Pokémon 5e Move List Draft 1
Pokémon 5e Move List Draft 1
Pokémon 5e Move List Draft 1
Move List
The following is a list of all moves a Pokémon can learn during the game, in alphabetical order. The
“Move Power” is the ability used for modifiers to the move, or to calculate DC for saving throws. If a
Move Power states “Ability 1/Ability 2”, that means that either ability can be used for the move.
Absorb Description:
Type: Grass You are surrounded by a shield of thick acid for
Move Power: Strength/Dexterity the duration. During this time, your AC
Move Time: 1 action increases by 2, and any Pokémon that hits you
PP: 10 with a melee attack must succeed on a CON
Duration: Instantaneous save or take 1d6 poison damage.
Range: Melee Higher levels:
Description: Poison damage increases to 2d6 At level 10.
You attempt to absorb some of an enemy’s
health. Make a melee attack on a Pokémon. On Agility
a hit, the Pokémon takes 1d6 + MOVE grass Type: Psychic
damage. Half the damage done is restored by Move Power: None
the user. Move Time: 1 bonus action
Higher Levels: PP: 5
The base damage of this attack increases to 2d6 Duration: 1 minute
at level 5, 3d6 At level 10, and 4d6 at level 17. Range: Self
Description:
Acid You hone in on your abilities and feel a surge of
Type: Poison speed course through your veins. As long as you
Move Power: Dexterity have the type, increase your walking, flying, or
Move Time: 1 Action swimming speed by 20 feet for the duration.
PP: 5
Duration: Instantaneous Amnesia
Range: Self (30 foot cone) Type: Psychic
Description: Move Power: None
You create a stream of hot acid in a 30 foot Move Time: 1 bonus action
cone, centered on you. Pokémon caught in the PP: 3
cone must succeed on a DEX save, taking 2d6 Duration: 1 minute
poison damage on a fail, and half as much on a Range: Self
success. Description:
Higher Levels: Your mind elevates to a new level of focus. Add
Base damage increases to 4d6 At level 5, 6d6 at +2 to any saving throw you make for the
level 10, and 8d6 at level 17. duration, but select one of your moves. You
forget that move and cannot use it for the
Acid Armor duration.
Type: Poison
Move Power: Constitution Aurora Beam
Move Time: 1 Action Type: Ice
PP: 3 Move Power: Strength/Dexterity
Duration: 1 minute, Concentration Move Time: 1 action
Range: Self PP: 3
Duration: Instantaneous Range: 50 feet
Range: Self (60 foot line) Description:
Description: You embrace the damage done to you, waiting
You create a 40 foot line of freezing ice, 5 feet for your time to strike. Use your attack action to
wide. Any creature caught in the line must activate this move, and keep track of all damage
succeed on a DEX save or take 3d6 ice damage done to you before your next turn. On your
and be frozen. A frozen creature can try to next turn, you lash out an an enemy with a
break free at the beginning of each of its turns normal ranged attack, striking them for double
with a STR save against your Move DC. the amount of damage you took on a successful
Higher Levels: hit.
The damage done increases to 4d6 At level 5, Higher Levels:
6d6 At level 10, and 8d6 at level 17. Higher Levels: At 10th Level, you can choose to
hold Bide for a second turn for the chance to
Barrage add additional damage to the attack.
Type: Normal
Move Power: Strength/Dexterity Bind
Move Time: 1 action Type: Normal
PP: 5 Move Power: Strength
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: Duration: Instantaneous
Roll 1d4. You attack with a barrage of melee Range: Melee
strikes that number of times, each for 1d6 + Description:
MOVE normal damage on each hit. You attempt to grapple a target into
Higher Levels: submission. Make a melee attack roll. On a hit,
At level 10, the dice you roll to determine the the target takes 1d10 + MOVE normal damage
number of strikes changes to 1d8. and is grappled and restrained. At the beginning
of each of its turns, it may attempt to escape
Barrier with a STR save against your Move DC. While a
Type: Psychic Pokémon is grappled, you may continue this
Move Power: None move, as a bonus action, to do an automatic
Move Time: 1 action 1d10 + MOVE damage.
PP: 3 Higher Levels:
Duration: 1 minute, Concentration The base damage increases to 1d12 at level 10.
Range: Self
Description: Bite
You create a transparent shield of psychic Type: Normal
energy. While active, the barrier grants +2 to AC Move Power: Strength/Dexterity
for you and any companions in a 5 foot radius, Move Time: 1 action
centered on you for the duration. PP: 10
Duration: Instantaneous
Bide Range: Melee
Type: Normal Description:
Move Power: Strength/Dexterity You sink your teeth into an enemy Pokémon.
Move Time: 1 action Make a melee attack roll, doing 1d6 + MOVE
PP: 5 normal damage on a successful hit.
Duration: Instantaneous
Higher Levels: Duration: Instantaneous
The base damage of the attack increases to 1d8 Range: Melee
at level 5, 1d10 at level 10, and 1d12 at level 17. Description:
You strike a Pokémon with a club of bone, doing
Blizzard 1d8 + MOVE on a successful hit. If maximum
Type: Ice damage is rolled, the target flinches on its next
Move Power: Strength/Dexterity turn.
Move Time: 1 action Higher Levels:
PP: 3 The base damage of the attack increases to
Duration: Instantaneous 1d10 at level 5, and 1d12 at level 10.
Range: 120 feet
Description: Boomerang
Icy clouds form overhead and pelt the ground Type: Ground
with hail and snow, centered on a point you Move Power: Dexterity
choose within range. Each Pokémon within a 20 Move Time: 1 action
foot radius must make a Dexterity saving throw PP: 10
against your Move DC, taking 6d6 ice damage Duration: Instantaneous
on a failed save, or half as much on a successful Range: 80 feet
one. Description:
Higher Levels: You throw a boomerang and make two ranges
The damage increases to 7d6 at level 5, 8d6 at attacks against a target. On each successful hit,
level 10, and 10d6 at level 17. do 1d6 + MOVE ground damage.
Higher Levels:
Body Slam The base damage of the attacks increase to 1d8
Type: Normal at level 5, 1d10 at level 10, and 1d12 at level 17.
Move Power: Strength
Move Time: 1 action Bubble
PP: 5 Type: Water
Duration: Instantaneous Move Power: Dexterity
Range: Melee Move Time: 1 action
Description: PP: 10
You thrust yourself towards an opponent in an Duration: Instantaneous
attempt to crush them with your physical size. Range: 60 feet
Make a melee attack on a target. On a hit, the Description:
target takes 1d10 + MOVE normal damage, and You shoot a series of quickly moving bubbles at
must succeed on a CON saving throw against a target. Make three ranges attacks, doing 1d4
your Move DC or be knocked prone. water damage on each successful hit.
Higher Levels: Higher Levels:
The base damage of the attack increases to The damage of each attack raises to 1d6 at level
2d10 at level 5, 3d10 at level 10, and 4d10 at 5, 1d8 at level 10, and 1d12 at level 17.
level 17.
Bubblebeam
Bone Club Type: Water
Type: Ground Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Range: Self (80 foot line) normal damage. Continue this process until you
Description: fail to roll a 3 or 4 on the d4 roll.
You shoot a concentrated stream of bubbles in Higher Levels:
an 80 foot line, 5 feet wide. Any Pokémon The damage dice for this attack increases to 1d8
caught in the line must succeed on a DEX save at level 5, 1d10 at level 10, and 1d12 at level 17.
against your Move DC, taking 3d6 water
damage on a failed save, and half as much on a Confuse Ray
success. Type: Psychic
Higher Levels: Move Power: Dexterity/Intelligence
The damage increases to 4d6 at level 5, 6d6 at Move Time: 1 action
level 10, and 8d6 at level 17. PP: 3
Duration: Instantaneous
Clamp Range: 60 feet
Type: Water Description:
Move Power: Strength You release a ray of psychic energy meant to
Move Time: 1 action confuse an opponent. Choose a target in range.
PP: 5 The target must make an INT saving throw
Duration: Instantaneous against your Move DC or take 2d6 psychic
Range: Melee damage and become confused.
Description: Higher Levels:
You clamp down on an enemy Pokémon, The damage increases to 4d6 at level 10.
attempting to deal damage and keep them in
place. Make a melee attack roll. On a hit, the Confusion
target takes 1d10 + MOVE water damage and is Type: Psychic
grappled and restrained. At the beginning of Move Power: Intelligence/Wisdom
each of its turns, it may attempt to pry itself Move Time: 1 action
away with a STR save against your Move DC. PP: 5
While a Pokémon is grappled, you may continue Duration: Instantaneous
this move on consecutive turns without Range: 80 feet
spending an additional PP. Description:
Higher Levels: You attempt to enter the mind of an enemy and
The base damage increases to 1d12 at level 10. cause confusion. Make a ranged attack on a
Pokémon in range. On a hit, the target takes
Comet Punch 2d10 psychic damage. If either damage roll
Type: Normal shows a 10, the target immediately becomes
Move Power: Strength/Dexterity confused.
Move Time: 1 action Higher Levels:
PP: 5 At level 10, the damage increases to 2d12. The
Duration: Instantaneous result for confusion on either dice changes to
Range: Melee 12.
Description:
You strike out with a lightning fast punch. Make Constrict
a melee attack roll. The target takes 1d6 + Type: Normal
MOVE on a hit. After successfully hitting a Move Power: Strength
target, roll a d4. On a result of 3 or 4, you may Move Time: 1 action
immediately hit again for an additional 1d6 PP: 5
Duration: Instantaneous
Range: Melee PP: 10
Description: Duration: Instantaneous
You wrap yourself around an enemy Pokémon, Range: Melee
trying to squeeze the life from them. Make a Description:
melee attack roll. On a hit, the target takes 1d8 You lash out at an enemy with vine or claw or
+ MOVE normal damage and is grappled and blade. Make a melee roll on an enemy, doing
restrained. At the beginning of each of its turns, 1d6 + MOVE on a successful hit.
it may attempt to escape with a STR save Higher Levels:
against your Move DC. As long as it is The damage increases to 2d6 at level 5, 3d6 at
restrained, continue to do 1d8 + MOVE on each level 10, and 4d6 at level 17.
of your turns without making an attack roll.
Higher Levels: Defense Curl
The base damage on the attack increases to Type: Normal
1d10 at level 5, and 1d12 at level 10. Move Power: None
Move Time: 1 action
Conversion PP: 5
Type: Normal Duration: Instantaneous
Move Power: None Range: Self
Move Time: 1 bonus action Description:
PP: 5 You curl up into a tight ball, increasing your
Duration: Instantaneous defensive stance. Until your next turn, you gain
Range: Self + 4 to your AC and have resistance to normal
Description: attacks.
Your Pokémon takes on a new type for
resistances and vulnerabilities, equal to one of Dig
the types of a move it currently knows. Type: Ground
Move Power: Strength/Dexterity
Counter Move Time: 1 action
Type: Fighting PP: 5
Move Power: Strength Duration: Instantaneous
Move Time: 1 reaction Range: 30 feet
PP: Description:
Duration: Instantaneous Your Pokémon burrows underground,
Range: Melee disappearing from view before striking from
Description: underneath a foe. When you activate this move,
If you are hit by a normal or fighting type you burrow underground and remain there
attack, you can use your reaction to retaliate until your next turn. During this time, you
against your foe, doing 1d6 + MOVE fighting cannot be the target of any attack. On your next
damage on a successful hit. turn, make a melee attack on a pokemon in
Higher Levels: range, doing 3d6 ground damage on a
The base damage increases to 1d8 at level 5, successful hit.
1d10 at level 10, and 1d12 at level 17 Note: Flying creatures are unaffected by this
attack.
Cut Higher Levels:
Type: Normal The base damage increases to 4d6 at level 5,
Move Power: Strength/Dexterity 5d6 at level 10, and 6d6 at level 17.
Move Time: 1 action
Disable You strike twice with two devastating kicks.
Type: Normal Make two melee attack rolls, doing 1d6 + MOVE
Move Power: Charisma/Wisdom fighting damage on each successful hit.
Move Time: 1 action Higher Levels:
PP: 5 The base damage for each kick increases to 1d8
Duration: 1 minute, Concentration at level 5, 1d10 at level 10, and 1d12 at level 17.
Range: 60 feet
Description: Double Team
You attempt to disable a Pokémon, hindering its Type: Normal
abilities. Choose a target in range. The target Move Power: None
must succeed on a WIS saving throw against Move Time: 1 action
your Move DC. On a fail, roll a d4. Each of the PP: 3
opponent’s moves is numbered 1 – 4 in Duration: 1 minute, Concentration
alphabetical order. The move corresponding to Range: Self
the number rolled is unable to be activated for Description:
one minute. If the number rolled is higher than You create a duplicate image of yourself, 5 feet
the number of moves known by the target beside you. The duplicate copies every move
Pokémon, reroll the d4 until you get a lower you make. When an enemy hits you with an
result. attack, roll a d4. On a 3 or 4, the attacks targets
your duplicate instead.
Dizzy Punch
Type: Normal Double Edge
Move Power: Strength/Dexterity Type: Normal
Move Time: 1 action Move Power: None
PP: 5 Move Time: 1 reaction
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: Range: Melee
You strike out with a devastating punch. Make a Description:
melee attack roll on a target, doing 1d8 + MOVE When you are hit by a melee Attack, use your
normal damage on a hit. On a maximum reaction to inflict 1d6 normal damage on the
damage roll, the target becomes confused. target.
Higher Levels: Higher Levels:
The base damage increases to 1d10 at level 5, The damage increases to 1d8 at level 5, 1d10 at
and 1d12 at level 10. At level 17, a damage roll level 10, and 1d12 at level 17
of 12 or 11 confuses the target.
Double Slap
Double Kick Type: Normal
Type: Fighting Move Power: Strength/Charisma
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee
Description:
Description: PP: 10
You reach out to slap a Pokémon with quick Duration: Instantaneous
strikes. Make a melee attack roll, doing 1d6 + Range: Melee
MOVE on a hit. After successfully hitting a Description:
target, roll a d4. On a result of 3 or 4, you may You hammer down on an enemy with a peck
immediately hit again for an additional 1d6 attack. Make a melee attack roll on a target,
normal damage. Continue this process until you doing 1d6 + MOVE on a successful hit. Drill Peck
fail to roll a 3 or 4 on the d4 roll. scores a critical hit on 19s and 20s.
Higher Levels: Higher Levels:
The damage dice for this attack increases to 1d8 The base damage increases to 1d8 at level 5,
at level 5, 1d10 at level 10, and 1d12 at level 17. 1d10 at level 10, and 1d12 at level 17.
Thunderbolt Toxic
Type: Electric Type: Poison
Move Power: Strength/Dexterity Move Power: Constitution
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60 feet Range: 30 feet
Description: Description:
You send a powerful bolt of electricity at a You send a downpour of potent, poisonous rain
Pokémon in range. Make a ranged attack roll, in a 5 foot radius, centered on a point within
doing 1d8 + MOVE electric damage on a hit. range. Targets in the area must make a CON
Higher Levels: save against your MOVE DC or become
The damage increases to 1d10 at level 10, and poisoned. Pokémon poisoned by this move take
1d12 at level 17. double the normal poison damage.
Withdraw
Type: Water
Move Power: None
Move Time: 1 reaction
PP: 5
Duration: Instantaneous