type: Flying
Move Power: DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You peck at a foe, attempting to grab their held

berry. Make a melee attack on an opponent, dealing 1d10 +
MOVE flying damage on a hit. On a hit, if the target is
holding a berry, you swallow it immediately and gain its
effect.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Poison Fang Poison Sting

Type: Poison Type: Poison
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You lash forward with poisonous venom. Make Description: You strike out at a creature with a poisonous

a melee attack roll against an opponent, dealing 1d8 + sting. Make a melee attack roll against a target, doing 1d4
MOVE poison damage on a hit, forcing the opponent to + MOVE poison damage on a hit. If the natural attack roll
make a CON save against your Move DC. On a failure, the is 18 or more, the creature is poisoned.
foe is poisoned. A creature poisoned by this move takes Higher Levels: The damage dice roll for this move changes
double the normal poison damage at the end of each of its to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
turns.
Higher Levels: The damage dice roll for this move changes Poison Tail
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Type: Poison
Poison Gas Move Power: DEX
Move Time: 1 action
Type: Poison PP: 15
Move Power: CON Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: Poisonous barbs sprout from your tail as you
Duration: 1 minute, concentration
Range: 40ft swing it at an opponent. Make a melee attack against an
Description: You release a toxic cloud of poisonous gas in a opponent, dealing 1d8 + MOVE poison damage on a hit. If
the natural attack roll is a 19 or 20, the move scores a
10 foot radius, centered on a point within range. Any critical hit and the target is poisoned.
creature that starts their turn in this area must succeed on Higher Levels: The damage dice roll for this move changes
a CON save against your Move DC, taking 1d6 + MOVE to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
poison damage on a failure, or half as much on a success.
Creatures that fail this save by more than 5 become Pound
poisoned.
Higher Levels: The damage dice roll for this move changes Type: Normal
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Move Power: STR/DEX
Move Time: 1 action
Poison Jab PP: 20
Duration: Instantaneous
Type: Poison Range: Melee
Move Power: STR/DEX Description: You crush an opponent with a pound attack.
Move Time: 1 action
PP: 10 Make a melee attack roll against a target, doing 1d6 +
Duration: Instantaneous MOVE normal damage on a hit.
Range: Melee Higher Levels: The damage dice roll for this move changes
Description: You stab an opponent with an appendage to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

steeped in poison. Make a melee attack on an opponent, Powder
dealing 2d6 + MOVE poison damage on a hit. On a natural
attack roll of 16 or higher, the target is poisoned. Type: Bug
Higher Levels: The damage dice roll for this move changes Move Power: CON
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Move Time: 1 action
PP: 10
Poison Powder Duration: Instantaneous
Range: 15ft
Type: Poison Description: You coat a creature in an explosive powder. If
Move Power: CON
Move Time: 1 action the target uses a fire-type move before the end of its next
PP: 20 turn, the powder explodes and automatically deals
Duration: Instantaneous 2d8+MOVE typeless damage to the target.
Range: 40ft Higher Levels: The damage dice roll for this move changes
Description: You release a cluster of poisonous spores that to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

burst into the air above a target. The creature must
succeed on a CON save against your Move DC, becoming
poisoned on a fail.

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Powder Snow Power Trick

Type: Ice Type: Psychic
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 15 PP: 5
Duration: Instantaneous Duration: 1 round
Range: 40ft Range: Self
Description: You send a blast of cold snow at an opponent. Description: You employ your psychic power to switch your

Make a ranged attack roll on an opponent, doing 1d6 + own attack and defense. Until the end of your next turn,
MOVE cold damage on a hit. If the natural attack roll is 18 switch your AC with an ability score of your choice
or higher, the target is frozen. (Constitution not included)
Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Power Whip

Power Gem Type: Grass
Move Power: STR/DEX
Type: Rock Move Time: 1 action
Move Power: DEX/CHA PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You violently whirl your tentacles or vines
Range: 40ft
Description: A ray of light bursts out of your gemstone, towards a foe. Make a melee attack against an opponent,
dealing 2d10 + MOVE grass damage on a hit
damaging an opponent in range. Make a ranged attack, Higher Levels: The damage dice roll for this move changes
dealing 2d6 + MOVE rock damage on a hit. to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Power-Up Punch

Power Split Type: Fighting
Move Power: STR
Type: Psychic Move Time: 1 action
Move Power: INT/WIS PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Melee
Duration: 1 minute, Concentration Description: You strike out with a powerful punch that
Range: 30ft
Description: You use your psychic power to change your increases in strength the more you hit. Make a melee
attack on a target, dealing 1d6 + MOVE fighting damage on
offense to match your opponent's the best you can. Force a successful hit against the same opponent. For each
an opponent in range to make a CHA save against your successful hit, add an additional damage dice, with a
Move DC. On a failure, choose either your STR, DEX, or maximum number of damage dice equal to double the
WIS. For the duration, replace the chosen ability score original amount. The damage resets if you miss or target a
with the average of your current score and your opponent's different opponent.
score. Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
Power Swap
Precipice Blades
Type: Psychic
Move Power: WIS/INT Type: Ground
Move Time: 1 bonus action Move Power: STR
PP: 3 Move Time: 1 action
Duration: 1 round PP: 5
Range: 40ft Duration: Instantaneous
Description: As a bonus action, force an opponent in range Range: 100ft
Description: You gather in the natural energy of the land
to make a WIS save against your Move DC. On a failure,
you employ your psychic power to swap a single ability around you and manifest all of the power into fearsome
score with an opponent until the end of their next turn, for blades of stone. Make three ranges attack rolls against any
purposes of attack and damage rolls. creature(s) in range, dealing 1d10 + MOVE ground damage
on each successful hit.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

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Present Psychic

Type: Normal Type: Psychic
Move Power: DEX/CHA Move Power: INT/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: 40ft
Description: You send a booby-trapped gift to an opponent. Description: You tap into a target’s mind, damaging their will

Make a ranged attack on an opponent in range. On a hit, to fight. Make a ranged attack on a creature in range, doing
the present explodes, doing 1d6 + MOVE normal damage. 2d8 + MOVE psychic damage on a hit. If the natural attack
If the natural attack roll is 2 or lower, however, regardless if roll is 18 or higher, the target becomes confused.
it hits, the present provides the target with 1d6 + MOVE hit Higher Levels: The damage dice roll for this move changes
points instead. to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Psycho Boost

Protect Type: Psychic
Move Power: WIS/INT
Type: Normal Move Time: 1 action
Move Power: None PP: 3
Move Time: 1 reaction Duration: Instantaneous
PP: 3 Range: 25ft
Duration: Instantaneous Description: You send an extremely powerful wave of
Range: Self
Description: You sense incoming danger and are able to psychic energy at an opponent in range. Make a ranged
attack roll against an opponent, dealing 2d12 + MOVE
quickly avoid it. When targeted by an attack, you may psychic damage on a hit. The power of the move exhausts
automatically avoid taking damage on the first instance of you, and your next attack is done at disadvantage. If your
this reaction. On future instances of this move in the same next attack requires an opponent saving throw, they have
combat, you must roll higher than a 15 on a d20 roll for the advantage.
reaction to be successful. Higher Levels: The damage dice roll for this move changes
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
Psybeam
Psycho Cut
Type: Psychic
Move Power: DEX/INT/WIS Type: Psychic
Move Time: 1 action Move Power: DEX/WIS
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 80ft Duration: Instantaneous
Description: You send a beam of invisible, psychic energy at Range: 30ft
Description: You tear at a foe with blades formed by psychic
a target in range. The target must make a WIS saving
throw against your Move DC, taking 1d10 + MOVE psychic power. Make a ranged attack on an opponent, dealing 1d12
damage and becoming confused on a fail, and half as much + MOVE psychic damage on a hit. This move scores a
without becoming confused on a save. critical hit on natural rolls of 19 or 20.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

Psych Up Psycho Shift

Type: Normal Type: Psychic
Move Power: None Move Power: WIS/INT
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 40ft
Description: You sync up with an opponent, copying any Description: You employ your psychic power to transfer a

positive or negative stat changes affecting them due to status condition to someone else. Choose a willing ally (or
weather or moves this combat. yourself) and an opponent in range. Force the opponent to
make a WIS save against your Move DC. on a failure, a
status affecting the ally (or you) is transferred to the
opponent instead.

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Psyshock Pursuit

Type: Psychic Type: Dark
Move Power: INT/WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 40ft
Description: You materialize a psychic wave that shocks an Description: As a reaction, when a creature is fleeing or is

opponent. Make a ranged attack, dealing 2d6 + MOVE switched out by their trainer, you may make a ranged
psychic damage on a hit. attack roll against it, doing 1d6 + MOVE dark damage on a
Higher Levels: The damage dice roll for this move changes hit.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Psystrike
Quash
Type: Psychic
Move Power: INT/WIS Type: Dark
Move Time: 1 action Move Power: STR/WIS
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30ft Duration: Instantaneous
Description: You materialize a psychic wave that shocks an Range: 30ft
Description: You send dark energy at a creature in range,
opponent. Make a ranged attack, dealing 2d6 + MOVE
psychic damage on a hit. reducing their will to fight. The target must make a WIS
Higher Levels: The damage dice roll for this move changes save against your Move DC. On a failure, it must move to
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. the bottom of the initiative order for this round only.
Targets that have already taken their turn in this round are
Psywave unaffected.

Type: Psychic Quick Attack
Move Power: INT/WIS
Move Time: 1 action Type: Normal
PP: 10 Move Power: DEX
Duration: Instantaneous Move Time: 1 bonus action
Range: 40ft line PP: 15
Description: You emit a wave of psychic energy in a 40 foot Duration: Instantaneous
Range: 10ft
line, 5 feet wide. Each creature caught in the wave must Description: You lash out with a quick unarmed strike at a
make a WIS save against your Move DC, becoming
confused on a fail. creature in range. As a bonus action, you can immediately
move up to 10ft and make a melee attack against a
Punishment creature in range without taking an attack of opportunity,
doing 1d4 normal damage on a hit.
Type: Dark Higher Levels: The damage dice roll for this move changes
Move Power: STR/WIS to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
Move Time: 1 action
PP: 3 Quick Guard
Duration: Instantaneous
Range: 30ft Type: Fighting
Description: You send dark energy to punish an opponent. Move Power: None
Move Time: 1 reaction
Make a ranged attack against an opponent, dealing 1d10 + PP: 3
MOVE dark damage on a hit. If the opponent is currently Duration: Instantaneous
under the influence of a move or ability that boosts its Range: 30ft
attack, damage, or AC, increase the damage by one damage Description: You have the ability to rush to the aid of an ally
dice for each effect.
Higher Levels: The damage dice roll for this move changes at the start of combat. If an ally in range (or you) is attacked
to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17. on the very first turn of the very first round of combat, you
may use your reaction to negate any damage dealt.

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Quiver Dance Rapid Spin

Type: Bug Type: Normal
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: Melee
Description: You lightly perform a mystical dance. For the Description: You strike out with an incredibly fast spinning

duration, add +1 to your AC, attack rolls, and damage. move. Make a melee attack roll against an opponent, doing
Higher Levels: Add +2 to your AC at level 10 and above 1d4 + MOVE normal damage on a hit. In addition, this
move automatically frees the user from Leech Seed or
Rage anything causing it to be grappled or restrained. It is
removed from these statuses before it rolls to hit.
Type: Normal Higher Levels: The damage dice roll for this move changes
Move Power: STR to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Time: 1 bonus action
PP: 3 Razor Leaf
Duration: 1 minute, Concentration
Range: Self Type: Grass
Description: You go into a fit of rage, attacking with Move Power: STR/DEX
Move Time: 1 action
relentless fury. While you are raging, you gain +1 on all PP: 15
damage rolls (once per move), have resistance to normal Duration: Instantaneous
damage, and have advantage on all Strength checks. Your Range: 80ft
rage ends if you are incapacitated or if you have not Description: You send a razor sharp leaf at a creature in
attacked a hostile target since your last turn, or taken any
damage since then. range at tremendous speed. Make a ranged attack roll,
Higher Levels: For damage when raging, the bonus changes doing 1d8 + MOVE grass damage on a hit. Razor Leaf
to +2 at level 5, +4 at level 10, and +6 at level 17. results in a critical hit on 19s and 20s
Higher Levels: The damage dice roll for this move changes
Rage Powder to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

Type: Bug Razor Shell
Move Power: CON/CHA
Move Time: 1 action Type: Water
PP: 3 Move Power: STR/DEX
Duration: 1 minute Move Time: 1 action
Range: 15ft cone PP: 5
Description: You scatter a cloud of irritating powder, drawing Duration: Instantaneous
Range: Melee
attacks to yourself. Any creature in a 15 foot cone must Description: You strike an opponent with a razor sharp shell.
make a WIS saving throw against your Move DC. On a
failure, the creature(s) can only use damaging moves that Make a melee attack on an opponent, dealing 1d12 +
target you for the duration. Any creature affected can MOVE water damage on a hit.
repeat the save at the end of each of its turns to shake off Higher Levels: The damage dice roll for this move changes
the effect. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

Rain Dance Razor Wind

Type: Water Type: Normal
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, charge
PP: 3 PP: 5
Duration: 5 rounds Duration: 1 round, Concentration
Range: Self Range: Self/20ft
Description: You summon a heavy rainfall that covers the Description: When you use this move, strong winds begin to

battlefield for 5 rounds. circle around you, granting +2 to AC. On your next turn, if
you keep your concentration, you release those winds as an
action in a 20 foot radius, centered on you. Each creature
in the area must make a DEX save against your Move DC,
taking 2d6 + MOVE normal damage on a fail, or half as
much on a success.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Recover Relic Song

Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: CHA/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 20ft circle
Description: You extend a healing energy to recover the hit Description: You sing an ancient song that damages

points of a creature in range. The target regains 1d6 + opponents in range with the chance to put them asleep.
MOVE hit points. Any creature in a 20ft circle, centered on you, must make a
Higher Levels: The dice roll for healing increases to 2d6 at CON save against your Move DC, taking 1d12 + MOVE
level 5, 4d6 at level 10, and 6d6 at level 17. normal damage on a failure, or half as much ona success.
Any creature that fails the save by more than 5 is put to
Recycle sleep.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Move Power: None
Move Time: 1 bonus action Rest
PP: 5
Duration: Instantaneous Type: Psychic
Range: Self Move Power: WIS/CHA
Description: You summon a previously discarded item back Move Time: 1 action
PP: 5
into your hands. If you used a consumable held item any Duration: Instantaneous
time within the last 5 turns, you can activate this move to Range: Self
take advantage of the same effect one last time. This move Description: You put yourself to sleep, but recover 4d6 +
may not be used in the same round the held item was used.
MOVE hit points in the process.
Reflect Higher Levels: The dice roll for healing increases to 6d6 at

Type: Psychic level 5, 8d6 at level 10, and 8d10 at level 17.
Move Power: None
Move Time: 1 reaction Retaliate
PP: 3
Duration: Instantaneous Type: Normal
Range: Self Move Power: STR/DEX
Description: When you are hit by a melee attack, use your Move Time: 1 reaction
PP: 3
reaction to take half the damage dealt. Duration: Instantaneous
Range: Melee
Reflect Type Description: You rush to avenge a fallen ally. When an

Type: Normal opponent causes an ally to faint, you may move up to your
Move Power: None speed to immediately rush forward and make a melee
Move Time: 1 action attack roll on the opponent, dealing 1d12 + MOVE normal
PP: 3 damage on a hit.
Duration: 1 minute, Concentration Higher Levels: The damage dice roll for this move changes
Range: 40ft to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Description: Your body flashes into a mirror for just a
Return
moment. When it returns to normal, you take on the type of
an opponent in range. Type: Normal
Move Power: STR
Refresh Move Time: 1 action
PP: 10
Type: Normal Duration: Instantaneous
Move Power: None Range: Melee
Move Time: 1 action Description: You lash out at an opponent, in hopes it will
PP: 3
Duration: Instantaneous please your trainer. Make a melee attack roll against an
Range: Self opponent, doing 1d6 + MOVE on a hit. When you make
Description: A wave of healing energy washes over you, this attack, add an additional bonus to hit and damage
equal to the number of levels you are above zero on the
curing poison, paralysis, and burn. Loyalty Chart.
Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

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Revenge Roar of Time

Type: Fighting Type: Dragon
Move Power: STR/DEX Move Power: STR/WIS
Move Time: 1 reaction Move Time: 1+1d4 actions, recharge
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40 foot circle
Description: You invoke a fight within to retaliate against a Description: You unleash a roar that has the power to distort

foe that damages you. After taking damage from a melee time. All creatures within 40 feet of you must make a WIS
attack, you may use a reaction to make a melee attack save against your Move DC, taking 5d6 + MOVE dragon
against the attacker, doing 1d4 + MOVE fighting damage damage on a failure, or half as much on a success. When
on a hit. the initial move is activated, roll 1d4 and take a number of
Higher Levels: The damage dice roll for this move changes additional actions equal to the result, before the end of
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. your turn. Roar of Time may not be used as one of the
additional actions. This move drains you of energy, and you
Reversal may not make any attack until after the end of your next
turn.
Type: Fighting Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Move Time: 1 action
PP: 10 Rock Blast
Duration: Instantaneous
Range: Melee Type: Rock
Description: You unleash an all out attack that is stronger Move Power: STR
Move Time: 1 action
the less HP you have. Make a melee attack roll against an PP: 5
opponent, doing 1d6 + MOVE fighting damage on a hit. If Duration: Instantaneous
you are below 50% of your maximum health, double the Range: 15ft
damage. If you are at 10% or below of your maximum Description: You summon a series of rocks that fire their
health, triple the damage. The multiplier for this attack
occurs before the multiplier for resistances or way towards an opponent. Make a ranged attack roll, doing
vulnerabilities. 1d4 + MOVE rock damage on a hit. After successfully
Higher Levels: The damage dice roll for this move changes hitting a target, roll a d4. On a result of 3 or 4, you may
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. immediately hit again for an additional 1d4 rock damage.
Continue this process until you fail to roll a 3 or 4 on the
Roar d4 roll, up to a maximum of four additional hits.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: STR/CHA
Move Time: 1 action Rock Climb
PP: 10
Duration: Instantaneous Type: Normal
Range: 100ft Move Power: STR
Description: You release an intimidating roar at a creature in Move Time: 1 action
PP: 10
range. The target must make a CHA save against your Duration: Instantaneous
Move DC, fleeing from battle on fail. You gain no Range: Melee
experience from a fleeing creature, and the move Description: You charge at a foe with attack that attempts to
automatically fails in trainer battles. A creature that
succeeds on this saving throw is unaffected by future confuse. Make a melee attack, dealing 2d8 + MOVE normal
attempts during this combat. damage on a hit. On natural attack rolls of 17 or higher, the
target becomes confused.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

Rock Polish

Type: Rock
Move Power: None
Move Time: 1 action
PP: 10
Duration: 1 minute
Range: Self
Description: You polish your body to a fine shine to reduce

friction. When activating this move, increase your AC by 1
and your speed by 10 feet for the duration. This move can
be stacked to a maximum of +5 to AC and +50 to speed.

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Rock Slide Rock Wrecker

Type: Rock Type: Rock
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action, recharge
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: 40ft
Description: Large boulders appear above an enemy Description: You summon a huge boulder and launch it at a

creature in range, crashing down on top of them. The foe in range. Make a ranged attack, dealing 3d10 + MOVE
target must make a DEX save against your Move DC, rock damage on a hit. This move saps you of energy, and
taking 1d12 + MOVE rock damage and falling prone on a you may not make any attack until after the end of your
failed save, and half as much without falling prone on a next turn.
success. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Role Play
Rock Smash
Type: Psychic
Type: Fighting Move Power: WIS
Move Power: STR Move Time: 1 action
Move Time: 1 action PP: 3
PP: 10 Duration: 1 minute
Duration: Instantaneous Range: 50ft
Range: Melee Description: You attempt to copy an opponent's abilities for
Description: You strike out with a rock-crushing attack that
the duration. Select a target in range and force them to
may lower a user’s defense. Make an attack roll against an make a WIS saving throw against your Move DC. On a
opponent, doing 1d6 + MOVE fighting damage on a hit. If failure, replace one of your own current abilities with one
the natural attack roll is 19 or 20, the target’s AC decreases of theirs.
by 1 while it remains in battle.
Higher Levels: The damage dice roll for this move changes Rolling Kick
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Fighting
Rock Throw Move Power: STR/DEX
Move Time: 1 action
Type: Rock PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 Description: You swing your feet around in a wide arc to
Duration: Instantaneous
Range: 100ft strike a foe. Make a melee attack roll, doing 1d10 + MOVE
Description: You hurl a rock at a target in range. Make a fighting damage on a hit. If the natural attack roll is 18 or
more, the target flinches.
ranged attack roll, doing 1d8 + MOVE rock damage on a Higher Levels: The damage dice roll for this move changes
hit. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Rollout

Rock Tomb Type: Rock
Move Power: STR
Type: Rock Move Time: 1 action
Move Power: STR PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You roll into a foe, repeatedly making attacks
Range: 20ft
Description: You summon a collection of boulders that with increasing strength. Make a melee attack on an
opponent, dealing 1d6 + MOVE rock damage on a hit. If
attempt to surround a foe. Force an opponent in range to you use this move on your turn in consecutive rounds,
make a STR saving throw against your Move DC. On a double the dice on each successful attack for a maximum
failure, the opponent takes 1d10 + MOVE rock damage and of 5 attacks. Ex: 1d6 on first hit, 2d6 on second, 4d6, 8d6,
is restrained. The target may make a STR saving throw 16d6. The damage resets if any of the attacks fail to
against your Move DC at the beginning of each of its turns damage an opponent, if your speed is reduced to 0, or if you
to attempt to release themselves from the rock. are incapacitated.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice changes to a d8 at level 5, a
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. d10 at level 10, and a d12 at level 17.

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Roost Sacred Sword

Type: Flying Type: Fighting
Move Power: CON Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 round Duration: Instantaneous
Range: Self Range: Melee
Description: You land on the ground to rest your body. Description: You attempt to pierce an enemy with one of

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

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Sandstorm Screech

Type: Rock Type: Normal
Move Power: None Move Power: CON/CHA
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 20
Duration: 3 rounds, Concentration Duration: 1 minute
Range: 100ft Range: 20ft
Description: You stir up a massive sandstorm in a 30 foot Description: You let out a horrible screech at enemy creature

radius, centered on a point in range. Any non rock-, steel-, in a 20 foot radius, centered on you, distracting them and
or ground-type creature in the area at the beginning of their opening up their defenses. The creature must make a WIS
turn take an amount of rock damage equal to their level save against your Move DC. On a fail, allies add +1 to any
divided by 4, rounded up. The Sandstorm lasts for 3 attack they target an affected creature with for the
rounds. duration. This modifier can be stacked if a creature fails
multiple screech saves, up to a maximum of +5.
Scald
Searing Shot
Type: Water
Move Power: STR/DEX Type: Fire
Move Time: 1 action Move Power: DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: 20ft Duration: Instantaneous
Description: You instantly boil water within you to a Range: 10ft circle
Description: Searing hot flames lick out at opponents in a 10
damaging temperature, blasting an opponent with its heat.
Make a ranged attack, dealing 2d6 + MOVE water damage foot circle, centered on you. Any creature in range must
on a hit. On a natural attack roll of 15 or more, the target is make a DEX save against your Move DC, taking 4d4 +
burned. MOVE fire damage on a failure, or half as much on a
Higher Levels: The damage dice roll for this move changes success. If a target fails the save by more than 5, it is
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. burned.
Higher Levels: The damage dice roll for this move changes
Scary Face to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

Type: Normal Secret Power
Move Power: STR/CHA
Move Time: 1 action Type: Normal
PP: 5 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 60ft PP: 10
Description: You put on your scariest face, attempting to Duration: Instantaneous
Range: Melee
paralyze an opponent with fear. Force a target in range to Description: You strike a foe with unknown power. Make a
make a WIS save against your Move DC. On a fail, the
target is paralyzed. melee attack roll against an opponent, dealing 1d12 +
MOVE normal damage on a hit. On a natural attack roll of
Scratch 15 or higher, roll a d6 and cause the random effect.

Type: Normal d6 Effect
Move Power: STR/DEX 1 Poison
Move Time: 1 action 2 Burn
PP: 20 3 Confusion
Duration: Instantaneous 4 Frozen
Range: Melee 5 Paralysis
Description: You slash out at a creature in range. Make a 6 Sleep

melee attack, doing 1d6 + MOVE normal damage on a hit. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

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Secret Sword Self-Destruct

Type: Fighting Type: Normal
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You attempt to pierce an enemy with one of Description: You release a massive explosion in a 30 foot

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

with tremendous force. Make a melee attack roll, doing
fighting damage equal to the opponent’s level on a hit,
double on a critical hit. Seismic Toss results in a critical hit
on 19s and 20s.

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Shadow Force Sheer Cold

Type: Ghost Type: Ice
Move Power: DEX/WIS Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You disappear from view and prepare to Description: You send a chill down the spine of an opponent,

surprise your enemy with an attack. When you activate this freezing its core. Choose a target in range and roll a d20.
move, you become invisible and immune to any attacks of On a 20, the target faints. On any other roll, this move has
opportunity. You cannot be targeted by attacks while you no effect. If the target's level is 10 more than your own, this
are invisible. On your next turn, you use may your action to move automatically fails.
reappear and make a melee attack against a creature, with
advantage, dealing 2d10 + MOVE ghost damage on a Shell Smash
successful hit. Protect and Detect reactions may not be
used when hit by this attack. Type: Normal
Higher Levels: The damage dice roll for this move changes Move Power: None
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Move Time: 1 action
PP: 5
Shadow Punch Duration: 1 minute
Range: Self
Type: Ghost Description: You break off a piece of your shell, lowering
Move Power: DEX/WIS
Move Time: 1 action your AC, but improving your attack. When you activate this
PP: 5 move, lower your AC by 1, but increase your attack and
Duration: Instantaneous damage rolls by 1 for the duration. This move cannot stack.
Range: Melee
Description: You throw a punch from the surrounding Shift Gear

shadows, unavoidable by any enemy. This move is Type: Steel
guaranteed to hit for 1d4 + MOVE ghost damage, unless Move Power: None
during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. Move Time: 1 action
moves. PP: 5
Higher Levels: The damage dice roll for this move changes Duration: 1 minute, Concentration
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Range: Self
Description: You rotate your gears quickly, raising your
Shadow Sneak
attack and speed. When you activate this move, add +1 to
Type: Ghost your attack and damage rolls, and +10 to your speed for the
Move Power: DEX duration.
Move Time: 1 bonus action
PP: 20 Shock Wave
Duration: Instantaneous
Range: Melee Type: Electric
Description: You extend your shadow to strike an opponent Move Power: DEX
Move Time: 1 action
from behind. As a bonus action, you can control your PP: 10
shadow to make an attack roll against a target within Duration: Instantaneous
melee range dealing 1d4 normal damage on a hit. Range: 15ft cone
Higher Levels: The damage dice roll for this move changes Description: A burst of electric energy glides forward,
to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
striking anything in a 15 foot cone. This move is
Sharpen guaranteed to hit all creatures caught in the wave for 1d4 +
MOVE electric damage, unless during the invulnerable
Type: Normal stage of Fly, Dig, Bounce, Dive, etc. moves.
Move Power: None Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
PP: 15
Duration: 1 minute, Concentration
Range: Self
Description: You collect your focus, sharpening your combat

skills. You may add 1d4 to all attack rolls for the duration.
At level 10, the dice you can add changes to 1d6.
Higher Levels: The dice roll for this move changes to 1d6 at
level 10.

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Signal Beam Sketch

Type: Bug Type: Normal
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 1
Duration: Instantaneous Duration: instantaneous
Range: 50ft Range: Self
Description: A flashing beam strikes an opponent in range. Description: When any move is activated within sight of you,

Make a ranged attack roll against an opponent, dealing use a reaction to copy it to your move list, replacing it with
1d12 + MOVE bug damage on a hit. On a natural attack one instance of Sketch in your current move list
roll of 19 or 20, the beam confuses the opponent. permanently.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Skill Swap

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

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Sky Drop Slash

Type: Flying Type: Normal
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 1 round, Concentration Duration: Instantaneous
Range: Melee Range: Melee
Description: You reach out in an attempt to lift an opponent Description: You slash out at a creature in range. Make a

up in the air for a slamming attack. When you activate this melee attack, doing 1d12 + MOVE normal damage on a hit.
move, make a melee attack roll. On a hit, the target is Slash results in a critical hit on 19s and 20s.
grappled. The target may use its next action to attempt a Higher Levels: The damage dice roll for this move changes
STR save against your Move DC to get free. If it does not to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
succeed, and you maintain your concentration, you may use
your action on your next turn to lift the creature into the air, Sleep Powder
dropping it to the ground for 2d10 + MOVE flying damage.
Flying-type creatures or ones under the effect of Levitate, Type: Grass
Magnet Rise or other similar abilities/moves are not Move Power: CON
damaged. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 10
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Duration: Instantaneous
Range: 40ft
Sky Uppercut Description: You release a cluster of spores at a creature in

Type: Fighting range, attempting to put them to sleep. The target must
Move Power: DEX make a WIS saving throw against your Move DC or fall
Move Time: 1 action asleep.
PP: 3
Duration: Instantaneous Sleep Talk
Range: 30ft
Description: You unleash a devastating uppercutting fist that Type: Normal
Move Power: Varies
continues to strike skyward with force. Make a ranged Move Time: 1 action
attack roll against an opponent, dealing 2d6 + MOVE PP: 5
fighting damage on a hit. This move can target enemies in Duration: Varies
the invulnerable stages of Fly, Bounce and Sky Drop, if the Range: Varies
opponent used that move within range. Description: This move can only be used if you are asleep.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. While asleep, activate a random move from your move list
(not Sleep Talk) that has a move time of 1 action.
Slack Off
Sludge
Type: Normal
Move Power: None Type: Poison
Move Time: 1 action Move Power: DEX/CON
PP: 5 Move Time: 1 action
Duration: 2 rounds PP: 10
Range: Self Duration: Instantaneous
Description: You give yourself a break, healing your wounds. Range: 20ft
Description: You spew poisonous sludge at an enemy
When you activate this move, you lose your turn for the
next two rounds. At the end of your next turn, regain half of creature in range. Make a ranged attack, doing 1d10 +
your maximum hit points. MOVE poison damage on a hit. The creature must make a
CON save against your Move DC or become poisoned.
Slam Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Move Power: STR
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You crush an opponent with a slam attack.

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

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Sludge Bomb Smelling Salts

Type: Poison Type: Normal
Move Power: DEX/CON Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 15ft
Description: You hurl a mass of sticky sludge that may Description: You procure a handful of strong smelling salt,

poison opponents in its blast. Make a ranged attack roll damaging an opponent's senses. Make a ranged attack
against a target. On a hit, the target takes 2d8 + MOVE against a target, dealing 1d12 + MOVE normal damage on
poison damage and the area in a 5 foot radius around it is a hit. If the target is paralyzed, double the dice roll for the
covered in sludge. Any creature in that area at the damage.
beginning of their turn must make a CON save against your Higher Levels: The damage dice roll for this move changes
Move DC or become poisoned. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Smog

Sludge Wave Type: Poison
Move Power: CON
Type: Poison Move Time: 1 action
Move Power: DEX/CON PP: 10
Move Time: 1 action Duration: 1 round
PP: 5 Range: 30ft
Duration: Instantaneous Description: You create a fog of poisonous smog in a 15 foot
Range: 30ft
Description: You send a wave of poisonous sludge at an radius, centered on a point within range. Creatures that
begin their turn in the area take 1d4 + MOVE poison
opponent in range. Make a ranged attack, dealing 2d8 + damage and must succeed on a CON save against your
MOVE poison damage on a hit. On a natural attack roll of Move DC or become poisoned. The area of smog is
19 or 20, the target is poisoned. considered difficult terrain, and any attacks make from
Higher Levels: The damage dice roll for this move changes inside it are done at disadvantage. The smog cloud
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. dissipates at the beginning of your next turn.
Higher Levels: The damage dice roll for this move changes
Smack Down to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

Type: Rock Smokescreen
Move Power: STR
Move Time: 1 action Type: Normal
PP: 10 Move Power: CON
Duration: Instantaneous Move Time: 1 action
Range: 30ft PP: 10
Description: You throw a solid piece of stone at an opponent Duration: 1 minute, Concentration
Range: 60ft
in an attempt to bring them to the ground. Make a ranged Description: You conjure a line of smoke on the battlefield,
attack, dealing 1d8 + MOVE rock damage on a hit. On a
hit, any raised creature (ones with the flying type, Levitate, 60 feet long and 5 feet thick. The area on either side is
Magnet Rise, etc. moves) is knocked prone and loses its obscured and imposes disadvantage on any ranged attacks
immunity to ground-type moves until it can move again. made by a creature targeting another on the opposite side.
Higher Levels: The damage dice roll for this move changes Any creature inside the wall of smoke, when it is conjured,
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. must make a CON save against your Move DC or become
blinded for the duration. A blinded creature can repeat the
Smart Strike save at the beginning of its turns to remove the effect on a
success.
Type: Steel
Move Power: STR/INT
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You pinpoint the perfect place to strike an

opponent with a horn as strong as steel. This move is
guaranteed to hit for 1d6 + MOVE steel damage, unless
during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.
moves.
Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Snarl Soft-Boiled

Type: Dark Type: Normal
Move Power: WIS/CHA Move Power: CON/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 30ft
Description: You release a harsh growl at an opponent, Description: Heal a creature in range for 2d6 + MOVE

damaging their willpower. Force an opponent to make a hitpoints.
WIS save against your Move DC. On a failure, the target Higher Levels: The dice roll for healing changes to 4d6 at
takes 1d8 + MOVE dark damage. If you are the target of its
next attack, the attack is rolled at disadvantage. level 5, 6d6 at level 10, and 8d6 at level 17.
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Solar Beam

Snatch Type: Grass
Move Power: STR/DEX
Type: Dark Move Time: 1 action, charge
Move Power: DEX PP: 5
Move Time: 1 reaction Duration: 1 round, Concentration
PP: 5 Range: 80ft line
Duration: Instantaneous Description: When you use this move, soak in solar energy
Range: 30ft
Description: You call upon dark energy to steal an effect and prepare to unleash a devastating beam. On your next
turn, if you keep your concentration, use an action to create
from an opponent. When an opponent in range activates a a 80 foot line of solar energy, 5 feet wide. Any creature
move with a positive effect on itself (curing negative status caught in the line must succeed on a DEX save or take 3d8
effect, boosting stats, healing, etc.), force it to make a WIS + MOVE grass damage on a fail and half as much on a
save against your Move DC. On a failure, you gain the save. If this move in used in harsh sunlight, the damage
positive effect and the opponent's move fails. increases by 2d6.
Higher Levels: The damage dice roll for this move changes
Snore to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

Type: Normal Sonic Boom
Move Power: STR/WIS
Move Time: 1 action Type: Normal
PP: 10 Move Power: STR/DEX
Duration: instantaneous Move Time: 1 action
Range: 50ft PP: 10
Description: While you are asleep, you may activate this Duration: Instantaneous
Range: 20ft
move to create a harsh noise that damages all creature Description: You unleash a deafening sound that harms
within range for 1d8 + MOVE normal damage.
Higher Levels: The damage dice roll for this move changes creature in a 20 foot circle, centered on you. Creatures in
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. range must make a CON save against your Move DC,
taking 20 flat damage on a fail.
Soak
Spacial Rend
Type: Water
Move Power: STR/CON Type: Dragon
Move Time: 1 action Move Power: STR/WIS
PP: 10 Move Time: 1 action
Duration: 1 minute PP: 3
Range: 50ft Duration: Instantaneous
Description: You fire a torrent of water at an opponent with Range: 50ft
Description: You release a powerful shockwave that tears
such force that it leaves lasting effects. Force a target in
range to make a CON save against your Move DC. On a through foes and the space around them. All creatures
failure, their type changes to water. within 50 feet of you must make a CON save against your
Move DC, taking 5d6 + MOVE dragon damage on a failure,
or half as much on a success. Creatures that fail this save
by more than 5 become uncontrollable and are sucked into
the Ethereal Plane where they must remain for 1d4
rounds, appearing in the same location when they return.
Higher Levels: The damage dice roll for this move changes
to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

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Spark Spiky Shield

Type: Electric Type: Grass
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with an electrified tackle with a Description: You quickly raise a spiked shield to protect

chance to paralyze a target. Make a melee attack roll yourself from damage. When you are hit by a melee attack,
against an opponent, doing 1d10 + MOVE electric damage use your reaction to ignore damage, dealing grass damage
on a hit. If the natural attack roll is 18 or higher, the target equal to your proficiency modifier to the attacker instead.
is paralyzed. On future instances of this reaction in the same combat,
Higher Levels: The damage dice roll for this move changes you must roll higher than a 15 on a d20 roll for the reaction
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to be successful.

Spider Web Spit Up

Type: Bug Type: Normal
Move Power: DEX Move Power: CON/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute Duration: Instantaneous
Range: 40ft Range: 30ft
Description: You fire a sticky web that attempts to restrain Description: The power of energy stored by Stockpile is

an opponent. Make a ranged attack roll on a target in released about a foe. Make a ranged attack against an
range. On a hit, the target is covered in web. While covered, opponent, dealing a base 1d6 + Move normal damage on a
it is restrained and cannot flee or be switched out. The hit. The dice roll is doubled if two rounds of energy were
target can use an action on its turn to escape with a STR Stockpiled. The dice roll is tripled if three rounds of energy
save against your Move DC. were Stockpiled.
Higher Levels: The damage dice roll for this move changes
Spike Cannon to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

Type: Normal Spite
Move Power: STR/DEX
Move Time: 1 action Type: Ghost
PP: 3 Move Power: WIS
Duration: Instantaneous Move Time: 1 reaction
Range: 60ft PP: 3
Description: You fire a series of sharp spikes at a creature in Duration: Instantaneous
Range: 30ft
range. Make a ranged attack roll, doing 1d4 + MOVE Description: When hit with an attack, you can spend a
normal damage on a hit. After successfully hitting a target,
roll a d4. On a result of 3 or 4, you may immediately hit reaction to attempt to drain the attacker’s PP, if they are in
again for an additional 1d4 normal damage. Continue this range. Force the attacker to make a WIS save against your
process until you fail to roll a 3 or 4 on the d4 roll, up to a Move DC. On a fail, roll a d4. The PP of the move that
maximum of four additional hits. attacked you is decreased by that number.
Higher Levels: The damage dice rolls for this move change Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. 10, and 1d10 at level 17.

Spikes Splash

Type: Ground Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 reaction Move Time: 1 action
PP: 5 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: Self
Description: You set a trap of spikes that hurts creature that Description: You flail around on the ground, doing no

come into battle. If a trainer is in range and switches out a damage and looking ridiculous, but you can leap up to 50
creature, you can spend a reaction to make a ranged attack feet in the air.
on the incoming creature with spikes that come out of the
ground, doing 1d6 + MOVE ground damage on a hit.
Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Spore Steamroller

Type: Grass Type: Bug
Move Power: DEX/WIS Move Power: STR
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: When you are hit by a melee attack, you can use Description: You roll up your body and roll over an opponent.

your reaction to release a spore that attempts to put your Make a melee attack roll, dealing 1d10 + MOVE bug
attacker to sleep. The creature must make a WIS save damage on a hit. If your natural attack roll is 15 or higher,
against your Move DC, falling asleep on a fail. the target flinches.
Higher Levels: The damage dice roll for this move changes
Spotlight to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Type: Normal Steel Wing
Move Power: DEX/CHA
Move Time: 1 action Type: Steel
PP: 3 Move Power: STR/DEX
Duration: 1 minute, Concentration Move Time: 1 action
Range: 80ft PP: 15
Description: You shine a bright light on a creature in range Duration: Instantaneous
Range: Melee
that follows them around the battlefield. The target must Description: You strike a foe hard with outstretched wings.
make a DEX save against your Move DC. On a fail, attacks
against that creature have advantage for the duration. Make a melee attack on an opponent, doing 1d12 + MOVE
steel damage on a hit.
Stealth Rock Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Type: Rock
Move Power: STR/DEX Sticky Web
Move Time: 1 reaction
PP: 3 Type: Bug
Duration: Instantaneous Move Power: DEX
Range: 50ft Move Time: 1 reaction
Description: You quickly summon a trap of sharp rocks that PP: 3
Duration: Instantaneous
hurts a creature entering the battle. When a creature is Range: 30ft
switched into battle, you may use your reaction to make a Description: You quickly fire a sticky web at a creature
ranged attack, dealing 1d8 + MOVE rock damage to the
incoming creature on a hit. entering the battle. When a creature is switched into battle,
Higher Levels: The damage dice roll for this move changes you may use your reaction to make a ranged attack on the
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. creature. On a hit, the target is restrained The creature
may make a STR save against your Move DC at the
Steam Eruption beginning of each of its turns to escape the web.

Type: Water Stockpile
Move Power: STR/DEX
Move Time: 1 action Type: Normal
PP: 3 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: 20ft PP: 10
Description: You shoot out a cone of intensely hot steam Duration: Instantaneous
Range: Self
from your body, immersing your foes. Any creature in the Description: You use your action to store energy for a Spit
are must make a DEX save against your Move DC, taking
3d6 + MOVE water damage on a failure, or half as much on Up or Swallow move, increasing your defense. Raise your
a success. If a target fails the save by 5 or more, it becomes AC by 1 until you use one of those two moves. This move
burned. may be stacked a maximum of 3 times before the energy is
Higher Levels: The damage dice roll for this move changes used.
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

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Stomp Strength

Type: Normal Type: Normal
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You raise your feet up for a stomp attack. Make Description: You strike out at a creature with brute strength.

a melee attack roll against a target, doing 1d10 + MOVE Make a melee attack roll, doing 2d6 + MOVE normal
normal damage on a hit. If the natural attack roll is 18 or damage on a hit. On a hit, you may also choose to push the
more, the target flinches. creature 5 feet away.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Stone Edge String Shot

Type: Rock Type: Bug
Move Power: STR Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 20
Duration: Instantaneous Duration: 1 minute
Range: 60ft Range: 60ft
Description: The earth moves beneath an enemy’s feet as Description: You unleash sticky string at a creature in range,

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

melee attack on an opponent, dealing 2d10 + MOVE
fighting damage on a hit. If a target is immune to the
damage from critical hits, halve the damage dealt by this
attack.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

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Stun Spore Sunny Day

Type: Grass Type: Fire
Move Power: CON Move Power: None
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: 5 rounds
Range: Melee Range: Self
Description: When you are hit by a melee attack, you can use Description: You change the weather to harsh sunlight for 5

your reaction to release a spore that attempts to stun your rounds.
attacker. The creature must make a CON save against your
Move DC, becoming paralyzed on a fail. Super Fang

Submission Type: Normal
Move Power: STR
Type: Fighting Move Time: 1 action
Move Power: STR PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous Description: You lash out with an incredible fang attack.
Range: Melee
Description: You attempt a forceful grapple on a target. Make a melee attack, doing 2d6 +MOVE normal damage
on a hit. On critical hits, instead of doubling the dice, you
Make a melee attack, doing 2d6 + MOVE fighting damage can choose to do damage equal to half the target’s current
on a hit, but taking a quarter of the damage dealt in recoil. HP (up to a maximum of 5x your level)..
On a hit, the target is grappled. As long as the target is Higher Levels: The damage dice roll for this move changes
grappled on your subsequent turns, this move can be to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
activated again as a bonus action with an automatic hit,
dealing 2d6 fighting damage with a quarter of the damage Superpower
dealt in recoil.
Higher Levels: The damage dice rolls for this move change Type: Fighting
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Move Power: STR/DEX
Move Time: 1 action
Substitute PP: 3
Duration: Instantaneous
Type: Normal Range: Melee
Move Power: None Description: You strike a foe with incredible power - but with
Move Time: 1 action
PP: 5 great power comes great responsibility. Make a melee
Duration: Instantaneous attack against an opponent, dealing 4d6 + MOVE fighting
Range: Self damage on a hit. This move exhausts you, and your STR
Description: You create a duplicate of yourself with a quarter and DEX ability scores are set to 10 while you remain in
battle.
of your current HP (rounded down). This substitute moves Higher Levels: The damage dice roll for this move changes
with you, has an AC of 1 and takes all damage and status to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
ailments you would normally take until it is destroyed. If
the damage done is enough to destroy the substitute, you Supersonic
take the remaining damage.
Type: Normal
Sucker Punch Move Power: DEX/WIS
Move Time: 1 action
Type: Dark PP: 10
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 reaction Range: 80ft
PP: 3 Description: You emit a high pitched screech heard only by
Duration: Instantaneous
Range: Melee the target. Choose a target in range. The target must pass a
Description: You lay in a quick punch before an opponent WIS saving throw against your Move DC or become
confused.
has a chance to attack. When targeted by a melee attack,
you may use your reaction to attempt to strike an opponent
before its attack is rolled. Make a melee attack, dealing 1d6
+ MOVE dark damage on a hit.
Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

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Surf Sweet Scent

Type: Water Type: Normal
Move Power: STR/DEX Move Power: CON/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft cone Range: 30ft
Description: You create a powerful wave that crashes down Description: You release a sweet smell directed at a target in

on an opponent in a 30ft cone, centered on you. Any range. The target must make a CHA save against your
creature caught in the blast must make a DEX saving Move DC. On a fail, you have advantage on your next two
throw, taking 2d8 + MOVE water damage and falling prone attacks against that target.
on a failure, or half as much without falling prone on a
success. Swift
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Type: Normal
Move Power: None
Swagger Move Time: 1 action
PP: 10
Type: Normal Duration: Instantaneous
Move Power: WIS/CHA Range: 100ft
Move Time: 1 action Description: You fire two projectiles at any creature you
PP: 10
Duration: Instantaneous choose in range. They do not have to target the same
Range: 40ft creature. Each hit for 1d4 normal damage. This move also
Description: Force a target in range to make a WIS save targets creature during the invulnerable stages of Dig, Fly,
Bounce, etc.
against your Move DC. On a fail, the target is confused, but Higher Levels: You fire 4 projectiles at level 5, 5 projectiles
it adds +2 to its attack rolls while confused. at level 10, and 6 projectiles at level 17.

Swallow Switcheroo

Type: Normal Type: Dark
Move Power: CON Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Melee
Description: You absorb your Stockpiled energy to heal your Description: Your hands move with incredible speed as you

wounds. When activated after using Stockpile, regain a attempt to switch held items with an opponent. Force an
base 1d6 + Move hit points. The dice roll is doubled if two opponent to make a DEX save against your Move DC. On a
rounds of energy were Stockpiled. The dice roll is tripled if failure, you take their held item and replace it with your
three rounds of energy were Stockpiled. own. If you do not have a held item, you simply take theirs
Higher Levels: The base healing dice roll for this move without replacement.
changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level
17. Swords Dance

Sweet Kiss Type: Normal
Move Power: None
Type: Fairy Move Time: 1 action
Move Power: WIS/CHA PP: 5
Move Time: 1 action Duration: 1 minute, concentration
PP: 10 Range: Self
Duration: Instantaneous Description: When you activate this move, two swords
Range: Melee
Description: You lay a kiss on an opponent, attempting to appear and dance around you, increasing your AC by +1 for
each sword. As a bonus action on a future turn, you can
confuse them. The target must make an INT saving throw drop out of concentration to send the swords at an enemy
against your Move DC or become confused. creature within 30 feet of you, making two ranged attack
rolls, doing 1d6 normal damage on each hit.
Higher Levels: You create 3 swords at level 10 and 4 swords
at level 17.

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Synchronoise Tail Slap

Type: Psychic Type: Normal
Move Power: WIS/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 20ft circle Range: Melee
Description: You emit a strange soundwave that only Description: You strike out against an opponent with a quick-

damages creature that share a type with you. Any creature hitting, hard tail. Make a melee attack roll, doing 1d4 +
within a 20ft circle that shares at least one of your types MOVE normal damage on a hit. After successfully hitting a
must make a CON save against your Move DC, taking 2d10 target, roll a d4. On a result of 3 or 4, you may immediately
+ MOVE psychic damage on a failure, or half as much on a hit again for an additional 1d4 normal damage. Continue
success. this process until you fail to roll a 3 or 4 on the d4 roll, up
Higher Levels: The damage dice roll for this move changes to a maximum of four additional hits.
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Higher Levels: The damage dice roll for this move changes
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Synthesis
Tail Whip
Type: Grass
Move Power: CON Type: Normal
Move Time: 1 action Move Power: CHA/DEX
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: Self Duration: 1 minute
Description: You regenerate from the inside, healing some of Range: 100ft
Description: You shake your tail at a targetn, distracting it
your wounds. Heal yourself for 2d6 + MOVE hit points.
Higher Levels: The healing dice roll for this move changes to and opening up its defenses. The creature must make a
WIS save against your Move DC. On a fail, allies add +1 to
4d6 at level 5, 6d6 at level 10, and 8d6 at level 17. any attack they target it with for the duration. This modifier
can be stacked if it fails multiple tail whip saves, up to a
Tackle maximum of +5.

Type: Normal Tailwind
Move Power: STR/DEX
Move Time: 1 action Type: Flying
PP: 20 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 3
Description: You rush forward and slam into an opponent. Duration: 1 minute, Concentration
Range: 30ft circle
Make a melee attack roll against a target, doing 1d6 + Description: You whip up a turbulent whirlwind that boosts
MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this move changes the speed of you and all allies in a 30 foot circle, centered
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. on you. The wind only follows you and your allies, and
doubles their movement speed for the duration.
Tail Glow
Take Down
Type: Bug
Move Power: None Type: Normal
Move Time: 1 action Move Power: STR
PP: 10 Move Time: 1 action
Duration: 1 minute, Concentration PP: 10
Range: Self Duration: Instantaneous
Description: Your tail emits a flash of light, boosting your Range: Melee
Description: You sacrifice your own position to take down an
attack. For the duration, double your STAB damage.
opponent. Roll a melee attack roll. On a hit, you deal 2d8 +
MOVE normal damage, taking a quarter of the total
damage (rounded down) in recoil.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

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Taunt Teleport

Type: Dark Type: Psychic
Move Power: WIS/CHA Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 40ft Range: 40ft
Description: You taunt an opponent to only attack you with Description: You disappear from view and reappear at an

damaging attacks. Choose a target in range and force it to unoccupied point within range. In wild creature battles,
make a WIS saving throw against your Move DC. On a this move can be activated to automatically count as a
failure, the target can only use damaging attacks that target single success in a group DEX check to run away.
you for the duration.
Thief
Techno Blast
Type: Dark
Type: Normal Move Power: DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 15
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 40ft line Description: You lash out with a quick attack that may steal
Description: You fire a powerful beam of pure light. The line
an opponent’s held item. Make a melee attack against an
is 40 feet long and 5 feet wide, and all creatues caught in opponent, doing 1d10 + MOVE dark damage on a hit. If the
the blast must make a DEX save against your Move DC, user does not have an item held, the target must make a
taking 2d10 + MOVE damage on a failure, or half as much DEX save against your Move DC or have their item stolen
on a success. The damage type is dependant on the Drive by the user.
the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Higher Levels: The damage dice roll for this move changes
Drive - Water, Shock Drive - Electric) to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Thousand Arrows

Teeter Dance Type: Ground
Move Power: DEX/WIS
Type: Normal Move Time: 1 action
Move Power: WIS/CHA PP: 5
Move Time: 1 action Duration: Instataneouus
PP: 10 Range: 100ft
Duration: Instantaneous Description: You summon forth a volley of green arrows to
Range: 20ft
Description: You start to perform a difficult dance, confusing pierce your foes. All creatures in a 30 ft radius, centered on
a point within range, must make a DEX save against your
all creatures in range. Creatures in a 20 foot circle around Move DC, taking 2d8 + MOVE ground damage on a hit, or
you must make a WIS save against your Move DC, half as much on a save. Flying-type creatures or ones withe
becoming confused on a fail. Levitate, Magnet Rise, or similar ability CAN be hit by this
move. Any creature that fails the saving throw falls to the
Telekinesis ground and is now grounded. Grounded creatures are
susceptible to to ground-type moves until they raise up,
Type: Psychic regardless of their type or ability.
Move Power: WIS/INT Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
PP: 3
Duration: 3 rounds, Concentration
Range: 20ft
Description: You use your psychic power to attempt to hold a

create above the ground, making in vulnerable to attacks.
Force a creature in range to make a CON save against your
Move DC. On a failure, the creature is grappled an
restrained for the duration, unable to release itself as long
as you hold your concentration.

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Thousand Waves Thunder Fang

Type: Ground Type: Electric
Move Power: DEX/WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 100ft Range: Melee
Description: A wave of green energy courses through the Description: You attempt to pierce an opponent with electric

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

hitting any creature in a 20 foot radius, centered on you. Type: Electric
Creatures caught in the area must make a DEX save Move Power: STR/DEX
against your Move DC, taking 3d6 + MOVE electric Move Time: 1 action
damage on a fail, and half as much on a success. Creatures PP: 10
that fail the saving throw by 5 or more become paralyzed. Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes Range: 60ft
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17. Description: You send a wave of electric energy that

surrounds a creature in range. The target must make a
CON save against your Move DC or become paralyzed.

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