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Published by ntutt31, 2021-08-25 01:01:39

Pokemon 5e Move and Ability List

Pokemon 5e Move and Ability List

Peck Phantom Force

Type: Flying Type: Ghost
Move Power: STR/DEX Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You hammer down on a target with a peck Description: You disappear from view and prepare to

attack. Make a melee attack roll on a target, doing 1d6 + surprise your target with an attack. When you activate this
MOVE flying damage on a successful hit. move, you become invisible and immune to any attacks of
Higher Levels: The damage dice roll for this move changes opportunity. You cannot be targeted by attacks while you
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. are invisible. On your next turn, you use your action to
reappear and make a melee attack against a creature, with
Perish Song advantage, dealing 2d8 + MOVE ghost damage on a
successful hit. Protect and Detect reactions may not be
Type: Normal used when hit by this attack.
Move Power: CHA 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 Photon Geyser
Range: Self (80ft line)
Description: You perform a song with devastating Type: Psychic
Move Power: STR/WIS
consequences to creatures that hear it. All creatures in Move Time: 1 action
range (including you) must make a CON saving throw PP: 5
against your Move DC. For any that fail, they faint in 3 Duration: Instantaneous
rounds, on their turn, unless fleeing or switched out by Range: 100ft
their trainer before the end of the three rounds. Description: A pillar of light erupts from the ground in a 20ft

Petal Blizzard radius, 80ft high cylinder centered on a point in range. Any
creature caught in the blast must make a DEX save against
Type: Grass your Move DC, taking 5d6 + MOVE psychic damage on a
Move Power: DEX failed save, or half as much on a success. This move
Move Time: 1 action ignores any of the creatures abilities that would affect the
PP: 10 user's ability to hit or deal full damage.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: Self (30ft radius) to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Description: You stir up a blizzard of sharp petals that swirl
Pin Missile
around you. Any creature in a 60 foot circle, centered on
you, must make a DEX save against your Move DC, taking Type: Bug
2d8 + MOVE grass damage on a failure, or half as much on Move Power: DEX
a success. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 10
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Duration: Instantaneous
Range: 60ft
Petal Dance Description: You strike a creature with sharp projectiles in

Type: Grass quick succession. Make a ranged attack roll, doing 1d4 +
Move Power: DEX/CHA MOVE bug damage on a hit. After successfully hitting a
Move Time: 1 action target, roll a d4. On a result of 3 or 4, another projectile hits
PP: 5 again for an additional 1d4 bug damage. Continue this
Duration: Instantaneous process until you fail to roll a 3 or 4 on the d4 roll, up to a
Range: 80ft maximum of four additional hits.
Description: You dance around, releasing a flurry of sharp Higher Levels: The damage dice rolls for this move change
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
leaf attacks against a creature in range. Make a ranged
attack roll, dealing 1d10 + MOVE grass damage on a hit.
On the following turn, you may choose to use this action
again to hit automatically, but if you do, you become
confused at the end of your turn.
Higher Levels: The damage dice rolls for this move change
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.

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Plasma Fists Poison Fang

Type: Electric Type: Poison
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You charge up your firsts with electricity and Description: You lash forward with poisonous venom. Make

lash out at a target. Make a melee attack, dealing 4d4 + a melee attack roll against a creature, dealing 1d8 + MOVE
MOVE electric damage on a hit. On a hit, both you and poison damage on a hit, forcing the target to make a CON
your target's normal-type moves become electric-type until save against your Move DC. On a failure, the creature is
the end of your next turn. poisoned. A creature poisoned by this move takes double
Higher Levels: The damage dice roll for this move changes the normal poison damage at the end of each of its turns.
to 2d12 at level 5, 4d8 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.
Play Nice
Poison Gas
Type: Normal
Move Power: CHA Type: Poison
Move Time: 1 action Move Power: CON
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30ft Duration: 1 round
Description: You convince a creature that you mean it no Range: 30ft
Description: You create a fog of poisonous gas in a 15 foot
harm. Force a creature to make a CHA saving throw
against your Move DC. On a failure, any attack the target radius, centered on a point within range. Creatures that
makes on its next turn is rolled at disadvantage. If the begin their turn in the area take 1d4 + MOVE poison
target activates a move that requires a saving throw, you damage and must succeed on a CON save against your
have advantage on the roll. Move DC or become poisoned. The gas cloud dissipates at
the beginning of your next turn.
Play Rough Higher Levels: The damage dice roll for this move changes
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Type: Fairy
Move Power: STR/DEX/CHA Poison Jab
Move Time: 1 action
PP: 5 Type: Poison
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You fake a creature out with a playful attack PP: 10
Duration: Instantaneous
that quickly becomes too rough. Make a melee attack Range: Melee
against a creature, dealing 2d8 + MOVE fairy damage on a Description: You stab a creature with an appendage steeped
hit. On natural attack rolls of 19 or 20, the target adds -1 to
any attack it makes for the remainder of combat. This in poison. Make a melee attack on a creature, dealing 2d6
effect can be stacked to a maximum of -5 to hit. + MOVE poison damage on a hit. On a natural attack roll of
Higher Levels: The damage dice roll for this move changes 16 or higher, the target is poisoned.
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.
Pluck
Poison Powder
Type: Flying
Move Power: DEX Type: Poison
Move Time: 1 action Move Power: CON
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: Melee Duration: Instantaneous
Description: You peck at a target, attempting to grab their Range: 40ft
Description: You release a cluster of poisonous spores that
held berry. Make a melee attack on a creature, dealing
1d10 + MOVE flying damage on a hit. On a hit, if the target burst into the air above a target. The creature must
is holding a berry, you swallow it immediately and gain its succeed on a CON save against your Move DC, becoming
effect. poisoned on a fail.
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 Sting Description: You quickly coat a creature in an explosive
powder. When a creature in range activates a fire-type
Type: Poison move, you may use your reaction to release a spray of
Move Power: STR/DEX flammable powder that explodes and automatically deals
Move Time: 1 action 2d8 + MOVE typeless damage to the target.
PP: 15
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: Melee to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Description: You strike out at a creature with a poisonous
Powder Snow
sting. Make a melee attack roll against a target, doing 1d4
+ MOVE poison damage on a hit. If the natural attack roll Type: Ice
is 18 or more, the creature is poisoned. Move Power: DEX
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: Instantaneous
Poison Tail Range: 40ft
Description: You send a blast of cold snow at a creature.
Type: Poison
Move Power: STR/DEX Make a ranged attack roll on a creature, doing 1d6 +
Move Time: 1 action MOVE ice damage on a hit. If the natural attack roll is 18
PP: 15 or higher, the target is frozen.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: Melee to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Description: Poisonous barbs sprout from your tail as you
Power Gem
swing it at a creature. Make a melee attack against a
creature, dealing 1d8 + MOVE poison damage on a hit. If Type: Rock
the natural attack roll is a 19 or 20, the move scores a Move Power: DEX/CHA
critical hit and the target is poisoned. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 10
to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. Duration: Instantaneous
Range: 40ft
Pollen Puff Description: A ray of light bursts out of your gemstone,

Type: Bug damaging a creature in range. Make a ranged attack,
Move Power: DEX/CON dealing 2d6 + MOVE rock damage on a hit.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes
PP: 10 to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous
Range: 30ft Power Split
Description: You send forth a flurry of pollen at a target in
Type: Psychic
range. Make a ranged attack roll, dealing 2d8 + MOVE bug Move Power: INT/WIS
damage on a hit. If the target is an ally, this move Move Time: 1 action
automatically hits and heals for the amount of damage PP: 5
instead. Duration: 1 minute, Concentration
Higher Levels: The damage dice roll for this move changes Range: 30ft
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Description: You use your psychic power to change your

Pound offense to match the target's the best you can. Force a
creature in range to make a CHA save against your Move
Type: Normal DC. On a failure, choose either your STR, DEX, or WIS.
Move Power: STR/DEX For the duration, replace the chosen ability score with the
Move Time: 1 action average of your current score and the target's score.
PP: 20
Duration: Instantaneous Power Swap
Range: Melee
Description: You crush a creature with a pound attack. Make Type: Psychic
Move Power: WIS/INT
a melee attack roll against a target, doing 1d6 + MOVE Move Time: 1 bonus action
normal damage on a hit. PP: 3
Higher Levels: The damage dice roll for this move changes Duration: 1 round
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Range: 40ft
Description: As a bonus action, force a creature in range to
Powder
make a WIS save against your Move DC. On a failure, you
Type: Bug employ your psychic power to swap a single ability score
Move Power: CON with a creature until the end of their next turn, for
Move Time: 1 reaction purposes of attack and damage rolls.
PP: 5
Duration: Instantaneous
Range: 30ft

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Power Trick Precipice Blades

Type: Psychic Type: Ground
Move Power: None Move Power: STR
Move Time: 1 bonus action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 round Duration: Instantaneous
Range: Self Range: 100ft
Description: You employ your psychic power to switch your Description: You gather in the natural energy of the land

own attack and defense. Until the end of your next turn, around you and manifest all of the power into fearsome
switch your AC with an ability score of your choice blades of stone. Make three ranged attack rolls against any
(Constitution not included) creature(s) in range, dealing 1d10 + MOVE ground damage
on each successful hit.
Power Trip 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: Dark
Move Power: STR/DEX Present
Move Time: 1 action
PP: 5 Type: Normal
Duration: Instantaneous Move Power: DEX/CHA
Range: Melee Move Time: 1 action
Description: You boast your strength and attack a target. PP: 10
Duration: Instantaneous
Make a melee attack, doing 1d4 + MOVE dark damage on a Range: 50ft
hit. For each unique stat change affecting the user, add an Description: You send a booby-trapped gift to a creature.
additional damage dice.
Higher Levels: The damage dice roll for this move changes Make a ranged attack on a creature in range. On a hit, the
to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17. present explodes, doing 1d6 + MOVE normal damage. If
the natural attack roll is 2 or lower, however, regardless if it
Power Whip hits, the present provides the target with 1d6 + MOVE hit
points instead.
Type: Grass Higher Levels: The damage dice roll for this move changes
Move Power: STR/DEX to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Time: 1 action
PP: 5 Prismatic Laser
Duration: Instantaneous
Range: Melee Type: Psychic
Description: You violently whirl your tentacles or vines Move Power: DEX/WIS
Move Time: 1 action, recharge
towards a target. Make a melee attack against a creature, PP: 5
dealing 2d10 + MOVE grass damage on a hit Duration: Instantaneous
Higher Levels: The damage dice roll for this move changes Range: Self (60ft line)
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Description: You use the power of a prism to fire a collection

Power-Up Punch of dangerous lasers in a 60 foot line, 5ft wide.  Any creature
caught in the line must succeed a DEX save or take 4d6 +
Type: Fighting MOVE psychic damage on a fail, and half as much on a
Move Power: STR save.  This move cannot be used on consecutive turns by
Move Time: 1 action the same creature.
PP: 10 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
Range: Melee
Description: You strike out with a powerful punch that Protect

increases in strength the more you hit. Make a melee Type: Normal
attack on a target, dealing 1d6 + MOVE fighting damage on Move Power: None
a successful hit against the same creature. For each Move Time: 1 reaction
successful hit, add an additional damage dice, with a PP: 3
maximum number of damage dice equal to double the Duration: Instantaneous
original amount. The damage resets if you miss or target a Range: Self
different creature. Description: You sense incoming danger and are able to
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17. quickly avoid it. When you are the recipient of the damage
and/or effects of a move, you may automatically avoid the
damage/effects on the first instance of this reaction. On
future instances of this move in the same combat, you must
roll higher than a 15 on a d20 roll for the reaction to be
successful. This reaction may not be used to guard against
the damage/effects that result from a natural 20 attack roll.

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Psybeam Psychic Terrain

Type: Psychic Type: Psychic
Move Power: DEX/INT/WIS Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: 3 rounds
Range: 60ft Range: Self (40ft radius)
Description: You send a beam of invisible, psychic energy at Description: Psychic energy emerges from the ground in a

a target in range. The target must make a WIS saving 40ft, centered on you. Begininng at the end of your turn, for
throw against your Move DC, taking 2d6 + MOVE psychic three rounds, all grounded creatures in the affected area
damage on a fail, or half as much on a success. Creatures are unable to use bonus actions. Grounded creatures are
that fail the save by 5 or more become confused. those that do not have a flying speed or Levitate, Magnet
Higher Levels: The damage dice roll for this move changes Rise, or similar ability. In addition, creatures may double
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. their MOVE modifier on damage rolls from psychic-type
moves activated inside the area.
Psych Up
Psycho Boost
Type: Normal
Move Power: None Type: Psychic
Move Time: 1 action Move Power: WIS/INT
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 40ft Duration: Instantaneous
Description: You sync up with a creature, copying any Range: Self (60ft cone)
Description: You send an extremely powerful wave of
positive or negative stat changes affecting them due to
weather or moves this combat. psychic energy at creatures in a 60 foot cone. Creatures in
the wave must make a WIS save against your Move DC,
Psychic taking 5d6 + MOVE psychic damage on a failure, or half as
much on a success. The power of the move exhausts you,
Type: Psychic and your next attack is done at disadvantage. If your next
Move Power: INT/WIS attack requires a creature saving throw, they have
Move Time: 1 action advantage.
PP: 5 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Range: 40ft
Description: You tap into a target’s mind, damaging their will Psycho Cut

to fight. Make a ranged attack on a creature in range, doing Type: Psychic
2d8 + MOVE psychic damage on a hit. If the natural attack Move Power: DEX/WIS
roll is 18 or higher, the target becomes confused. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 10
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Duration: Instantaneous
Range: 30ft
Psychic Fangs Description: You tear at a target with blades formed by

Type: Psychic psychic power. Make a ranged attack on a creature, dealing
Move Power: STR/WIS 1d12 + MOVE psychic damage on a hit. This move scores a
Move Time: 1 action critical hit on natural rolls of 19 or 20.
PP: 5 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Range: 30ft
Description: You materialize a set of large fangs that bite at a Psycho Shift

creature with psychic energy. Make a ranged attack, Type: Psychic
dealing 2d6 + MOVE psychic damage on a hit.  On a hit, Move Power: WIS/INT
this move bypasses and ends Aurora Veil, and is not Move Time: 1 action
affected by Light Screen and Reflect. PP: 5
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Range: 40ft
Description: You employ your psychic power to transfer a

status condition to someone else. Choose a willing ally (or
yourself) and a creature in range. Force the target to make
a WIS save against your Move DC. on a failure, a status
affecting the ally (or you) is transferred to the target
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: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 40ft
Description: You materialize a psychic wave that shocks a Description: As a reaction, when a creature is fleeing or is

creature. 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 a Range: 30ft
Description: You send dark energy at a creature in range,
creature. 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: Self (40ft line) PP: 15
Description: You emit a wave of psychic energy in a 40 foot Duration: Instantaneous
Range: Melee
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 a creature. Move Power: None
Move Time: 1 reaction
Make a ranged attack against a creature, dealing 1d10 + PP: 3
MOVE dark damage on a hit. If the target 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.
Purify

Type: Poison
Move Power: None
Move Time: 1 action
PP: 15
Duration: Instantaneous
Range: 15ft
Description: You extend a healing energy to remove all

status effects from a target. If a status effect is healed, it
also restores the user's current hit points by twice its level.
The user of this move cannot target itself.

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

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

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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: Self (20ft radius)
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 + creatures in range with the chance to put them asleep. Any
MOVE hit points. creature in a 40 foot 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 5 or more is put to sleep.
Recycle 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: Normal
Move Power: None Rest
Move Time: 1 bonus action
PP: 5 Type: Psychic
Duration: Instantaneous Move Power: WIS/CHA
Range: Self Move Time: 1 action
Description: You summon a previously discarded item back PP: 5
Duration: Instantaneous
into your hands. If you used a consumable held item any Range: Self
time within the last 5 turns, you can activate this move to Description: When you activate this move, you fall asleep
take advantage of the same effect one last time. This move
may not be used in the same round the held item was used. after the end of your turn, but recover 4d6 + MOVE hit
points in the process. You do not regain health if you do not
Reflect fall asleep.
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 subject to a melee attack, use Move Time: 1 reaction
PP: 3
your reaction to take half the damage dealt now and on any Duration: Instantaneous
melee attack that targets you until the beginning of your Range: Melee
next turn. Description: You rush to avenge a fallen ally. When a

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

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Revelation Dance Roar

Type: Normal Type: Normal
Move Power: DEX/CHA Move Power: STR/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self (15ft radius)
Description: You strike out at a target with an aggressive Description: You release an intimidating roar at all

dance.  Make a melee attack, dealing 2d8 + MOVE damage opponents within 15 feet of you. Opponents that can hear
on a hit. Revelation Dance deals damage with a different you must make a WIS save against your Move DC. On a
type depending on the style of Oricorio: fail, the creature is frightened and is forced to immediately
move up to its speed in a straight line away from you, or
Style Damage Type until met with an impeding force (does not provoke attacks
of opportunity). A creature frightened in this way must
Baile Style Fire make a WIS save against your Move DC at the end of each
of its turns to remove the effect.
Pom-Pom Style Electric
Roar of Time
Pa’u Style Psychic
Type: Dragon
Sensu Style Ghost Move Power: STR/WIS
Move Time: 1 action, recharge
Higher Levels: The damage dice roll for this move changes PP: 3
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Duration: Instantaneous
Range: Self (40ft radius)
Revenge Description: You unleash a roar that has the power to distort

Type: Fighting time. All creatures within 40 feet of you must make a WIS
Move Power: STR/DEX save against your Move DC, taking 5d6 + MOVE dragon
Move Time: 1 reaction damage on a failure, or half as much on a success. For any
PP: 3 creature that failed the save by 5 or more, you may
Duration: Instantaneous immediately take another action against them. Roar of
Range: Melee Time may not be used as one of the additional actions. This
Description: You invoke a fight within to retaliate against a move drains you of energy, and you may not make any
attack until after the end of your next turn.
creature that damages you. As a reaction, when you are hit Higher Levels: The damage dice roll for this move changes
with a melee attack that deals damage, make a melee to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
attack roll against your attacker, with disadvantage. On a
hit, deal the same amount of fighting type damage back at Rock Blast
your attacker (maximum of 5x your current level).
Higher Levels: The damage dice roll for this move changes Type: Rock
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Move Power: STR
Move Time: 1 action
Reversal PP: 10
Duration: Instantaneous
Type: Fighting Range: 30ft
Move Power: STR/DEX Description: You summon a series of rocks that fire their
Move Time: 1 action
PP: 10 way towards a creature. Make a ranged attack roll, doing
Duration: Instantaneous 1d4 + MOVE rock damage on a hit. After successfully
Range: Melee hitting a target, roll a d4. On a result of 3 or 4, you may
Description: You unleash an all out attack that is stronger immediately hit again for an additional 1d4 rock damage.
Continue this process until you fail to roll a 3 or 4 on the
the less HP you have. Make a melee attack roll against a d4 roll, up to a maximum of four additional hits.
creature, doing 1d6 + MOVE fighting damage on a hit. If Higher Levels: The damage dice roll for this move changes
you are below 50% of your maximum health, double the to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
damage. If you are at 10% or below of your maximum
health, triple the damage. The multiplier for this attack
occurs before the multiplier for resistances or
vulnerabilities.
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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Rock Climb Rock Throw

Type: Normal Type: Rock
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 100ft
Description: You charge at a target with an attack that Description: You hurl a rock at a target in range. Make a

attempts to confuse. Make a melee attack, dealing 2d8 + ranged attack roll, doing 1d8 + MOVE rock damage on a
MOVE normal damage on a hit. On natural attack rolls of hit.
17 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 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Rock Tomb
Rock Polish
Type: Rock
Type: Rock Move Power: STR
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 3 Duration: Instantaneous
Duration: 3 rounds Range: 30ft
Range: Self Description: You summon a collection of boulders that
Description: You polish your body to a fine shine to reduce
attempt to surround a target. Force a creature in range to
friction. When activating this move, increase your AC by 2 make a STR saving throw against your Move DC, taking
and your speed by 20 feet for three rounds. 1d10 + MOVE rock damage and becoming restrained on a
failure, or half as much without being restrained on a
Rock Slide success. If it fails, at the beginning of each of its turns, it
may attempt to escape with a STR save against your Move
Type: Rock DC. While a creature is restrained, you may continue this
Move Power: STR move, as an action, to deal an automatic 1d10 + MOVE
Move Time: 1 action rock damage.
PP: 5 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Range: 80ft
Description: Large boulders appear above a target creature Rock Wrecker

in range, crashing down on top of them. The target must Type: Rock
make a STR save against your Move DC, taking 1d12 + Move Power: STR
MOVE rock damage and falling prone on a failed save, and Move Time: 1 action, recharge
half as much without falling prone on a success. PP: 3
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Range: 40ft
Description: You summon a huge boulder and launch it at a
Rock Smash
target in range. Make a ranged attack, dealing 3d10 +
Type: Fighting MOVE rock damage on a hit. This move saps you of energy,
Move Power: STR and may not activate it again until after the end of your next
Move Time: 1 action turn.
PP: 10 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
Range: Melee
Description: You strike out with a rock-crushing attack that Role Play

may lower a user’s defense. Make an attack roll against a Type: Psychic
creature, doing 1d6 + MOVE fighting damage on a hit. If Move Power: WIS
the natural attack roll is 19 or 20, the target’s AC decreases Move Time: 1 action
by 1 while it remains in battle. PP: 3
Higher Levels: The damage dice roll for this move changes Duration: 1 minute
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Range: 50ft
Description: You attempt to copy a creature's abilities for the

duration. Select a target in range and force them to make a
WIS saving throw against your Move DC. On a failure,
replace one of your own current abilities with one of theirs.

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Rolling Kick Round

Type: Fighting Type: Normal
Move Power: STR/DEX Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You swing your feet around in a wide arc to Description: You attack a creature's mind with a harsh song.

strike a target. Make a melee attack roll, doing 1d10 + Select a target in range and force them to make a WIS save
MOVE fighting damage on a hit. If the natural attack roll is against your Move DC. On a failure, the target takes 1d10 +
18 or more, the target flinches. MOVE normal damage. If an ally in range also knows this
Higher Levels: The damage dice roll for this move changes move, they can join in the song as a reaction to add an
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. additional damage dice.
Higher Levels: The damage dice roll for this move changes
Rollout to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.

Type: Rock Sacred Fire
Move Power: STR
Move Time: 1 action Type: Fire
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 3
Description: You roll into a target, repeatedly making attacks Duration: Instantaneous
Range: 100ft
with increasing strength. Make a melee attack on a Description: You unleash a devastating, concentrated blast of
creature, dealing 1d6 + MOVE rock damage on a hit. If you
use this move on your turn in consecutive rounds, double flame at a single target in range. Make a ranged attack roll,
the dice on each successful attack for a maximum of 5 doing 5d6 + MOVE fire damage on a hit. If the natural
attacks, in which case the damage would reset. Ex: 1d6 on attack roll is 10 or more, the target is burned.
first hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets Higher Levels: The damage dice roll for this move changes
if any of the attacks fail to damage a creature, if your speed to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
is reduced to 0, or if you are incapacitated.
Higher Levels: The damage dice changes to a d8 at level 5, a Sacred Sword
d10 at level 10, and a d12 at level 17.
Type: Fighting
Roost Move Power: STR/DEX
Move Time: 1 action
Type: Flying PP: 10
Move Power: CON Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You attempt to pierce a creature with one of
Duration: 1 round
Range: Self your sharp appendages. Make a melee attack, dealing 2d8
Description: You land on the ground to rest your body. When + MOVE fighting damage on a hit. This move ignores any
boosts affecting the target's AC.
activated, your flying speed decreases to zero, and you lose Higher Levels: The damage dice roll for this move changes
your flying type for as long as you remain on the ground. At to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
the beginning of your next turn, if you have not left the
ground, recover 2d6 + MOVE hit points Safeguard
Higher Levels: The damage dice roll for this move changes
to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17. Type: Normal
Move Power: None
Rototiller Move Time: 1 action
PP: 15
Type: Ground Duration: 3 rounds
Move Power: None Range: 50ft
Move Time: 1 action Description: You and all allies in range boost their defense.
PP: 5
Duration: 3 rounds For the duration, anyone affected is protected from any
Range: Self (50ft radius) new negative status conditions.
Description: You imbue the ground around you with a

mystical layer of natural energy, like tilling fresh soil. For
three rounds, grass-type creatures double their STAB
bonus when activating a grass-type move within the
affected area.

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Sand Attack Scary Face

Type: Ground Type: Normal
Move Power: DEX/CON Move Power: STR/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: 30ft Range: 60ft
Description: You kick up a cloud of sand in an attempt to Description: You put on your scariest face, attempting to

blind a target in range. The target must make a CON save frighten a creature. The creature must make a WIS saving
against your Move DC. On a fail, for the remainder of the throw against your Move DC or become frightened for the
encounter, they add -1 to all of their attack rolls. This move duration. A creature frightened in this way must make a
can be stacked for a maximum of -5 to attack rolls. WIS save against your Move DC at the end of each of its
turns to remove the effect.
Sand Tomb
Scratch
Type: Ground
Move Power: STR Type: Normal
Move Time: 1 action Move Power: STR/DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 30ft Duration: Instantaneous
Description: You attempt to summon a wave of sand that Range: Melee
Description: You slash out at a creature in range. Make a
surrounds the target. Force a creature in range to make a
STR saving throw against your Move DC, taking 1d10 + melee attack, doing 1d6 + MOVE normal damage on a hit.
MOVE ground damage and becoming restrained on a Higher Levels: The damage dice roll for this move changes
failure, or half as much without being restrained on a
success. If it fails, at the beginning of each of its turns, it to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
may attempt to escape with a STR save against your Move
DC. While a creature is restrained, you may continue this Screech
move, as an action, to deal an automatic 1d10 + MOVE
ground damage. Type: Normal
Higher Levels: The damage dice roll for this move changes Move Power: CON/CHA
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Time: 1 action
PP: 20
Sandstorm Duration: 1 minute
Range: Self (20ft radius)
Type: Rock Description: You let out a horrible screech at creatures in a
Move Power: None
Move Time: 1 action 20 foot radius, centered on you. The creatures must make
PP: 3 a WIS save against your Move DC. On a fail, allies add +1
Duration: 5 rounds, Concentration to any attack they target an affected creature with for the
Range: 100ft duration. This modifier can be stacked if a creature fails
Description: You stir up a massive sandstorm in a 50 foot multiple screech saves, up to a maximum of +3.

radius, centered on a point in range. When a non rock-, Searing Shot
steel-, or ground-type creature enters the area for the first
time on their turn, or begins their turn inside the area, they Type: Fire
take an amount of rock damage equal to half your level, Move Power: DEX
rounded up. The Sandstorm lasts for 5 rounds. Move Time: 1 action
PP: 3
Scald Duration: Instantaneous
Range: Self (10ft radius)
Type: Water Description: Searing hot flames lick out at creatures in a 20
Move Power: STR/DEX
Move Time: 1 action foot circle, centered on you. Any creature in range must
PP: 10 make a DEX save against your Move DC, taking 4d4 +
Duration: Instantaneous MOVE fire damage on a failure, or half as much on a
Range: 20ft success. If a target fails the save by 5 or more, it is burned.
Description: You instantly boil water within you to a Higher Levels: The damage dice roll for this move changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
damaging temperature, blasting a creature with its heat.
Make a ranged attack, dealing 2d6 + MOVE water damage
on a hit. On a natural attack roll of 16 or more, the target is
burned.
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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Secret Power Seed Flare

Type: Normal Type: Grass
Move Power: STR/DEX Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self (20ft radius)
Description: You strike a target with unknown power. Make a Description: You release a bright shockwave from your body,

melee attack roll against a creature, dealing 1d12 + MOVE damaging all creatures within 20 feet of you. Any creature
normal damage on a hit. On a natural attack roll of 15 or in range must make a CON save against your Move DC,
higher, roll a d6 and cause the random effect. taking 3d8 + MOVE grass damage on a failure, or half as
much on a success. Until the end of your next turn, any
d6 Effect attack roll made against a target that failed is rolled at
1 Poison advantage.
2 Burn Higher Levels: The damage dice roll for this move changes
3 Confusion to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
4 Frozen
5 Paralysis Seismic Toss
6 Sleep
Type: Fighting
Higher Levels: The damage dice roll for this move changes Move Power: STR
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Move Time: 1 action
PP: 10
Secret Sword Duration: Instantaneous
Range: Melee
Type: Fighting Description: You attempt to throw a creature into the ground
Move Power: STR/DEX
Move Time: 1 action with tremendous force. Make a melee attack roll. On a hit,
PP: 10 deal an amount of fighting damage equal to 1d6 + the
Duration: Instantaneous user’s level. Seismic Toss results in a critical hit on 19s and
Range: Melee 20s.
Description: You attempt to pierce a creature with one of Higher Levels: The damage dice roll for this move changes
to 2d4+Level at level 5, 1d12+Level at level 10, and
your sharp appendages. Make a melee attack, dealing 3d10 4d4+Level at level 17.
+ MOVE fighting damage on a hit. This move ignores any
boosts affecting the target's AC. Self-Destruct
Higher Levels: The damage dice roll for this move changes
to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17. Type: Normal
Move Power: STR
Seed Bomb Move Time: 1 action
PP: 3
Type: Grass Duration: Instantaneous
Move Power: STR/DEX Range: Self (30ft radius)
Move Time: 1 action Description: You release a massive explosion in a 30 foot
PP: 10
Duration: Instantaneous radius, fainting immediately before the damage is dealt.
Range: 30ft Creatures in the area must make a DEX save against your
Description: You fire a series of hard seeds that crash down Move DC. If your creature has at least half its hit points
left, anyone in range takes 5d6 + MOVE normal damage on
on top of a creature in range. Make a ranged attack, dealing a fail, or half as much on a success. If your creature has
2d6 + MOVE grass damage on a hit. less than half of its hit points left, the damage is halved for
Higher Levels: The damage dice roll for this move changes a failed save, and quartered for a success.
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 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

Shadow Ball

Type: Ghost
Move Power: DEX/WIS
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: 60ft
Description: You hurl a sphere of magical darkness at a

creature. Make a ranged attack, doing 2d6 + MOVE ghost
damage on a hit. On a hit, the ball expands and covers the
creatures face, granting them a -2 to hit on any attack they
make before the end of their next turn.
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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Shadow Bone Shadow Punch

Type: Ghost Type: Ghost
Move Power: STR/WIS Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You strike out with a bone-infused with a Description: You throw a punch from the surrounding

wayward spirt.  Make a melee attack, dealing 2d6 + MOVE shadows, unavoidable by any creature. This move is
ghost damage on a hit. On a natural attack roll of 18 or guaranteed to hit for 1d6 + MOVE ghost damage, unless
higher, the target’s AC is decreased by 1 while it remains in during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.
battle. This decrease may be stacked up to a maximum of moves.
-5 to AC. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Shadow Sneak
Shadow Claw
Type: Ghost
Type: Ghost Move Power: DEX/WIS
Move Power: STR/DEX Move Time: 1 bonus action
Move Time: 1 action PP: 20
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee (15ft reach)
Range: 20ft Description: You extend your shadow to strike a creature
Description: You strike with a sharp claw made from
from behind. As a bonus action, you can control your
shadows in range. Make a ranged attack, dealing 1d12 + shadow to make a melee attack roll against a target within
MOVE ghost damage on a hit. This moves scores a critical range, dealing 1d4 ghost damage on a hit.
hit on natural attack rolls of 19 and 20. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
Sharpen
Shadow Force
Type: Normal
Type: Ghost Move Power: None
Move Power: DEX/WIS Move Time: 1 action
Move Time: 1 action PP: 15
PP: 3 Duration: 1 minute, Concentration
Duration: Instantaneous Range: Self
Range: 80ft Description: You collect your focus, sharpening your combat
Description: You disappear from view and prepare to
skills. You may add 1d4 to all attack rolls for the duration.
surprise a target with an attack. When you activate this Higher Levels: The dice roll for this move changes to 1d6 at
move, you become invisible and immune to any attacks of
opportunity. You cannot be targeted by attacks while you level 10.
are invisible. On your next turn, you use may your action to
reappear at a point within range and make a melee attack Sheer Cold
against a creature, with advantage, dealing 4d6 + MOVE
ghost damage on a successful hit. Protect and Detect Type: Ice
reactions may not be used when hit by this attack. Move Power: None
Higher Levels: The damage dice roll for this move changes Move Time: 1 action
to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17. PP: 3
Duration: Instantaneous
Range: 30ft
Description: You send a chill down the spine of a creature,

freezing its core. Choose a target in range and roll a d20.
On a 20, the target faints. On any other roll, this move has
no effect. If the target's level is 10 more than your own, this
move automatically fails.

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Shell Smash Shore Up

Type: Normal Type: Ground
Move Power: None Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute Duration: Instantaneous
Range: Self Range: Self
Description: You break off a piece of your shell, lowering Description: You use the power of the earth around you to

your defense but improving your attack. For the duration, help heal your wounds, recovering 2d8 + MOVE hit points. 
lower your AC by 1, but add proficiency to all damage rolls If used during a Sandstorm, your MOVE modifier is
(once per move). This move is not stackable. doubled.
Higher Levels: The damage dice roll for this move changes
Shell Trap to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

Type: Fire Signal Beam
Move Power: STR/DEX
Move Time: 1 bonus action Type: Bug
PP: 5 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: Self (5ft radius) PP: 10
Description: You set a shell trap that explodes in a 5ft radius. Duration: Instantaneous
Range: 80ft
As a bonus action on the initial activation of this move, you Description: A flashing beam strikes a creature in range.
set a trap on yourself. Only one trap may be set at a time.
When you are hit by an attack, you can use a reaction to Make a ranged attack roll against a creature, dealing 1d12
detonate the trap. Creatures within 5 feet of you must + MOVE bug damage on a hit. On a natural attack roll of 19
succeed on a DEX save against your Move DC, rolling at or 20, the beam confuses the target.
disadvantage, taking 1d10 + MOVE fire damage on a Higher Levels: The damage dice roll for this move changes
failure, or half as much on a success. 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 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Silver Wind

Shift Gear Type: Bug
Move Power: DEX
Type: Steel Move Time: 1 action
Move Power: None PP: 3
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: 15ft
Duration: 1 minute, Concentration Description: You strike a target with a battering wind of
Range: Self
Description: You rotate your gears quickly, raising your silver dust. Make a ranged attack roll against a creature,
doing 1d10 + MOVE bug damage on a hit. On a natural roll
attack and speed. When you activate this move, add +1 to of 19 or 20, all of your ability scores go up by 1 while you
your attack and damage rolls, and +10 to your speed for the remain in battle. This move can be stacked for a maximum
duration. of +5 to all ability scores.
Higher Levels: The damage dice roll for this move changes
Shock Wave to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Type: Electric Simple Beam
Move Power: DEX
Move Time: 1 action Type: Normal
PP: 10 Move Power: WIS/INT
Duration: Instantaneous Move Time: 1 action
Range: Self (15ft cone) PP: 10
Description: A burst of electric energy glides forward, Duration: 1 minute
Range: 80ft
striking anything in a 15 foot cone. This move is Description: You use a mysterious psychic energy to change
guaranteed to hit all creatures caught in the wave for 1d4 +
MOVE electric damage, unless during the invulnerable a target's ability to Simple. Force a target in range to make
stage of Fly, Dig, Bounce, Dive, etc. moves. 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 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. for the duration.

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Sing Sky Attack

Type: Normal Type: Flying
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action, charge
PP: 10 PP: 3
Duration: Instantaneous Duration: 1 round, Concentration
Range: 30ft Range: 80ft
Description: You sing a beautiful song in an attempt to put Description: When you use this move, you flap your wings

creatures to to sleep. Roll 5d8; the total is how many hit menacingly and prepare to strike a creature within range.
points of creature this move can affect. creatures within 30 On your next turn’s action, if you keep your concentration,
feet of you are affected in ascending order of their current you dive at a creature in range, ignoring your flying speed
hit points. Starting with the creature that has the lowest and any opportunity attacks you may incur. Make a melee
current hit points, each creature affected by this move falls attack roll, doing 3d8 + MOVE flying damage on a hit.
asleep. Subtract each creature’s hit points from the total Higher Levels: The damage dice roll for this move changes
before moving on to the creature with the next lowest hit to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
points. A creature’s hit points must be equal to or less than
the remaining total for that creature to be affected. Sky Drop
Higher Levels: The number of hit points affected changes to
7d8 at level 5, 6d12 at level 10, and 11d8 at level 17. Type: Flying
Move Power: STR/DEX
Sketch Move Time: 1 action
PP: 5
Type: Normal Duration: 1 round, Concentration
Move Power: None Range: Melee
Move Time: 1 reaction Description: You reach out in an attempt to lift a creature up
PP: 1
Duration: Instantaneous in the air for a slamming attack. When you activate this
Range: Self move, make a melee attack roll. On a hit, the target is
Description: When any move is activated within sight of you, grappled. The target may use its next action to attempt a
STR save against your Move DC to get free. If it does not
use a reaction to copy it to your move list, replacing it with succeed, and you maintain your concentration, you may use
one instance of Sketch in your current move list your action on your next turn to lift the creature into the air,
permanently. Sketch may not be used to copy a Signature dropping it to the ground for 2d10 + MOVE flying damage.
or Legendary-only Move. Flying-type creatures or ones under the effect of Levitate,
Magnet Rise or other similar abilities/moves are not
Skill Swap damaged.
Higher Levels: The damage dice roll for this move changes
Type: Psychic to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Move Power: WIS
Move Time: 1 action Sky Uppercut
PP: 3
Duration: 1 minute Type: Fighting
Range: 50ft Move Power: STR/DEX
Description: You attempt to swap abilities with a creature for Move Time: 1 action
PP: 3
the duration. Select a target in range and force them to Duration: Instantaneous
make a WIS saving throw against your Move DC. On a Range: 30ft
failure, choose which abilities to switch for the duration. Description: You unleash a devastating uppercutting fist that

Skull Bash continues to strike skyward with force. Make a ranged
attack roll against a creature, dealing 2d6 + MOVE fighting
Type: Normal damage on a hit. This move can target creatures in the
Move Power: STR invulnerable stages of Fly, Bounce and Sky Drop, if the
Move Time: 1 action, charge target used that move within range.
PP: 3 Higher Levels: The damage dice roll for this move changes
Duration: 1 round, Concentration to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Range: 50ft
Description: When you use this move, you lower your head

and prepare to strike a target within range. On your next
turn’s action, if you keep your concentration, you charge at
a creature in range, ignoring your walking speed and any
opportunity attacks you may incur. Make a melee attack
roll, doing 5d4 + MOVE normal damage on a hit. A
creature hit with this attack must succeed on a STR saving
throw against your Move DC or be knocked prone.
Higher Levels: The damage dice roll for this move changes
to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

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Slack Off Sludge

Type: Normal Type: Poison
Move Power: None Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 2 rounds Duration: Instantaneous
Range: Self Range: 20ft
Description: You give yourself a break, healing your wounds. Description: You spew poisonous sludge at a target creature

When you activate this move, you become incapacitated in range. Make a ranged attack, doing 1d10 + MOVE
immediately and through your next two turns. Your trainer poison damage on a hit. The creature must make a CON
may not switch you out during this time. At the end of the save against your Move DC or become poisoned.
second turn, regain half of your maximum hit points and Higher Levels: The damage dice roll for this move changes
become stable once again. to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Slam Sludge Bomb

Type: Normal Type: Poison
Move Power: STR Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You crush a creature with a slam attack. Make a Description: You hurl a mass of sludge that may poison

melee attack roll against a target, doing 2d6 + MOVE creatures in its blast. Make a ranged attack roll against a
normal damage on a hit. target. On a hit, the target takes 2d8 + MOVE poison
Higher Levels: The damage dice roll for this move changes damage and the area in a 5 foot radius around it is covered
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. in sludge until the beginning of your next turn. Any
creature that enters this area for the first time on their
Slash turn, or is in that area at the beginning of their turn must
make a CON save against your Move DC or become
Type: Normal poisoned.
Move Power: STR/DEX 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: 10
Duration: Instantaneous Sludge Wave
Range: Melee
Description: You slash out at a creature in range. Make a Type: Poison
Move Power: DEX/CON
melee attack, doing 1d12 + MOVE normal damage on a hit. Move Time: 1 action
Slash results in a critical hit on 19s and 20s. PP: 5
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Range: Self (30ft cone)
Description: You summon a wave of poisonous sludge that
Sleep Powder
crashes down on creatures in a 30 foot cone. Any creature
Type: Grass caught in the blast must make a CON saving throw against
Move Power: CON your Move DC, taking 2d8 + MOVE poison damage on a
Move Time: 1 action failure, or half as much on a success. If a creature fails the
PP: 10 saving throw by 5 or more, it becomes poisoned.
Duration: Instantaneous Higher Levels: The damage dice roll for this move changes
Range: 40ft to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
Description: You release a cluster of spores at a creature in
Smack Down
range, attempting to put them to sleep. The target must
make a CON saving throw against your Move DC or fall Type: Rock
asleep. Move Power: STR
Move Time: 1 action
Sleep Talk PP: 10
Duration: Instantaneous
Type: Normal Range: 80ft
Move Power: Varies Description: You throw a solid piece of stone at a creature in
Move Time: 1 action
PP: 5 an attempt to bring them to the ground. Make a ranged
Duration: Varies attack, dealing 1d8 + MOVE rock damage on a hit. On a
Range: Varies hit, any "Raised" creature is knocked prone and loses its
Description: This move can only be used if you are asleep. flying speed and immunity to ground-type moves until it
can move again. This move can target creatures in the
While asleep, activate a random move from your move list invulnerable stage of Fly or Bounce.
(not Sleep Talk) that has a move time of 1 action. 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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Smart Strike Snarl

Type: Steel Type: Dark
Move Power: STR/INT Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 30ft
Description: You pinpoint the perfect place to strike a Description: You release a harsh growl at a creature,

creature with a horn as strong as steel. This move is damaging their willpower. Force a creature to make a WIS
guaranteed to hit for 1d6 + MOVE steel damage, unless save against your Move DC. On a failure, the target takes
during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. 1d8 + MOVE dark damage. If you are the target of its next
moves. attack, the attack is rolled at disadvantage.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

Smelling Salts Snatch

Type: Normal Type: Dark
Move Power: CON Move Power: DEX
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: 30ft
Description: You procure a handful of strong smelling salt, Description: You call upon dark energy to steal an effect

damaging a creature's senses. Make a ranged attack from a creature. When a creature in range activates a move
against a target, dealing 1d8 + MOVE normal damage on a with a positive effect on itself (curing negative status effect,
hit. If the target is paralyzed, double the dice roll for the boosting stats, healing, etc.), force it to make a WIS save
damage. against your Move DC. On a failure, you gain the positive
Higher Levels: The damage dice roll for this move changes effect and the target's move fails.
to 2d6 at level 5, 2d12 at level 10, and 3d10 at level 17.
Snore
Smog
Type: Normal
Type: Poison Move Power: STR/WIS
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: 1 minute, Concentration Range: 50ft
Range: 40ft Description: While you are asleep, you may activate this
Description: You release a toxic cloud of poisonous smog in
move to create a harsh noise that damages all creature
a 10 foot radius, centered on a point within range. Any within range for 1d8 + MOVE normal damage.
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 5 or more become poisoned. Soak
Higher Levels: The damage dice roll for this move changes
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Type: Water
Move Power: STR/CON
Smokescreen Move Time: 1 action
PP: 10
Type: Normal Duration: 3 rounds
Move Power: CON Range: 50ft
Move Time: 1 action Description: You fire a torrent of water at a creature that
PP: 10
Duration: 1 minute, Concentration leaves lasting effects. Force a target in range to make a
Range: 30ft CON save against your Move DC. On a failure, its type
Description: You conjure a line of smoke on the battlefield, changes to water through its next three full turns in battle.

60 feet long and 5 feet thick, that extends in any direction Soft-Boiled
from a point within range. The area on either side is
obscured and imposes disadvantage on any ranged attacks Type: Normal
made by a creature targeting another on the opposite side. Move Power: CON/CHA
Any creature inside the wall of smoke, when it is conjured, Move Time: 1 action
must make a CON save against your Move DC or become PP: 5
blinded for the duration. A blinded creature can repeat the Duration: Instantaneous
save at the beginning of its turns to remove the effect on a Range: 30ft
success. Description: Heal a creature in range for 2d6 + MOVE

hitpoints.
Higher Levels: The dice roll for healing changes to 4d6 at

level 5, 6d6 at level 10, and 8d6 at level 17.

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Solar Beam Spacial Rend

Type: Grass Type: Dragon
Move Power: STR/DEX Move Power: STR/WIS
Move Time: 1 action, charge Move Time: 1 action
PP: 5 PP: 3
Duration: 1 round, Concentration Duration: Instantaneous
Range: Self (80ft line) Range: Self (30ft radius)
Description: When you use this move, soak in solar energy Description: You release a powerful shockwave that tears

and prepare to unleash a devastating beam. On your next through creatures and the space around them. All
turn, if you keep your concentration, use an action to create creatures within 30 feet of you must make a CON save
a 80 foot line of solar energy, 5 feet wide. Any creature against your Move DC, taking 5d6 + MOVE dragon damage
caught in the line must succeed on a DEX save or take 3d8 on a failure, or half as much on a success. Creatures that
+ MOVE grass damage on a fail and half as much on a fail this save by 5 or more become uncontrollable and are
save. If this move is used in harsh sunlight, double your sucked into the Ethereal Plane until the beginning of your
MOVE modifier for damage and it can be used on the turn next turn, appearing in the same location when they return.
it is activated, without concentration. Higher Levels: The damage dice roll for this move changes
Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Spark
Solar Blade
Type: Electric
Type: Grass Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action, charge PP: 10
PP: 5 Duration: Instantaneous
Duration: 1 round, Concentration Range: Melee
Range: Melee Description: You strike out with an electrified tackle with a
Description: When you activate this move, you use your
chance to paralyze a target. Make a melee attack roll
action gathering in solar energy to prepare to strike with against a creature, doing 1d10 + MOVE electric damage on
blades.  On your next turn, if you keep your concentration, a hit. If the natural attack roll is 18 or higher, the target is
use an action to make a melee attack, dealing 3d8 + MOVE paralyzed.
grass damage on a hit. If this move is used in harsh Higher Levels: The damage dice roll for this move changes
sunlight, double your MOVE modifier for damage and it to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
can be used on the turn it is activated, without
concentration. Sparkling Aria
Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Type: Water
Move Power: DEX/CHA
Sonic Boom Move Time: 1 action
PP: 5
Type: Normal Duration: Instantaneous
Move Power: STR/DEX Range: Self (10ft radius)
Move Time: 1 action Description: You burst into song, unleashing a flurry of
PP: 10
Duration: Instantaneous bubbles in a 20 foot circle, centered on you. All creatures in
Range: Self (20ft radius) range must make a DEX save or take 2d8 + MOVE water
Description: You unleash a deafening sound that harms damage on a fail and half as much on a save. Any creature
suffering from the burned condition will be cured upon
creature in a 40 foot circle, centered on you. Creatures in touching the bubbles.
range must make a CON save against your Move DC, Higher Levels: The damage dice roll for this move changes
taking 20 flat normal damage on a fail, or half as much on a to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
success.
Spectral Thief

Type: Ghost
Move Power: DEX/WIS
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 100ft
Description: You succumb to darkness and transport

yourself into a creature's shadow. Immediately teleport to a
point in range and make a melee attack on a creature. On
hit, you steal all positive stat changes affecting the creature
and deal 4d6 + MOVE ghost damage.
Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.

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Speed Swap Spiky Shield

Type: Psychic Type: Grass
Move Power: INT/WIS Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: 1 minute, Concentration Duration: Instantaneous
Range: 40ft Range: Melee
Description: You use your psychic power to swap speed with Description: You quickly raise a spiked shield to protect

a creature.  Force a creature in range to make a CHA save yourself from damage. When you are hit by a melee attack,
against your Move DC. On a failure, switch speed with the use your reaction to ignore damage, dealing grass damage
target for the duration. equal to your proficiency modifier to the attacker instead.
On future instances of this reaction in the same combat,
Spider Web you must roll higher than a 15 on a d20 roll for the reaction
to be successful.
Type: Bug
Move Power: DEX Spirit Shackle
Move Time: 1 action
PP: 5 Type: Ghost
Duration: 1 minute Move Power: DEX/CHA
Range: 40ft Move Time: 1 action
Description: You fire a sticky web that attempts to restrain a PP: 5
Duration: Instantaneous
creature. Make a ranged attack roll on a target in range. On Range: 50ft
a hit, the target is covered in web. While covered, it is Description: You employ dark energy to stitch a creature’s
restrained and cannot flee or be switched out, except by
item, Move, or ability. The target can use an action on its shadow to the ground.  Make a ranged attack, dealing 2d6
turn to escape with a STR save against your Move DC. + MOVE ghost damage on a hit.  On hit, the target is
unable to flee or switch out while the user remains in
Spike Cannon battle.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: STR/DEX
Move Time: 1 action Spit Up
PP: 10
Duration: Instantaneous Type: Normal
Range: 60ft Move Power: CON/DEX
Description: You fire a series of sharp spikes at a creature in Move Time: 1 action
PP: 5
range. Make a ranged attack roll, doing 1d4 + MOVE Duration: Instantaneous
normal damage on a hit. After successfully hitting a target, Range: 30ft
roll a d4. On a result of 3 or 4, you may immediately hit Description: The power of energy stored by Stockpile is
again for an additional 1d4 normal damage. Continue this
process until you fail to roll a 3 or 4 on the d4 roll, up to a released against a target. Make a ranged attack against a
maximum of four additional hits. creature, dealing a base 1d6 + Move normal damage on a
Higher Levels: The damage dice rolls for this move change hit. The dice roll is doubled if two rounds of energy were
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Stockpiled. The dice roll is tripled if three rounds of energy
were Stockpiled.
Spikes Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Ground
Move Power: STR/DEX Spite
Move Time: 1 reaction
PP: 5 Type: Ghost
Duration: Instantaneous Move Power: WIS
Range: 80ft Move Time: 1 reaction
Description: You set a trap of spikes that hurts creature that PP: 3
Duration: Instantaneous
come into battle. If a trainer is in range and switches out a Range: 30ft
creature, you can spend a reaction to make a ranged attack Description: When hit with an attack, you can spend a
on the incoming creature with spikes that come out of the
ground, doing 1d6 + MOVE ground damage on a hit. reaction to attempt to drain the attacker’s PP, if they are in
Higher Levels: The damage dice roll for this move changes range. Force the attacker to make a WIS save against your
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Move DC. On a fail, roll a d4. The PP of the move that
attacked you is decreased by that number.
Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level
10, and 1d10 at level 17.

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Splash Steamroller

Type: Normal Type: Bug
Move Power: None Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Melee
Description: You flail around on the ground, doing no Description: You roll up your body and roll over a creature.

damage and looking ridiculous, but you can leap up to 50 Make a melee attack roll, dealing 1d10 + MOVE bug
feet in the air. damage on a hit. If your natural attack roll is 15 or higher,
the target flinches.
Spore 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: DEX/CON Steel Wing
Move Time: 1 reaction
PP: 3 Type: Steel
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: When you are targeted by a melee attack, you PP: 15
Duration: Instantaneous
can use your reaction to release a spore that attempts to Range: Melee
put your attacker to sleep. The creature must make a CON Description: You strike a target hard with outstretched
save against your Move DC, falling asleep on a fail.
wings. Make a melee attack on a creature, doing 1d12 +
Spotlight MOVE steel damage on a hit. If the natural attack roll is 19
or 20, your AC is increased by 1 until the end of your next
Type: Normal turn.
Move Power: DEX/CHA Higher Levels: The damage dice roll for this move changes
Move Time: 1 action to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
PP: 3
Duration: 1 minute, Concentration Sticky Web
Range: 80ft
Description: You shine a bright light on a creature in range Type: Bug
Move Power: DEX
that follows them around the battlefield. The target must Move Time: 1 reaction
make a DEX save against your Move DC. On a fail, attacks PP: 3
against that creature have advantage for the duration. Duration: Instantaneous
Range: 50ft
Stealth Rock Description: You quickly fire a sticky web at a creature

Type: Rock entering the battle. When a creature is switched into battle,
Move Power: STR/DEX you may use your reaction to make a ranged attack on the
Move Time: 1 reaction creature. On a hit, the target is restrained. The creature
PP: 3 may make a STR save against your Move DC at the
Duration: Instantaneous beginning of each of its turns to escape the web.
Range: 50ft
Description: You quickly summon a trap of sharp rocks that Stockpile

hurts a creature entering the battle. When a creature is Type: Normal
switched into battle, you may use your reaction to make a Move Power: None
ranged attack, dealing 1d8 + MOVE rock damage to the Move Time: 1 action
incoming creature on a hit. PP: 10
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: Self
Description: You use your action to store energy for a Spit
Steam Eruption
Up or Swallow move, increasing your defense. Raise your
Type: Water AC by 1 until you use one of those two moves. This move
Move Power: STR/DEX may be stacked a maximum of 3 times before the energy is
Move Time: 1 action used.
PP: 3
Duration: Instantaneous
Range: Self (20ft cone)
Description: You shoot out a cone of intensely hot steam

from your body, immersing creatures in range. Any
creature in the area must make a DEX save against your
Move DC, taking 3d6 + MOVE water damage on a failure,
or half as much on a success. If a target fails the save by 5
or more, it becomes burned.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

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Stomp Storm Throw

Type: Normal Type: Fighting
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You raise your feet up for a stomp attack. Make Description: You strike a target with a fierce blow. Make a

a melee attack roll against a target, doing 1d10 + MOVE melee attack on a creature, dealing 2d10 + MOVE fighting
normal damage on a hit. If the natural attack roll is 18 or damage on a hit. If a target is immune to the damage from
more, the target flinches. critical hits, halve the damage dealt by this 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, 5d4 at level 10, and 4d8 at level 17. to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

Stomping Tantrum Strength

Type: Ground Type: Normal
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: Driven by frustration, you aggressively attack.  Description: You strike out at a creature with brute strength.

Make a melee attack, dealing 1d12 + MOVE ground Make a melee attack roll, doing 2d6 + MOVE normal
damage on a hit.  If you last attack missed, double the dice damage on a hit. On a hit, you may also choose to push the
roll for damage. 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, 2d12 at level 10, and 6d6 at level 17. to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Stone Edge Strength Sap

Type: Rock Type: Grass
Move Power: STR Move Power: CON
Move Time: 1 action Move Time: 1 reaction
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: 15ft
Description: The earth moves beneath a target’s feet as Description: If a creature attempts to use a move that boosts

sharp stone pierce through the ground underneath them. its stats, you may use your reaction to negate the increase
Creatures in a 10 foot radius centered on a point you and convert it into healing energy, recovering regain 1d10
choose in range must make a DEX save against your + MOVE hit points.  This includes critical hit bonuses, AC
MOVE DC, taking 4d4 + MOVE rock damage on a fail, or increases, speed, attack and damage boosts, etc.
half as much on a save. 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 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
String Shot
Stored Power
Type: Bug
Type: Psychic Move Power: DEX
Move Power: STR/WIS Move Time: 1 action
Move Time: 1 action PP: 20
PP: 5 Duration: 1 minute
Duration: Instantaneous Range: 60ft
Range: 30ft Description: You unleash sticky string at a creature in range,
Description: You use your psychic energy to attack with
slowing it down. Make a ranged attack roll against a target.
stored power. Make a ranged attack, dealing 1d6 + MOVE On a hit, the target’s speed is reduced by 10 for the
psychic damage on a hit. Add an additional damage dice for duration. The move is stackable to any amount. The target
each stat-changing effect currently applied to the user. (For may take an action to attempt to get rid of any string with a
example, if you or an ally has activated a move(s) that is STR save against your Move DC. If this reduction in speed
currently boosting the user's AC, speed, and STAB, add causes their speed to be 0, they are restrained.
three additional damage dice. A move that affects multiple
ability scores is considered "one" effect for this boost)
Higher Levels: The damage dice roll for this move changes
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.

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Struggle Substitute

Type: Typeless Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: Unlimited PP: 5
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee/60ft Range: Self
Description: This move is known by all Pokémon, and can be Description: You surrender a quarter of your current HP

used at any time. You lash out with an unarmed strike, or (rounded down) into temporary hit points in the form of a
use an improvised weapon up close or at range to damage shield. During this time, the shield grants you immunity to
a creature. Make a melee or ranged attack roll, doing NEW negative conditions (including things like prone,
damage equal to 2 + MOVE typeless damage on a hit. The restrained, etc.) and it absorbs all outside damage that you
damage from this move cannot be increased by another would normally take until it is destroyed. The shield is
move, item, or ability. considered "typeless" for damage resistance, vulnerability,
and immunities. The shield and user cannot be healed
Struggle Bug while active, and it does not absorb self-inflicted conditions
or damage caused by pre-existing burn, poison, or
Type: Bug confusion. The shield breaks when it is reduced to 0 hit
Move Power: STR/DEX points, and the user takes the overflow damage. Sound-
Move Time: 1 reaction based moves bypass the shield (Supersonic, Grass Whistle,
PP: 3 etc.)
Duration: Instantaneous
Range: Melee Sucker Punch
Description: You resist an attack, fighting back against a
Type: Dark
creature. When hit by a melee attack, you may use a Move Power: STR/DEX
reaction to immediately retaliate with an attack roll of your Move Time: 1 reaction
own, dealing 1d6 + MOVE bug damage on a hit. PP: 3
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Range: Melee
Description: You lay in a quick punch before a creature has a
Stun Spore
chance to attack. When targeted by a melee attack, you
Type: Grass may use your reaction to attempt to strike a creature before
Move Power: CON its attack is rolled. Make a melee attack, dealing 1d6 +
Move Time: 1 reaction MOVE dark damage on a hit.
PP: 3 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: Melee
Description: When you are subject to a melee attack, you Sunny Day

can use your reaction to release a spore that attempts to Type: Fire
stun your attacker. The creature must make a CON save Move Power: None
against your Move DC, becoming paralyzed on a fail. Move Time: 1 action
PP: 3
Submission Duration: 5 rounds
Range: Self
Type: Fighting Description: You change the weather to harsh sunlight for 5
Move Power: STR
Move Time: 1 action rounds.
PP: 10
Duration: Instantaneous Sunsteel Strike
Range: Melee
Description: You attempt a forceful grapple on a target. Type: Steel
Move Power: STR
Make a melee attack, doing 2d6 + MOVE fighting damage Move Time: 1 action
on a hit, but taking a quarter of the damage dealt in recoil. PP: 5
On a hit, the target is grappled. At the beginning of each of Duration: Instantaneous
its turns, it may attempt to escape with a STR save against Range: Melee
your Move DC. While a creature is grappled, this move can Description: You slam into the target with the force of a
be activated again as a bonus action with an automatic hit,
dealing 2d6 fighting damage with a quarter of the damage meteor.  Make a melee attack, dealing 5d6 + MOVE steel
dealt in typeless recoil. damage on a hit.  This move ignores any abilities of the
Higher Levels: The damage dice rolls for this move change target creature that would decrease its ability to hit or deal
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. full damage.
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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Super Fang Swagger

Type: Normal Type: Normal
Move Power: STR Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: You lash out with an incredible fang attack. Description: Force a target in range to make a WIS save

Make a melee attack, doing 2d6 +MOVE normal damage against your Move DC. On a fail, the target is confused, but
on a hit. On critical hits, instead of doubling the dice, you it adds +2 to its attack rolls while confused.
can choose to do damage equal to half the target’s current
HP (up to a maximum of 5x your level).. Swallow
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Type: Normal
Move Power: CON
Superpower Move Time: 1 action
PP: 5
Type: Fighting Duration: Instantaneous
Move Power: STR/DEX Range: Self
Move Time: 1 action Description: You absorb your Stockpiled energy to heal your
PP: 3
Duration: Instantaneous wounds. When activated after using Stockpile, regain a
Range: Melee base 1d6 + Move hit points. The dice roll is doubled if two
Description: You strike a target with incredible power - but rounds of energy were Stockpiled. The dice roll is tripled if
three rounds of energy were Stockpiled.
with great power comes great responsibility. Make a melee Higher Levels: The base healing dice roll for this move
attack against a creature, dealing 4d6 + MOVE fighting changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level
damage on a hit. This move exhausts you, and your STR 17.
and DEX ability scores are both reduced by 10 until after
the end of your next turn. Sweet Kiss
Higher Levels: The damage dice roll for this move changes
to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17. Type: Fairy
Move Power: WIS/CHA
Supersonic Move Time: 1 action
PP: 10
Type: Normal Duration: Instantaneous
Move Power: DEX/WIS Range: Melee
Move Time: 1 action Description: You lay a kiss on a creature, attempting to
PP: 10
Duration: Instantaneous confuse them. The target must make an CHA saving throw
Range: 40ft against your Move DC or become confused.
Description: You emit a high pitched screech heard only by
Sweet Scent
the target. Choose a target in range. The target must pass a
WIS saving throw against your Move DC or become Type: Normal
confused. Move Power: CON/CHA
Move Time: 1 action
Surf PP: 10
Duration: Instantaneous
Type: Water Range: 30ft
Move Power: STR/DEX Description: You release a sweet smell directed at a target in
Move Time: 1 action
PP: 10 range. The target must make a CHA save against your
Duration: Instantaneous Move DC. On a fail, you have advantage on your next two
Range: Self (30ft cone) attacks against that target.
Description: You summon a fast-moving wave in front of you
Swift
that crashes down on creatures in a 30 foot cone. Any
creature caught in the blast must make a STR saving Type: Normal
throw, taking 2d8 + MOVE water damage and falling prone Move Power: None
on a failure, or half as much without falling prone on a Move Time: 1 action
success. PP: 10
Higher Levels: The damage dice roll for this move changes Duration: Instantaneous
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Range: 60ft
Description: You fire two projectiles at any creature you

choose in range. They do not have to target the same
creature. Each hit for 1d4 normal damage. This move also
targets creature during the invulnerable stages of Dig, Fly,
Bounce, etc.
Higher Levels: You fire 4 projectiles at level 5, 5 projectiles
at level 10, and 6 projectiles at level 17.

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Switcheroo Tackle

Type: Dark Type: Normal
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: Your hands move with incredible speed as you Description: You rush forward and slam into a creature.

attempt to switch held items with a creature. Force a Make a melee attack roll against a target, doing 1d6 +
creature to make a DEX save against your Move DC. On a MOVE normal damage on a hit.
failure, you take their held item and replace it with your Higher Levels: The damage dice roll for this move changes
own. If you do not have a held item, you simply take theirs to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
without replacement.
Tail Glow
Swords Dance
Type: Bug
Type: Normal Move Power: None
Move Power: DEX/WIS Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: 1 minute, Concentration
Duration: 1 minute, concentration Range: Self
Range: Self Description: Your tail emits a flash of light, boosting your
Description: When you activate this move, a sword appears
attack. For the duration, double your STAB damage.
and dances around you, increasing your AC by 1. As a
bonus action on a future turn, you may drop concentration Tail Slap
to release this sword and roll a ranged attack at a target
within 30 feet of you, dealing 2d6 + MOVE normal damage Type: Normal
on a hit. Move Power: STR/DEX
Higher Levels: The damage dice for this move changes to Move Time: 1 action
2d8 at level 5. At level 10, you can now create two swords PP: 5
for +2 to AC and two ranged attacks. At level 17, the Duration: Instantaneous
damage dice for each sword increases to 3d8. Range: Melee
Description: You strike out against a creature with a quick-
Synchronoise
hitting, hard tail. Make a melee attack roll, doing 1d4 +
Type: Psychic MOVE normal damage on a hit. After successfully hitting a
Move Power: WIS/CHA target, roll a d4. On a result of 3 or 4, you may immediately
Move Time: 1 action hit again for an additional 1d4 normal damage. Continue
PP: 5 this process until you fail to roll a 3 or 4 on the d4 roll, up
Duration: Instantaneous to a maximum of four additional hits.
Range: Self (20ft radius) Higher Levels: The damage dice roll for this move changes
Description: You emit a strange soundwave that only to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

damages creature that share a type with you. Any creature Tail Whip
within a 40 foot circle that shares at least one of your types
must make a CON save against your Move DC, taking 2d10 Type: Normal
+ MOVE psychic damage on a failure, or half as much on a Move Power: CHA/DEX
success. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 15
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17. Duration: 1 minute
Range: 100ft
Synthesis Description: You shake your tail at a target, distracting it and

Type: Grass opening up its defenses. The creature must make a WIS
Move Power: CON save against your Move DC. On a fail, allies add +1 to any
Move Time: 1 action attack they target it with for the duration. This modifier can
PP: 3 be stacked if it fails multiple tail whip saves, up to a
Duration: Instantaneous maximum of +5.
Range: Self
Description: You regenerate from the inside, healing some of Tailwind

your wounds. Heal yourself for 1d12 + MOVE hit points. If Type: Flying
activated in harsh sunlight, double the healing dice. Move Power: None
Higher Levels: The healing dice roll for this move changes to Move Time: 1 action
2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. PP: 3
Duration: 1 minute, Concentration
Range: Self (30ft radius)
Description: You whip up a turbulent whirlwind that boosts

the speed of all allies in a 60 foot circle, centered on you.
You and any ally that starts their turn inside the area has
their speed doubled until the end of their turn.

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Take Down Teeter Dance

Type: Normal Type: Normal
Move Power: STR Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self (20ft radius)
Description: You sacrifice your own position to take down a Description: You start to perform a difficult dance, confusing

creature. Roll a melee attack roll. On a hit, you deal 2d8 + all creatures in range. Creatures in a 40 foot circle around
MOVE normal damage, taking a quarter of the total you must make a WIS save against your Move DC,
damage (rounded down) in typeless recoil. becoming confused on a fail.
Higher Levels: The damage dice roll for this move changes
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Telekinesis

Taunt Type: Psychic
Move Power: WIS/INT
Type: Dark Move Time: 1 action
Move Power: WIS/CHA PP: 3
Move Time: 1 action Duration: 3 rounds, Concentration
PP: 10 Range: 20ft
Duration: 1 minute, Concentration Description: You use your psychic power to attempt to hold a
Range: 40ft
Description: You taunt a creature to only attack you with creature above the ground, making it vulnerable to attacks.
Force a creature in range to make a CON save against your
damaging attacks. Choose a target in range and force it to Move DC. On a failure, the creature is grappled and
make a WIS saving throw against your Move DC. On a restrained for the duration, unable to release itself as long
failure, the target can only use damaging attacks that target as you hold your concentration. While grappled, the
you for the duration. creature is considered Raised.

Tearful Look Teleport

Type: Normal Type: Psychic
Move Power: WIS/CHA Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: 1 minute Duration: Instantaneous
Range: 35ft Range: 40ft
Description: You fill your eyes with tears to make all Description: You disappear from view and reappear at an

creatures in range lose their combative spirit.  All creatures unoccupied point within range. In wild creature battles,
in range must make a CHA save against your Move DC.  this move can be activated to automatically count as a
On a fail, they add -1 to any attack they makes for the single success in a group DEX check to run away.
duration.  This modifier can be stacked if an affected
creature fails multiple Tearful Look saves, up to a Thief
maximum of -5.
Type: Dark
Techno Blast Move Power: DEX
Move Time: 1 action
Type: Normal PP: 15
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You lash out with a quick attack that may steal a
Duration: Instantaneous
Range: Self (80ft line) creature’s held item. Make a melee attack against a
Description: You fire a powerful beam of pure light. The line creature, doing 1d10 + MOVE dark damage on a hit. If the
user does not have an item held, the target must make a
is 80 feet long and 5 feet wide, and all creatues caught in DEX save against your Move DC or have their item stolen
the blast must make a DEX save against your Move DC, by the user.
taking 3d10 + MOVE damage on a failure, or half as much Higher Levels: The damage dice roll for this move changes
on a success. The damage type is dependant on the Drive to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse
Drive - Water, Shock Drive - Electric)
Higher Levels: The damage dice roll for this move changes
to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

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Thousand Arrows Throat Chop

Type: Ground Type: Dark
Move Power: DEX/WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instataneouus Duration: Instantaneous
Range: 100ft Range: Melee
Description: You summon forth a volley of green arrows to Description: You focus in on an attack at the target’s throat.

pierce creatures in range. All creatures in a 30 ft radius, Make a melee attack, dealing 2d6 + MOVE dark damage on
centered on a point within range, must make a DEX save a hit. On hit, the target is unable to activate sound based
against your Move DC, taking 2d8 + MOVE ground damage attacks for its next 1d4 turns.
on a hit, or half as much on a save. Flying-type creatures or Higher Levels: The damage dice roll for this move changes
ones with Levitate, Magnet Rise, or similar ability CAN be to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
hit by this move. Any creature that fails the saving throw
falls to the ground and is now grounded. Grounded Thunder
creatures are susceptible to to ground-type moves until
they raise up, regardless of their type or ability. Type: Electric
Higher Levels: The damage dice roll for this move changes Move Power: STR/DEX
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Move Time: 1 action
PP: 5
Thousand Waves Duration: Instantaneous
Range: Self (20ft radius)
Type: Ground Description: Powerful electric energy arcs out from you,
Move Power: DEX/WIS
Move Time: 1 action hitting any creature in a 20 foot radius, centered on you.
PP: 5 Creatures caught in the area must make a DEX save
Duration: Instantaneous against your Move DC, taking 3d6 + MOVE electric
Range: Self (60ft cone) damage on a fail, and half as much on a success. Creatures
Description: A wave of green energy courses through the that fail the saving throw by 5 or more become paralyzed.
Creatures in range that are in flight or in the invulnerable
battlefield in a 60 foot cone, centered on you. Any creature stage of Fly or Bounce take double damage from this move.
caught in the wave must make a DEX save against your Higher Levels: The damage dice roll for this move changes
Move DC, taking 2d8 + MOVE ground damage on a failure, to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
or half as much on a success. Any creature that fails the
saving throw cannot flee or be switched out as long as you Thunder Fang
remain in battle.
Higher Levels: The damage dice roll for this move changes Type: Electric
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Move Power: STR/DEX
Move Time: 1 action
Thrash PP: 10
Duration: Instantaneous
Type: Normal Range: Melee
Move Power: STR Description: You attempt to pierce a creature with electric
Move Time: 1 action
PP: 5 fangs. Make a melee attack, dealing 1d10 + MOVE electric
Duration: Instantaneous damage on a hit. On a natural attack roll of 19 or 20, the
Range: Melee target is paralyzed and flinches.
Description: You thrash about wildly, doing several attacks Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
without control. Make a melee attack roll, doing 1d10 +
MOVE normal damage on a hit. After successfully hitting a Thunder Punch
target, roll a d4. On a result of 3 or 4, you may immediately
hit again for an additional 1d10 normal damage. Continue Type: Electric
this process until you fail to roll a 3 or 4 on the d4 roll, up Move Power: STR/DEX
to a maximum of two additional hits. At the end of this Move Time: 1 action
attack, you become confused. PP: 10
Higher Levels: The damage dice rolls for this move change Duration: Instantaneous
to 2d8 at level 5, 2d10 at level 10, and 4d6 at level 17. Range: Melee
Description: Your punches are imbued with electric energy.

Make a melee attack on a target, doing 1d12 + MOVE
electric damage on a hit. On a natural attack roll of 19 or
20, the target is paralyzed.
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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Thunder Shock Torment

Type: Electric Type: Dark
Move Power: STR/DEX Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 reaction
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: 30ft
Description: You deliver an electric shock to a target in Description: You send a dark energy to torment a creature in

range. Make a ranged attack, doing 1d6 + MOVE electric range that attacks you. When hit by a melee or ranged
damage on a hit. attack, force the target to make a WIS saving throw against
Higher Levels: The damage dice roll for this move changes your Move DC. On a failure, the target cannot use the same
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. move that hit you on its next turn.

Thunder Wave Toxic

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

surrounds a creature in range. The target must make a in a 5 foot radius, centered on a point within range. Targets
CON save against your Move DC or become paralyzed. in the area must make a CON save against your MOVE DC
or become poisoned. Creatures poisoned by this move take
Thunderbolt double the normal poison damage.

Type: Electric Toxic Spikes
Move Power: STR/DEX
Move Time: 1 action Type: Poison
PP: 10 Move Power: CON/DEX
Duration: Instantaneous Move Time: 1 reaction
Range: 60ft PP: 3
Description: You send a powerful bolt of electricity at a Duration: Instantaneous
Range: 50ft
target in range. Make a ranged attack roll, doing 2d8 + Description: You quickly summon a trap of poisonous spikes
MOVE electric damage on a hit. On a natural attack roll of
19 or 20, the target is paralyzed. around a creature that enters the battle. When a creature is
Higher Levels: The damage dice roll for this move changes switched into battle, you may use your reaction to force a
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. creature to make a CON save against your Move DC,
becoming poisoned on a failure.
Tickle
Toxic Thread
Type: Normal
Move Power: DEX Type: Poison
Move Time: 1 bonus action Move Power: DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: Melee Duration: Instantaneous
Description: You turn your melee attack into a playful tickle. Range: 60ft
Description: You fire a collection of poisonous threads at a
As a bonus action at the end of a turn in which you used a
melee attack, force a creature to make a CON saving throw creature in range. Make a ranged attack roll against a
against your Move DC. On a failure, the target flinches. target, covering them with threads on a hit. So long as the
threads make contact with the target, the target is
Topsy-Turvy poisoned and its speed is reduced by 10. This move is
stackable to any amount however the poison effect does
Type: Dark not affect the target more than once. If this reduction in
Move Power: WIS speed causes their speed to be 0, the target is restrained.
Move Time: 1 action The target may use an action to remove the threads from
PP: 10 its body, healing the poisoned status.
Duration: Instantaneous
Range: 30ft
Description: You unleash a dark energy that has the power

to reverse the stat changes of a creature. Force a creature
in range to make a CHA save against your Move DC. On a
failure, any stat changes currently affecting the target have
the opposite effect.

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Transform Trick-or-Treat

Type: Normal Type: Ghost
Move Power: None Move Power: WIS/CHA
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 1 minute, Concentration Duration: 3 rounds
Range: 50ft Range: 30ft
Description: You attempt to morph into a near-exact copy of Description: You attempt to scare the spirit right out of a

a creature in range. The base SR of the target must be able creature in range. Force a creature in range to make a CHA
to be controlled by your trainer or the move fails. For the save against your Move DC. On a failure, its type is
duration, you copy the target's type, ability scores, skills, changed to Ghost through their next three turns in battle.
speeds, senses, abilities, and current moves. You retain
your own feats, level, and HP (Changed CON does not Triple Kick
impact your HP).
Type: Fighting
Tri Attack Move Power: STR/DEX
Move Time: 1 action
Type: Normal PP: 5
Move Power: STR/DEX Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You strike out with three consecutive kicks.
Duration: Instantaneous
Range: Self (30ft cone) Make three melee attack rolls in order, doing 1d4 + MOVE
Description: You strike with a simultaneous three-beam fighting damage on each hit. As soon as one attack misses,
the move is over.
attack. Each creature in a 30 foot cone, centered on you, Higher Levels: The damage dice roll for this move changes
must make a DEX save against your Move DC, taking 2d6 to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
+ MOVE normal damage on a fail, and half as much on a
success. Targets that fail the save by 5 or more must roll a Trop Kick
d4, gaining the status condition as follows: 1. The target
becomes burned. 2. The target becomes frozen. 3. The Type: Grass
target becomes paralyzed. 4. Must reroll until any number Move Power: STR/DEX
other than 4 appears. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes PP: 10
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Duration: Instantaneous
Range: Melee
Trick Description: You attempt to land an intense kick of tropical

Type: Psychic origins on the target.  Make a melee attack, dealing 1d12 +
Move Power: WIS MOVE grass damage on a hit. On a natural role of 16 or
Move Time: 1 action more, the target adds -1 to any attack it makes for the
PP: 5 remainder of combat.  This modifier can be stacked up to a
Duration: Instantaneous maximum of -3.
Range: Melee Higher Levels: The damage dice roll for this move changes
Description: You move quickly to attempt to swap held items to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

with a creature. Make a melee attack roll against a Trump Card
creature, swapping held items with them on a hit.
Type: Normal
Trick Room Move Power: STR/DEX
Move Time: 1 action
Type: Psychic PP: 5
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: 30ft
PP: 3 Description: You strike out with a blast of energy that
Duration: Instantaneous
Range: Self increases in strength the more it is used. Make a ranged
Description: The world around you seems to spin for a attack on a creature, dealing 1d6 + MOVE normal damage
on a hit. Increase the damage by your Move modifier for
moment, and the whole battlefield is hit with a bizarre each PP that has been expended for the move, before the
feeling. Starting at the beginning of the next round of move was activated. Using a restorative to regain PP resets
combat after you activate this move, the initiative order is the damage for this attack.
permanently reversed. Higher Levels: The damage dice roll for this move changes
to 1d8 at level 5, 2d6 at level 10, and 4d6 at level 17.

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Twineedle V-Create

Type: Bug Type: Fire
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: Melee
Description: You fire two sharp projectiles at a creature in Description: Your forehead burns like hot coals as you slam

range. They do not have to target the same creature. Make your head into a creature. Make a melee attack roll, dealing
two ranged attack rolls, dealing 1d4 + MOVE bug damage 3d10 + MOVE fire damage on a hit. After activating this
on each hit. If the natural roll of either attack is a 19 or 20, move, your AC decreases by 2 until the beginning of your
the target is poisoned. next turn.
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 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

Twister Vacuum Wave

Type: Dragon Type: Fighting
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 bonus action
PP: 10 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: 25ft
Description: You send a gust of swirling wind that tears Description: You whirl your fists with a fast attack that

through a creature. Make a ranged attack on a creature, pushes a quick burst of wind at a creature in range. Make a
doing 1d6 + MOVE dragon damage on a hit. If the natural ranged attack on a creature, dealing 1d4 fighting damage
attack roll is 16 or higher, the target flinches. on a hit.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

U-Turn Venom Drench

Type: Bug Type: Poison
Move Power: DEX Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 20ft
Description: You lash out with a quick strike before you Description: You drench a creature with an odd, poisonous

make a getaway. Make a melee attack, dealing 1d12 + liquid. Force a creature to make a CON save against your
MOVE bug damage on a hit. After this move is activated, a Move DC, becoming poisoned on a failure. If the target is
trainer must switch out the user as a free action. already poisoned, this move automatically hits, causing the
Higher Levels: The damage dice roll for this move changes creature to now take double the base poison damage at the
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. end of each of its turns.

Uproar Venoshock

Type: Normal Type: Poison
Move Power: STR/DEX Move Power: DEX/CON
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: 3 Rounds, Concentration Duration: Instantaneous
Range: Self (30ft radius) Range: 15ft
Description: You cause an uproar on the battlefield in a 60 Description: You attempt to drench a creature in poisonous

foot circle, centered on you, for three rounds of combat. liquid. Make a ranged attack on a creature, dealing 1d10 +
During the uproar, your action is spent continuing the MOVE poison damage on a hit. If the target is already
move (without spending PP), and any creature in range poisoned, double the dice roll for the damage
wakes and is prevented from falling asleep. (This include Higher Levels: The damage dice roll for this move changes
creatures that would purposefully fall asleep using moves to 2d6 at level 5, 2d12 at level 10, and 3d10 at level 17.
like Rest) In addition, creatures in the area at the start of
their turns must make a CON save against your Move DC,
taking 2d8 + MOVE normal damage on a fail, or half as
much on a success.
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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Vice Grip Volt Tackle

Type: Normal Type: Electric
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 15ft
Description: You crush a creature with a forceful, gripping Description: You rush forward in a flash of electricity with

attack. Make a melee attack, doing 1d8 + MOVE normal extended reach, slamming into a creature. When activating
damage on a hit, grappling the target. On each successive this move, you flash forward 15 feet and make a melee
turn, if the creature is still grappled, you may use this move attack roll against a creature, dealing 2d10 + Move electric
again (as an action) and automatically hit. A creature may damage on a hit. On a hit, you also take a quarter of the
attempt to excape the grapple at the beginning of its turns total (rounded down) in typeless recoil damage.
with a STR save against your Move DC. 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 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Wake-Up Slap
Vine Whip
Type: Fighting
Type: Grass Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 5
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee (15ft reach) Description: You attack with a jolting slap from your palms.
Description: You extend a sharp vine to whip the target with.
Make a melee attack on a creature, dealing 1d12 + MOVE
This vine can strike anything within 15 feet of you. Make a fighting damage on a hit. If the target is asleep, double your
melee attack roll, doing 1d6 + MOVE grass damage on a Move modifier when adding damage, but the target
hit. automatically wakes up.
Higher Levels: The damage dice roll for this move changes Higher Levels: The damage dice roll for this move changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

Vital Throw Water Gun

Type: Fighting Type: Water
Move Power: STR Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft
Description: A slow fighting attack that pummels a creature. Description: You fire a quick spurt of water at a creature in

As an action on your turn, you hold this move until next range. Make a ranged attack roll, doing 1d6 + MOVE water
turn, where it will automatically hit for 1d12 + MOVE damage on a hit.
fighting damage as long as the target remains in melee Higher Levels: The damage dice roll for this move changes
range. 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 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17. Water Pledge

Volt Switch Type: Water
Move Power: STR
Type: Electric Move Time: 1 action
Move Power: DEX PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 3 Range: 40ft
Duration: Instantaneous Description: You send a column of water towards a creature.
Range: Melee
Description: You lash out with a quick, electric strike before Make a ranged attack, dealing 2d6 + MOVE water damage
on a hit. After you land a hit, any ally that uses another
you make a getaway. Make a melee attack, dealing 1d12 + Pledge move in the same round automatically hits.
MOVE electric damage on a hit. After this move is Higher Levels: The damage dice roll for this move changes
activated, a trainer must switch out the user as a free to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
action.
Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

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Water Pulse Waterfall

Type: Water Type: Water
Move Power: DEX Move Power: STR/CON
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 80ft
Description: You send a wave of ultrasonic aquatic energy at Description: You create an intense waterfall that crashes

a creature in range. Make a ranged attack roll, dealing down on creatures in a 10 foot radius, centered on a point
1d10 + MOVE water damage on a hit. On a natural attack within range. Creatures in the area must make a STR save
roll of 17 or higher, the target is confused. against your Move DC or take 2d6 + MOVE water damage
Higher Levels: The damage dice roll for this move changes and fall prone on a fail, or half as much on a save.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this move changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Water Shuriken
Weather Ball
Type: Water
Move Power: DEX Type: Normal
Move Time: 1 action Move Power: STR/DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: 50ft Duration: Instantaneous
Description: You fire a barrage of sharp shurikens at a Range: 30ft
Description: You send a powerful ball of energy that changes
target. Make a ranged attack roll, doing 1d4 + MOVE water
damage on a hit. After successfully hitting a target, roll a type based on the surrounding weather, dealing 1d8 +
d4. On a result of 3 or 4, another shuriken strikes the target MOVE damage of that type.
for an additional 1d4 water damage. Continue this process
until you fail to roll a 3 or 4 on the d4 roll, up to a Weather Type
maximum of four additional hits.
Higher Levels: The damage dice roll for this move changes Harsh Sunlight Fire
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Rain Water
Water Sport
Sandstorm Rock
Type: Water
Move Power: None Hail or Snow Ice
Move Time: 1 action
PP: 10 Foggy or Cloudy Normal
Duration: 1 minute
Range: Self (5ft radius) Higher Levels: The damage dice roll for this move changes
Description: You soak yourself and all allies with water, to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

reducing the amount of fire damage taken for anyone Whirlpool
affected. For the duration, you and any ally in range (when
you initially activated this move) have resistance to fire-type Type: Water
attacks. If you were already resistant, you are now immune. Move Power: STR
If you were vulnerable, you now take normal damage. If Move Time: 1 action
you are immune to fire-type moves already, nothing PP: 10
happens. Duration: Instantaneous
Range: 60ft
Water Spout Description: You create a wave of water that swirls around a

Type: Water creature in range. Make a ranged attack roll. On a hit, the
Move Power: STR/DEX target takes 1d6 + MOVE water damage and is restrained.
Move Time: 1 action At the beginning of each of its turns, it may attempt to
PP: 3 escape with a STR save against your Move DC. On each
Duration: Instantaneous successive turn, if the creature is still restrained, you may
Range: 30ft use this move again (as an action) and automatically hit.
Description: You fire a blast of water at a creature that Higher Levels: The damage dice roll for this move changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
increases in power the more healthy you are. Make a
ranged attack roll against a creature, doing 3d8 + MOVE
water damage on a hit if you are at or above 50% of your
health. If you are below 50%, halve the total damage done.
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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Whirlwind Wing Attack

Type: Normal Type: Flying
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 20
Duration: Instantaneous Duration: Instantaneous
Range: Self (5ft radius) Range: Melee
Description: You create a whirlwind of spinning air around Description: You strike out at a target creature with your

you, increasing your AC by +2 until the beginning of your wings. Make a melee attack roll, doing 1d10 + MOVE flying
next turn. When you activate this move, any creature within damage on a hit.
5 feet of you must succeed on a STR saving throw against Higher Levels: The damage dice roll for this move changes
your Move DC or fall prone. In wild creature battles, this to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
move can be activated to automatically count as a single
success in a group DEX check to run away. Wish

Wide Guard Type: Normal
Move Power: WIS/CHA
Type: Rock Move Time: 1 action, charge
Move Power: None PP: 5
Move Time: 1 reaction Duration: 1 round
PP: 3 Range: 50ft
Duration: Instantaneous Description: You send forth a healing wish that takes time to
Range: 50ft
Description: You have the ability to guard your allies from come true. At the end of your next turn, as a free action,
heal a target in range for 3d8 + MOVE hit points.
area-of-effect moves. As a reaction, when a creature Higher Levels: The healing dice roll for this move changes to
activates a damaging move that damages multiple allies 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
within range, you may halve the damage dealt. On future
instances of this reaction in the same combat, you must Withdraw
roll higher than a 15 on a d20 roll or forfeit the reaction
with no effect Type: Water
Move Power: None
Wild Charge Move Time: 1 reaction
PP: 3
Type: Electric Duration: Instantaneous
Move Power: STR Range: Self
Move Time: 1 action Description: When subject to a melee or ranged attack, you
PP: 10
Duration: Instantaneous can spend your reaction to increase your AC by +2 if it
Range: Melee would cause the attack to miss.
Description: You shroud yourself in electricity and charge at Higher Levels: Increase your AC by +3 at level 10 and above.

a creature. Make a melee attack, dealing 2d8 + MOVE Wonder Room
electric damage on a hit, but taking 1/4 of the damage
(rounded down) in typeless recoil. Type: Psychic
Higher Levels: The damage dice roll for this move changes Move Power: None
to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17. Move Time: 1 action
PP: 5
Will-O-Wisp Duration: 1 minute, Concentration
Range: Self (50ft radius)
Type: Fire Description: You create a bizarre vibe in the air in a 100 foot
Move Power: DEX/WIS
Move Time: 1 action circle, centered on you. For the duration, all WIS saves
PP: 10 become CON saves and all CON saves become WIS saves.
Duration: Instantaneous
Range: 30ft Wood Hammer
Description: You send a sinister, white-hot flame at a
Type: Grass
creature attempting to inflict a burn. Make a ranged attack Move Power: STR
roll on a target, causing burn on a hit. Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You slam your rough body against a creature,

taking serious recoil damage. Make an attack roll against a
target, dealing 2d10 + MOVE grass damage on a hit. On a
hit, you also take a quarter of the damage dealt in typeless
recoil damage.
Higher Levels: The damage dice roll for this move changes
to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

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Work Up Description: You cross your claws for a scissor-like slashing
attack. Make a melee attack against a creature, dealing 2d6
Type: Normal + MOVE bug damage on a hit.
Move Power: None
Move Time: 1 bonus action Higher Levels: The damage dice roll for this move changes
PP: 3 to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: 1 minute
Range: Self Yawn
Description: You get your adrenaline pumping and go into a
Type: Normal
frenzy. While worked up, you add +2 to all attack rolls. Your Move Power: None
worked up status ends if you are incapacitated or if you Move Time: 1 action
have not attacked a hostile target since your last turn, or PP: 5
taken any damage since then. Duration: 1 round
Range: 30ft
Worry Seed Description: You release a big yawn that causes a creature to

Type: Grass become very drowsy. Choose a target in range. If that target
Move Power: DEX/CHA is still in the battle after the end of its next turn, it falls
Move Time: 1 action asleep.
PP: 5
Duration: 1 minute Zap Cannon
Range: 30ft
Description: You shoot a bizarre seed that implants worry Type: Electric
Move Power: STR/DEX
into another creature. The target must succeed on a CON Move Time: 1 action
save against your Move DC or replace the user's choice of PP: 3
ability with Insomnia, preventing sleep for the duration. Duration: Instantaneous
Range: 80ft
Wrap Description: You fire out an extreme blast of pure electric

Type: Normal energy at a creature. Make a ranged attack against a target
Move Power: STR/DEX in range, doing 2d10 + MOVE electric damage. If the
Move Time: 1 action natural attack roll is 15 or higher, the target is paralyzed.
PP: 15 Higher Levels: The damage dice roll for this move changes
Duration: Instantaneous to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Range: Melee
Description: You attempt to grapple a target into submission. Zen Headbutt

Make a melee attack roll. On a hit, the target takes 1d4 + Type: Psychic
MOVE normal damage and is grappled. At the beginning of Move Power: STR/WIS
each of its turns, it may attempt to escape with a STR save Move Time: 1 action
against your Move DC. As long as the target is grappled on PP: 10
your subsequent turns, this move can be activated again as Duration: Instantaneous
a bonus action with an automatic hit, dealing 1d4 normal Range: Melee
damage. Description: You focus all of your willpower into your head
Higher Levels: The damage dice rolls for this move change
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. and ram it into a creature. Make a melee attack, dealing
2d6 + MOVE psychic damage on a hit. If the natural attack
Wring Out roll is 17 or higher, the target flinches.
Higher Levels: The damage dice roll for this move changes
Type: Normal to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: STR
Move Time: 1 action Zing Zap
PP: 3
Duration: Instantaneous Type: Electric
Range: Melee Move Power: DEX
Description: You wrap your hands around the target and Move Time: 1 action
PP: 5
squeeze hard. Make a melee attack against a creature, Duration: Instantaneous
dealing 3d8 + MOVE normal damage on a hit. If the target Range: 30ft
has 50% or more of its maximum HP, double your move Description: A strong electric blast crashes down on two
modifier for the damage roll.
Higher Levels: The damage dice roll for this move changes unique targets in range, giving them an electric shock. 
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Make two ranged attacks, dealing 1d10 + MOVE electric
damage on a hit.  If the natural attack roll is 18 or higher,
X-Scissor the target flinches.
Higher Levels: The damage dice roll for this move changes
Type: Bug to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: STR/DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee

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11. Abilities Battery
Allies that activate electric-type moves within 20 feet of this
Adaptability Pokémon double their damage dice.
When this Pokémon uses a move of its own type, it may roll
the damage twice and choose either total. Battle Armor
This Pokémon is immune to extra damage dealt by a Critical
Aftermath Hit.
This Pokémon deals damage to an attacker equal to half of
the damage received when knocked out by a melee move. Beast Boost
Upon causing an opponent to faint, this Pokémon increases
Air Lock the ability scores of its saving throw proficiencies by 2 until
While this Pokémon is in battle, weather-related abilities the end of combat. This is stackable up to a maximum of +10
have no effect on the Pokémon that have them. to any one ability score.

Air Slash Berserk
This Pokémon knows Air Slash as a fifth move. The move is When this Pokémon falls below 25% of its maximum health,
forgotten if it takes any other form. all of its attacks are rolled with disadvantage, but deal double
their damage. If a move activated requires a saving throw, the
Analytic target(s) have advantage on the roll.
After this Pokémon misses an attack, its next attack is done
at advantage. Big Pecks
This Pokémon's AC cannot be reduced by an opponent's
Anger Point moves.
After suffering a critical hit, this Pokémon doubles the
damage dice for a single move it activates on the following Blaze
turn. This Pokémon adds doubles its STAB bonus when it has
25% or less of its maximum health.
Anticipation
When this Pokémon enters the battle, an opponent must Blizzard
reveal if it has a move that the Pokémon is vulnerable to. The This Pokémon knows Blizzard as a fifth move. The move is
move does not have to be revealed - only that there is such a forgotten if it takes any other form.
move.
Bulletproof
Arena Trap This Pokémon is immune to damage from moves with Bullet,
Grounded creatures within 50 feet of this Pokémon may not Ball, or Bomb in their name.
flee or switch out, except by item, Move, or ability.
Burrower
Aroma Veil This Pokémon can burrow underground traveling a distance
Any ally within 15 feet of this Pokémon automatically passes equal to its walking speed before re-emerging.
any WIS save they are required to make.
Cacophony
Aura Break This Pokémon is immune to sound-based moves.
When this Pokémon is in battle, the boost of Fairy Aura and
Dark Aura abilities is reversed, Any applicable move type Cheek Pouch
activated within 100 feet deals half damage instead of double. When this Pokémon eats any type of berry, is heals for an
additional 10% of its maximum HP (rounded up to the
Bad Dreams nearest whole number).
If an opponent in battle with this Pokémon falls asleep, they
take an amount of damage equal to this Pokémon's Chlorophyll
proficeincy bonus at the end of each of their turns. This Pokémon’s speed is doubled in harsh sunlight.

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Clear Body Dark Aura
Other Pokémon's moves or abilities cannot lower this When this Pokémon is in battle, all dark-type moves by allies
Pokémon stats. or opponents within 100 feet deal double their damage.

Cloud Nine Dazzling
While this Pokémon is in battle, weather-related abilities Creatures within line of sight of this Pokémon cannot use
have no effect on the Pokémon that have them. bonus actions to activate Moves. Moves that would normally
have a Move Time of "1 bonus action" instead have a Move
Color Change Time of "1 action".
When hit by a damaging attack, this Pokémon's type changes
to the type that hit it. It takes on the new type's resistances, Defeatist
vulnerabilities, and immunities. When this Pokémon drops below 25% of its maximum HP, all
of its attacks are rolled with disadvantage.
Comatose
This Pokémon is in a continuous state of drowsiness. It is Defiant
immune to the sleep condition, but is considered affected by While this Pokémon is suffering from a negative status effect
sleep for all moves that require a Pokémon to be asleep to or stat change imposed by an opponent, it gains +2 to all
use or activate additional effects (Snore, Sleep Talk, Wake-Up attack rolls.
Slap, Dream Eater, etc.)
Disguise
Competitive This Pokémon has a disguise which gives it a temporary hp
This Pokémon adds its proficiency bonus to damage rolls boost equal to twice its level. When the temporary hit points
while poisoned, burned, confused, or paralyzed. fall to zero, the disguise breaks and requires a short rest to
repair.
Compound Eyes
This Pokémon gets an additional +1 to attack rolls. Download
Once per short rest, this Pokémon can choose a different
Contrary damage type for one of their normal attacks.
Moves that directly increase or decrease this Pokémon's stats
have the opposite effect. This ability has no effect on moves Drizzle
that would "swap" or "average" stats with a target like Heart When this Pokémon enters an outside battle, the weather
Swap, Guard Split, etc. immediately changes to light rain for 5 rounds. In the case of
another Pokémon with a similar weather ability, the tie goes
Corrosion to the Pokémon with the highest DEX score.
This Pokémon's moves ignore the poison immunity of
creatures granted by their Pokémon type, and can inflict the Drought
poisoned status on poison and steel type creatures. If the When this Pokémon enters an outside battle, the weather
target’s secondary type gives it vulnerability or resistance to immediately changes to bright sunlight for 5 rounds. In the
the damage, it follows the secondary type for that effect. case of another Pokémon with a similar weather ability, the
tie goes to the Pokémon with the highest DEX score.
Cursed Body
When hit by a melee attack, this Pokémon may roll 1d4. On a Dry Skin
result of 4, the opponent who made the attack cannot use the At the end of each of this Pokémon's turns, it takes an amount
same move on its next turn. of damage equal to its proficiency modifier in harsh sunlight,
or heals for the same amount during rain.
Cute Charm
Once per short rest, you can impose disadvantage on an Early Bird
enemy attack roll of your choice. This Pokémon has advantage on rolls to wake from sleep.

Damp Effect Spore
This Pokémon is unaffected by Self Destruct and Explosion When hit by a melee attack, roll a d4. On a 4, deal an amount
moves. of grass damage equal to your proficiency modifier to your
attacker.
Dancer
If any creature within sight of this Pokémon activates a move Electric Surge
with Dance in its name, this Pokémon may immediately use If the move is known, this Pokémon may use the Electric
one of its moves as a reaction. Terrain move as a bonus action.

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Emergency Exit Friend Guard
At any time this Pokémon is damaged when it is at or below Once per long rest, when an ally within 15 feet of this
50% of its maximum HP, its trainer may switch it out as a Pokémon is hit by an attack, it may choose to halve the
free action. damage dealt.

Fairy Aura Frisk
When this Pokémon is in battle, all fairy-type moves within Upon entering a battle, a single opponent’s held item is
100 feet of you deal double their damage. revealed, if it has one.

Filter Full Metal Body
When hit by a move type this Pokémon is vulnerable to, it Other Pokémon's moves or abilities cannot lower this
may roll a d4. In a result of 4, it does not take the additional Pokémon stats.
damage.
Fur Coat
Flame Body Once per long rest, this Pokémon may halve the damage
The flames from this Pokémon's body shine dim light in a 15 dealt to it from any one attack.
ft radius. In addition, when hit by a melee attack, roll a d10.
On a 10, the attacker is burned. Gale Wings
This Pokémon adds an additional +1 to hit when using flying-
Flare Boost type attacks.
This Pokémon adds proficiency to its damage rolls while
burned. Galvanize
All of this Pokémon's normal-type moves are electric-type.
Flash Fire
This Pokémon takes no damage from fire or fire-type attacks. Gluttony
Instead, immediately after taking a hit from a fire-type move, This Pokémon must eat its held berry when it falls below ½ of
or in open flames, double the STAB bonus on the next fire- its maximum HP.
type move.
Gooey
Flower Gift When this Pokémon is hit with a melee attack, roll 1d4. On a
During harsh sunlight, ally Pokémon within 30 feet of this result of 3 or 4, the attacker's speed is reduced to 0 until the
Pokémon add their proficiency bonus to damage rolls. end of its next turn.

Flower Veil Grass Pelt
Any grass-type ally within 15 feet of this Pokémon is immune This Pokémon gains +1 to AC while in grassy terrain.
to new status effects.
Grassy Surge
Fluffy If the move is known, this Pokémon may use the Grassy
This Pokémon is vulnerable to fire-type moves, but takes half Terrain move as a bonus action.
damage from any melee attack (that isn't fire-type).
Guts
Forecast When this Pokémon is burned or poisoned, they are not
This Pokémon changes form with the weather. In rain it affected by the disadvantage or reduced damage effects. They
becomes water-type, in harsh sunlight it becomes fire-type, in still take damage at the end of each of their turns.
cold and snowy conditions it becomes ice-type. In all other
conditions it is normal-type. Its STAB, resistance, Harvest
immunities, and vulnerabilities change to match the form it At the end of this Pokémon's turn, if it used a berry, roll 1d4.
takes. On a result of 3 or 4, it regains that berry as a held item.

Forewarn Healer
When this Pokémon enters battle, it selects a target to reveal As an action, this Pokémon may touch a creature to heal
the move it knows with the most damage output. In the case poison, burn, or paralysis. When it uses this ability, roll a d4.
of a tie, the target can choose which move it reveals. On the a result of 1 or 2, the status effect is moved to itself.

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Healing Rain Immunity
This Pokémon can use its action to heal hit points equal to its This Pokémon is immune to becoming poisoned.
level, in rainy conditions.
Imposter
Heatproof This Pokémon can use Transform as a bonus action.
This Pokémon takes half the damage it otherwise would from
Fire damage, and is immune to the burning condition. Infiltrator
This Pokémon bypasses Light Screen, Reflect, Substitute,
Heavy Metal Mist, Safeguard, and Aurora Veil.
This Pokémon is especially heavy. Once per long rest, after
being targeted by an attack, it may increase its AC by 2 if it Innards Out
would cause an attack to miss. When this Pokémon is knocked out by a damaging move, any
creature within 5 feet of it takes an amount of typeless
Honey Gather damage equal to the amount of HP lost.
At the end of each battle, this Pokémon may roll a d20 + its
proficiency bonus. On a result of 20 or higher, its trainer adds Inner Focus
a Honey to their inventory. This Pokémon is immune to flinching.

Huge Power Insomnia
Once per short rest, this Pokémon may double the damage This Pokémon is immune to sleep.
dice for a single damage roll. The player must announce that
they are using this ability before the attack roll. Intimidate
Once per short rest, you can impose disadvantage on an
Hustle enemy attack roll of your choice.
When you score a critical hit, you may immediately gain an
additional action on your turn. If this action is used to make Iron Barbs
an attack, you have disadvantage on the roll. You may only When this Pokémon is hit by a melee attack, it may roll a d4.
ever have one additional action per round. On a 4, deal an amount of steel damage equal to its
proficiency modifier to its attacker.
Hydration
This Pokémon is unaffected by negative status ailments in Iron Fist
water or during rainy conditions. When attacking with a punch-based move (Mega Punch,
Dynamic Punch, Ice/Fire/Thunder Punch, etc.), this
Hydro Pump Pokémon may roll the damage twice and choose either total.
This Pokémon knows Hydro Pump as a fifth move. The move
is forgotten if it takes any other form. Justified
When this Pokémon is hit by a dark-type move, it gets
Hyper Cutter advantage on its next attack.
This Pokémon’s attack or damage bonuses cannot be
decreased by an opponent’s moves. Keen Eye
This Pokémon ignores disadvantage when it relates to sight.
Ice Body
While it is snowing or hailing, this Pokémon heals for an Klutz
amount of HP equal to its proficiency modifier at the end of This Pokémon cannot hold an item.
each of its turns.
Leaf Guard
Illuminate This Pokémon does not suffer from any negative status
This Pokémon knows the Light cantrip and can cast it at will. ailments in harsh sunlight.

Illusion Leaf Storm
This Pokémon can take the visual form of any Pokémon it This Pokémon knows Leaf Storm as a fifth move. The move
can see. It can do this a number of times per long rest equal is forgotten if it takes any other form.
to its level. This illusion lasts for one hour or until the
Pokémon is hit by a damaging move. Levitate
This Pokémon is immune to ground moves.

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Light Metal Merciless
This Pokémon is especially light for its species. Once per When this Pokémon makes a successful attack roll against a
long rest, it may impose disadvantage on an attack roll Poisoned Pokémon, treat that attack as a critical hit.
against it.
Minus
Lightning Rod This Pokémon boosts its attack and damage rolls by 2 if an
If this Pokémon or an ally within 30 feet is targeted with a ally also has a Plus or Minus ability
direct electric-type, damage-dealing move, the Pokémon may
use a reaction to redirect the target to itself and take half Misty Surge
damage from it if it hits. If the move is known, this Pokémon may use the Misty
Terrain move as a bonus action.
Limber
This Pokémon is immune to being paralyzed. Mold Breaker
This Pokémon's moves ignore any abilities that would lessen
Liquid Ooze their effect or ability to hit an opponent (Due to things like
If an enemy uses a leeching or absorb move against this Water Absorb, Snow Cloak, Thick Fat, Sturdy, etc.)
Pokémon, the Pokémon must make a DC 12 CON save or
become poisoned. Moody
At the end of each long rest, this Pokémon rerolls on the
Liquid Voice nature table, replacing its nature with the result until the next
Any sound-based move activated by this Pokémon is water- long rest.
type.
Motor Drive
Long Reach When hit by an electric-type move, if not immune, this
This Pokémon has an additional 5 feet of reach with all Pokémon's speed increases by 10 feet until the end of combat
melee attacks and Attacks of Opportunity. (up to a max of 50 additional feet).

Magic Bounce Moxie
Once per long rest, when succumbing to a negative status Upon causing an opponent to faint, this Pokémon may
effect, this Pokémon can instead reflect the effect back on the immediately take another action.
attacker.
Multiscale
Magic Guard If this Pokémon is at full health, the first damage dealt to it is
If this Pokémon is subjected to a move that forces it to make halved.
a saving throw to take only half damage, it instead takes no
damage on a success. Multitype
This Pokémon's type and form change to match the type of
Magician Elemental Plate this Pokémon holds. The Plate cannot be
If not already holding an item, this Pokémon steals the held effected by any item-removing ability or move.
item of any Pokémon it hits with a melee attack.
Mummy
Magma Armor When this Pokémon is hit by a melee attack, one random
This Pokémon is immune to freezing. ability of its attacker changes to Mummy for the remainder of
the encounter.
Magnet Pull
Steel opponents in battle with this Pokémon may not switch Natural Cure
out or flee. This Pokémon is cured of negative status ailments upon
returning to its Pokeball.
Marvel Scale
This Pokémon's AC increase by 2 when suffering from a Neuroforce
negative status condition. When this Pokémon damages a creature with a super
effective move, it may roll the damage dice twice and use the
Mega Launcher higher result.
Aura and Pulse moves made by this Pokémon deal additional
damage/healing equal to this Pokémon's proficiency bonus. No Guard
Any attack made by or against this Pokémon has advantage.

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Normalize Poison Touch
Every move this Pokémon activates is Normal type. On melee attacks made by this Pokémon, roll a d10 on a hit.
On a result of a 10, the target is poisoned.
Oblivious
This Pokémon is immune to moves that attempt to charm or Power of Alchemy
taunt it. When switched in after an ally faints, this Pokémon copies
the non-hidden ability of the fainted ally until switched out.
Overcoat
This Pokémon does not take damage from weather-related Prankster
moves or phenomena like Hail, Weather Ball, etc. Once per short rest, this Pokémon can move to the top of
initiative order in a single round, but must use a status-
Overgrow affecting move on its turn.
This Pokémon adds doubles its STAB bonus when it has
25% or less of its maximum health. Pressure
Any move targeting this Pokémon directly (non-area of effect
Overheat moves) reduces its PP by two when activated.
This Pokémon knows Overheat as a fifth move. The move is
forgotten if it takes any other form. Prism Armor
When this Pokémon is subject to damage in its vulnerabilities
Own Tempo list, roll the damage dice twice and use the lower result for
This Pokémon is immune to becoming confused. the damage calculation.

Paper Thin Protean
This Pokémon always has a maximum HP of 1. (Shedinja This Pokémon's type changes to the type of move it uses, just
only. Cannot be passed or swapped) before the move is used. It takes on the new type's
resistances, vulnerabilities, and immunities.
Pickpocket
When hit by a melee attack, this Pokémon may use a reaction Psychic Surge
to attempt to steal the creature's held item with a Sleight of If the move is known, this Pokémon may use the Psychic
Hand check contested by the target's Passive Perception. Terrain move as a bonus action.
After the first attempt, all other attempts against the same
opponent are rolled at disadvantage. Pure Power
Once per short rest, this Pokémon may double the damage
Pickup dice for a single damage roll. The player must announce that
If an opponent uses a consumable held item in battle, this they are using this ability before the attack roll.
Pokémon gains a copy of it if it is not currently holding an
item. Queenly Majesty
Creatures within line of sight of this Pokémon cannot use
Pixilate bonus actions to activate Moves. Moves that would normally
All of this Pokémon's normal-type moves become fairy-type. have a Move Time of "1 bonus action" instead have a Move
Time of "1 action".
Plus
This Pokémon boosts its attack and damage rolls by 2 if an Quick Feet
ally also has a Plus or Minus ability When suffering from a negative status condition, this
Pokémon’s speed increases by 15 ft.
Poison Heal
This Pokémon does not suffer the disadvantage effects of the Rain Dish
poisoned status. In addition, this Pokémon recovers half of all In rainy conditions, this Pokémon heals for an amount of HP
poison damage it would take, including the damage at each of equal to its proficiency bonus at the end of each of its turns.
the end of its turns.
Rattled
Poison Point When this Pokémon is hit by a damaging Dark, Bug, or Ghost
When this Pokémon is hit with a melee attack, roll a 1d4. On move, it makes its next attack at advantage.
a result of 4, the attacker takes an amount of poison damage
equal to this Pokémon’s proficiency modifier.

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Receiver Sap Sipper
When switched in after an ally faints, this Pokémon copies This Pokémon takes no damage from grass-type attacks. If hit
the non-hidden ability of the fainted ally until switched out. by a grass type move, it takes no damage and instead absorbs
the energy, granting advantage on its next attack.
Reckless
When attacking with moves with recoil damage, this Schooling
Pokémon doubles its STAB bonus. Beginning at level 5, this Pokémon may change to School
Form as a free action when it begins its turn above 25% of its
Refrigerate maximum health. In School Form, the Pokémon adds 5 to its
All of this Pokémon's normal-type moves become ice-type. AC and Strength, Dexterity, and Constitution ability scores
(Additional CON does not alter this Pokémon's HP in this
Regenerator form). The Pokémon reverts back to Solo Form when it falls
Once per long rest, this Pokémon regains hit points equal to below 25% of maximum health, and must complete a short
its level when it returns to its Pokéball. rest before activating this ability again.

Rivalry Scrappy
This Pokémon adds its proficiency bonus to damage when This Pokémon's Normal and Fighting type moves ignore
attacking a Pokémon of the same type. immunities granted by a Pokémon's type. If a target’s
secondary type gives it vulnerability or resistance to the
RKS System attack, it follows the secondary type for that effect.
This Pokémon's type is determined by the memory disc it
holds. If not holding a memory disc, this Pokémon's type is Serene Grace
normal. The Move DC to pass a saving throw against one of this
Pokémon's moves is increased by 1.
Rock Head
This Pokémon takes no recoil damage. Shadow Shield
If this Pokémon is at full health, the first damage dealt to it is
Rough Skin halved.
When this Pokémon is hit by a melee attack, it may roll a d4.
On a 4, deal an amount of typeless damage equal to its Shadow Tag
proficiency modifier to its attacker. Creatures within 50 feet of this Pokémon may not flee or
switch out, except by item, Move, or ability.
Run Away
This Pokémon cannot be the target of an attack of Shed Skin
opportunity. If this Pokémon is affected by a negative status ailment, they
can roll a d4 at the end of each of their turns. On a result of 4,
Sand Force they are cured.
During a Sandstorm, this Pokémon can double its STAB
when it hits an opponent. Sheer Force
When activating a move that has a chance to impose a stat
Sand Rush change or inflict a status, this creature instead doubles its
This Pokémon is immune to Sandstorm damage, and its move modifier for the damage with no chance of the
speed is doubled in desert terrain, or during a Sandstorm. additional effect.

Sand Stream Shell Armor
When this Pokémon enters an outside battle, the weather This Pokémon is immune to extra damage dealt by a Critical
immediately changes to a Sandstorm for 5 rounds. In the Hit.
case of another Pokémon with a similar weather ability, the
tie goes to the Pokémon with the highest DEX score. Shield Dust
Once per long rest, this Pokémon can ignore a negative
Sand Veil status condition that results from an enemy move.
This Pokémon is immune to Sandstorm damage. In addition,
its AC increases by 2 in desert terrain, or during a
Sandstorm.

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Shields Down Speed Boost
This Pokémon is immune to Non-Volatile status effects while This Pokémon's speed is increased by 10 feet while in an
in Meteor Form. When this Pokémon falls below 50% of its environment related to its type (DM Discretion).
maximum hp, its outer shell breaks and it changes to Core
Form. In Core Form, it adds 6 points to its DEX, but reduces Stakeout
its AC by 4. The Pokémon must complete a short rest to When an opponent is switched out in battle, this Pokémon
restore itself to Meteor Form. doubles the damage dealt if it targets the replacement on the
first turn immediately following the switch.
Simple
Once per short rest, you may double this Pokémon's Move Stall
modifier for a single attack or damage roll. This Pokémon is always last in initiative order.

Skill Link Stamina
Combo moves that have the ability to hit more than once, When this Pokémon is damaged by a move, increase its AC
after the same attack roll, are guaranteed to hit at least twice. by 2 until the start of its next turn. This ability does not stack
(Fury Swipes, Double Slap, Water Shuriken, etc.) and will remain in effect if the Pokémon is successfully
attacked multiple turns in a row.
Slow Start
This Pokémon's speed is halved and its attacks are made at Stance Change
disadvantage for the first two rounds of every combat. Aegislash has two forms. When Aegislash uses King's Shield,
it changes to Shield Forme, swapping its AC and DEX stats.
Slush Rush When it uses a damaging move, Aegislash immediately
This Pokémon is immune to Hail damage, and its speed is returns to Blade Forme, returning its stats to normal.
doubled in arctic conditions, or during a hailstorm.
Static
Sniper When this Pokémon is hit by a melee attack, roll a d4. On a
On a critical hit made by this Pokémon, triple the dice roll result of 4, the attacker takes an amount of electric damage
instead of doubling it. equal to this Pokémon's proficiency bonus.

Snow Cloak Steadfast
This Pokémon is immune to Hail damage. It's AC is Once per long rest, when this Pokémon fails a saving throw
increased by 2 in arctic conditions, or when it is snowing or against a negative condition, it can choose to pass instead.
hailing.
Steelworker
Snow Warning This Pokémon adds its proficiency bonus to damage dealt by
When this Pokémon enters an outside battle, the weather steel-type moves.
immediately changes to hail for 5 rounds. In the case of
another Pokémon with a similar weather ability, the tie goes Stench
to the Pokémon with the highest DEX score. When this Pokémon is hit by a melee attack, roll a d10. On a
10, the attacker flinches.
Solar Power
Damage rolls for this Pokémon get an additional +2 during Sticky Hold
harsh sunlight. Held items cannot be stolen or knocked away from this
Pokémon.
Solid Rock
This Pokémon does not take any additional damage from a Stone Veil
critical hit. This Pokémon's AC is increased by 2 in rocky terrain, or
during a Sandstorm.
Soul-Heart
Upon seeing an ally faint, this Pokémon increases the ability Storm Drain
scores of its saving throw proficiencies by 2 until the end of If this Pokémon or an ally within 30 feet is targeted with a
combat. This is stackable up to a maximum of +10 to any one direct water-type, damage-dealing move, the Pokémon may
ability score. use a reaction to redirect the target to itself and take half
damage from it if it hits.
Soundproof
This Pokémon is immune to sound-based moves.

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Strong Jaw Telepathy
For biting moves activated by this Pokémon (Bite, Thunder This Pokémon cannot be damaged by its allies' attacks.
Fang, Crunch, etc.), they may roll the damage twice and
choose either total. Teravolt
This Pokémon’s moves completely ignore any ability that
Sturdy would hinder or prevent their effect on the target or the user's
When taking damage equal to half or more of your current ability to hit the target.
HP, roll a d4. On a result of 3 of 4, halve the damage dealt.
Thick Fat
Suction Cups This Pokémon takes half the damage it otherwise would from
This Pokémon cannot be forced out of battle by an Ice and Fire damage.
opponent’s moves.
Tinted Lens
Super Luck This Pokémon’s moves ignore resistances.
This Pokémon increases its critical hit range by 1 (20 to 19+,
etc.) Torrent
This Pokémon adds doubles its STAB bonus when it has
Surge Surfer 25% or less of its maximum health.
When this Pokémon begins its turn in the area of effect from
Electric Terrain, its speed is doubled. Tough Claws
A successful melee attack by this Pokémon automatically
Swarm gets STAB, regardless of its type. If it would normally get
This Pokémon adds doubles its STAB bonus when it has STAB, double the STAB bonus when adding to damage.
25% or less of its maximum health.
Toxic Boost
Sweet Veil When this Pokémon is hit by a poison-type attack, its next
Any ally within 15 feet of this Pokémon (including itself) is attack is rolled at advantage.
immune to the sleep condition.
Trace
Swift Swim This Pokémon copies a random ability of an opponent when
This Pokémon's speed is doubled in rainy conditions. entering battle. The ability cannot be Flower Gift, Forecast,
Illusion, Imposter, Multitype, Trace, Wonder Guard, or Zen
Symbiosis Mode.
This Pokémon may swap held items with an ally as a free
action, as long as they are within 15 feet of each other. Transformer
This Pokémon has a standard Normal form from which all
Synchronize stats are based, but may change forms as a bonus action to
If this Pokémon becomes burned, paralyzed, or poisoned, its drastically change its abilities. The forms it can take are
attacker receives the negative status condition as well (if not Attack, Defense, and Speed.
immune).
In Attack form, it adds an additional +5 to its attack rolls,
Tangled Feet but all attacks against it has advantage.
Attacks against this Pokémon have disadvantage when it is In Defense form, its AC increases by 3, but its attacks are
confused. rolled at disadvantage. If the activated move requires a
save, the target(s) have advantage.
Tangling Hair In Speed form, it gains an additional attack action each
When this Pokémon is hit with a melee attack, roll 1d4. On a turn, but the attack is done at disadvantage. If it is a move
result of 3 or 4, the attacker's speed is reduced to 0 until the that requires a save, the target(s) have advantage.
end of its next turn.
Triage
Technician This Pokémon's healing or draining moves have a move time
For damaging moves activated by this Pokémon with 15 max of 1 bonus action.
PP or more, they may roll the damage twice and choose
either total. Truant
This Pokémon cannot use the same move in back to back
rounds.

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Turboblaze Wimp Out
This Pokémon’s moves completely ignore any ability that When a damaging move causes this Pokémon to fall below
would hinder or prevent their effect on the target or the user's 50% of its maximum HP, it MUST disengage and move up to
ability to hit the target. its speed in a straight line towards its trainer as a free action.
If this would put the Pokémon in range of switching out, it
Unaware must do so as another free action if another Pokémon is
When this Pokémon attacks an opponent, it ignores any stat available to replace it.
boosts the opponent has been affected with after the start of
battle. This includes boosts to AC or saving throws the Wonder Guard
Pokémon has to make. This Pokémon is immune to damaging attacks from types
that are not in its vulnerabilities list. (Shedinja only. Cannot
Unburden be passed or swapped)
While this Pokémon is not holding an item, it gains 10 feet to
its speed. Wonder Skin
This Pokémon has advantage on all saving throws against
Unnerve being burned, frozen, poisoned, or paralyzed.
Opponents in combat with this Pokémon cannot eat held
berries. Zen Mode
When Darmanitan is below 50% of its HP, it enters Zen
Victory Star Mode. In Zen Mode, Darmanitan changes into the form of a
While this Pokémon is in battle, all allied Pokémon add an solid statue. It's type changes to Fire/Psychic, it gains +4 to
additional +1 to their attack rolls. its AC, and its STR and WIS ability scores are swapped.

Vital Spirit
This Pokémon cannot be put to sleep.

Volt Absorb
This Pokémon takes no damage from electricity or electric-
type attacks. Instead, half of any electric damage done is
absorbed, restoring the Pokémon's HP.

Water Absorb
This Pokémon takes no damage from water or water-type
attacks. Instead, half of any water damage done is absorbed,
restoring the Pokémon's HP.

Water Bubble
This Pokémon is resistant to fire-type damage and immune to
the burned condition.

Water Compaction
After being damaged by a water-type move, any other damage
dealt to this Pokémon until the beginning of its next turn is
halved.

Water Veil
This Pokémon is immune to burning.

Weak Armor
When an attack hits this Pokémon, its speed increases by 5
feet, but its AC is temporarily reduced by 1 until the end of
battle (for a maximum reduction of -5).

White Smoke
Other Pokémon's moves or abilities cannot lower this
Pokémon stats.

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