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Pokemon 5th Edition - Gen I & II

This document provides rules for running a Pokémon role-playing game using existing 5th edition D&D rules. It includes details on creating a Pokémon trainer character class, catching and caring for Pokémon, battling mechanics, Pokémon and character advancement, and additional items and mechanics to emulate the Pokémon universe.

Uploaded by

James Tonkin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
186 views180 pages

Pokemon 5th Edition - Gen I & II

This document provides rules for running a Pokémon role-playing game using existing 5th edition D&D rules. It includes details on creating a Pokémon trainer character class, catching and caring for Pokémon, battling mechanics, Pokémon and character advancement, and additional items and mechanics to emulate the Pokémon universe.

Uploaded by

James Tonkin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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12/23/2018 The Homebrewery - NaturalCrit

Pokémon in 5th Edition


How to run your own Pokémon role-playing game using existing 5e rules.
Including Generation I and II
Homebrew created by @JOEtheDM

Disclaimer
Based on the orginal game by Satoshi Taijiri
© Game Freak © Nintendo Company Inc.
We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
No profits are made from the release of this supplement
Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
All others are credited below image.
Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net
Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
Special Thanks
To the members of the "You Meet in a Tavern" Discord for your support and playtesting
To R1bs99 and especially John K. Walz Jr. for their assistance in completing the Stat Block section
Made with homebrewery.naturalcrit.com
Ideas/Concerns/Questions?
Join our Subreddit! http://reddit.com/r/Pokemon5e
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Pokémon 5E Table Of Contents


1. Creating a Pokémon Trainer (pg 3)
Introduction a. Pokémon Trainer Class
Pokémon 5e is very different than any other D&D game you b. Starter Pokémon
have played before. No longer is your PC a powerhouse with c. Pokémon Control
a slew of dangerous spells and deadly weapons. You are now d. Specializations
a Pokémon trainer – a mortal in control of your Pokémon e. Trainer Paths
with an iron fist or a gentle heart. As such, player characters 2. Catching Pokémon (pg 6)
have normal abilities and skills, but your focus is not in hand
to hand combat. In fact, trainer vs. trainer and trainer vs. 3. Pokémon Care (pg 7)
Pokémon fighting is strictly prohibited by laws. Your ability to a. Active Pokémon
stay in the game is dependent on the status of the Pokémon b. Healing
in your control. Although the threat of death is still very real, c. Pokémon Nature
the battling and utility in the game is mostly transferred to d. Bonding
your Pokémon. e. Loyalty
This guide is an overview of special rules/changes in order to 4. Battling Pokémon (pg 9)
run an effective Pokémon role-playing game using existing 5e a. Combat
D&D rules. b. Moves/Move Power
c. Trainer Actions
d. Attacks of Opportunity
e. Running Away
5. Pokémon and Character Advancement (pg 10)
a. Pokémon Experience
b. Pokémon Advancement
c. Evolution
d. Character Advancement
6. Other Changes (pg 12)
a. Death Saving Throws
b. Damage Types
c. Status Effects
d. Challenge Rating
e. Mounts
7. Running a Game (pg 13)
a. Building Encounters
b. Starting Past Level 1
c. Experience Points
8. Additional Items (pg 14)
a. Pokéballs
b. Basic Restoratives
d. X-Items
e. Vitamins
f. Evolutionary Stones
g. TMs/HMs
h. Berries and Held Items
i. Miscellaneous
9. Feats (pg 18)
10. Move List (pg 19)
11. Pokémon Stat Blocks (pg 49)
12. Appendix (pg 176)
a. Experience by CR/Level
b. Pokémon List by CR
c. Pokémon Index
d. Character Sheets
e. DM Pokemon Creator Tool
13. Changelog (pg 179)

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1. Creating a Pokémon Trainer


You want to be the very best – that no one ever was? Follow
these guidelines to create your first Pokémon Trainer! Any
existing 5e race from the PHB can be chosen, but players The Pokémon Trainer
must play the class of Pokémon Trainer. Prof Max
Level Bonus Features Pokéslots CR
Class Features 1st +2 Starter Pokémon,
Specialization
3 1/2
The Pokémon Trainer class has the following features:
2nd +2 Trainer Path 3 1/2
Hit Points 3rd +2 Control Upgrade 3 3
Hit Dice: 1d8 per level 4th +2 Ability Score Improvement 3 3
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution 5th +3 Trainer Path Feature, Control 4 6
modifier. Upgrade, Pokéslot
6th +3 4 6
Proficiencies
Armor: None 7th +3 Specialization 4 6
Weapons: None 8th +3 Ability Score Improvement, 4 8
Saving Throws: Charisma Control Upgrade
Skills: Choose two from Acrobatics, Athletics, Insight, 9th +4 Trainer Path Feature 4 8
Intimidation, Investigation, Medicine, Nature, Perception, 10th +4 Trainer's Resolve, Pokéslot 5 8
Performance, Persuasion, Sleight of Hand, Stealth,
Survival. 11th +4 Control Upgrade 5 10

Equipment 12th +4 Ability Score Improvement 5 10


You start with the following equipment, in addition to the 13th +5 Pokémon Tracker 5 10
equipment granted by your background: 14th +5 Control Upgrade 5 12
5 Pokéballs 15th +5 Trainer Path Feature, 6 12
1 potion Pokéslot
(a) a dungeoneer’s pack or (b) explorer’s pack 16th +5 Ability Score Improvement 6 12
Trainer's License
A Pokédex 17th +6 Control Upgrade 6 14
A starter Pokémon 18th +6 Specialization 6 14
$1000 + $100 x 4d4
19th +6 Ability Score Improvement 6 14
Trainer License 20th +6 Control Upgrade, Master 6 15
Only licensed trainers are permitted to capture Pokémon, Trainer
and this license identifies you as having such authorization. It
also allows trainers to gain access to special services at
Pokémon centers and to purchase goods at the Poké Mart.
Trainers can lose their license for attacking other trainers or
their Pokémon, or failing to take care of their own Pokémon.
Pokéslots
Starter Pokémon A Trainer’s Pokéslots are the number of Pokémon a Trainer
A trainer must begin with any single unevolved Pokémon of can carry in their pack. At level 1, a Trainer carries their
CR 1/2 or lower with the base stats in its stat block. This Starter and has two empty slots. Trainers can carry an
Pokémon starts with an additional 10 hit points and a nature additional Pokémon at levels 5, 10, and 15.
of the player's choice. See the Pokémon Nature section in
Pokémon Care for available natures. Pokémon Control Upgrade
Pokédex The stronger the Pokémon, the more difficult they are to
control. The type of Pokémon you can control in the game
A hand-held computer with an advanced camera and image depends on the level of your character (As seen in the
recognition software. A trainer can use a bonus action to TrainerLevel Table above). Without the proper level, a
identify a Pokémon within 50 feet using the Pokédex's Pokémon with a higher CR than allowed can be caught, but
scanner. Doing so registers the Pokémon on the Pokédex, will not leave its Pokéball until the level has been reached.
and reveals the base CR and some brief facts about the The maximum Pokémon CR that you can control increases
species. at levels 3, 5, 8, 11, 14, 17, and 20

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Trainer's Resolve Martial Artist


By the time you reach 10th level, you have had your fair share Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
of experience in difficult battles and have emerged victorious skill checks made by any of your fighting Pokémon.
and strong. You are now immune to fear, and may choose a Mountaineer
second saving throw to become proficient in. Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
Pokémon Tracker skill checks made by any of your rock Pokémon.
At level 13, you have already spent countless hours in the Mystic
wild, searching for Pokémon high and low. Once per long You gain proficiency in Arcana. Add a +1 bonus to all skill
rest, you may make a DC 15 WIS check to search for checks made by any of your ghost Pokémon.
Pokémon in the nearby area. On a success, your DM must tell
you what wild Pokémon can be found nearby. On a critical Steel Worker
success, a Pokémon of your choice from the DM's list Increase your Str or Con by +1. Add a +1 bonus to all skill
appears in the next encounter. checks made by any of your steel Pokémon.
Master Trainer Psychic
At level 20, you have finally achieved the title of Master You gain the ability to use the Telepathy spell once per day,
Trainer, and can now control any Pokémon in the known ignoring components. Add a +1 bonus to all skill checks
world. Additionally, your Pokémon are at peak fighting made by any of your psychic Pokémon.
performance. When you or your Pokémon fail a saving throw,
you may choose to succeed instead. This feature can be used Swimmer
twice per long rest. Gain a swim speed equal to your movement speed. Add a +1
bonus to all skill checks made by any of your water Pokémon.
Specializations Charmer
At level 1, players may choose a specialization from the Increase your Cha by +1. Add a +1 bonus to all skill checks
following list, granting them bonuses depending on the type made by any of your fairy Pokémon.
of Pokémon they train. Additional Specializations can be
chosen at later levels. Specializations can be stacked for an Shadow
additional +1 bonus for each time it is chosen. Gain proficiency in the Deception or Stealth skill. Add a +1
bonus to all skill checks made by any of your dark Pokémon.
Bird Keeper
You gain proficiency in Perception. Add a +1 bonus to all skill Alchemist
checks made by any of your flying Pokémon. Gain proficiency in the Medicine or Decption skill. Add a +1
bonus to all skill checks made by any of your poison
Bug Maniac Pokémon.
You gain Proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your bug Pokémon. Team Player
Increase any one of your ability scotes by 1. Add a +1 bonus
Camper to all skill checks made by any of your normal Pokémon.
You gain proficiency in Survival. Add a +1 bonus to all skill
checks made by any of your ground Pokémon. Ice Skater
Gain proficiency in the Performance or Persuasion skill. Add
Dragon Tamer a +1 bonus to all skill checks made by any of your ice
Increase your Wis by +1. Add a +1 bonus to all skill checks Pokémon.
made by any of your dragon Pokémon.
Engineer
Increase your Int by +1. Add a +1 bonus to all skill checks
made by any of your electric Pokémon.
Pyromaniac
Increase your Con by +1. Add a +1 bonus to all skill checks
made by any of your fire Pokémon.
Gardener
You gain proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your grass Pokémon.

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Cheerleader:
Trainer Paths You have the ability to inspire those around you. At level 9,
There are many ways and reasons to train Pokémon, ranging once per combat, you may use an action to boost all allied
from a desire for adventure to a wish to learn more about Pokémon with inspiring words. Until your next turn, you may
them. At the 2nd level, depending on your long term goals, add your CHA modifier to all allied attack rolls OR damage
choose one of the following paths: rolls OR AC.
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is
Your goal is to become one of the strongest trainers in the returned in kind. When you reach level 15, your Pokémon
world, and so you excel in battle. All of your Pokémon gain a have advantage on saving throws against negative status
+1 bonus to their attack and damage rolls. effects.
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to your Wisdom modifier. You may assign these to any You wish to learn more about Pokémon and the secrets that
of your Pokémon to be added to a single attack or damage they hold within. Due to your heightened understanding of
roll. You replenish your pool of battle dice at each long rest. your Pokémon, you may increase any skill check your
Pokémon makes by your trainer's Wisdom or Intelligence
Tactical Mastery: modifier. You must choose which at the time you choose this
Certain trainers choose to excel in one area, utilizing it to its path.
fullest potential. When you reach level 9, choose to increase
all of your Pokémon’s speed by 10, increase their STR by 1, Analyst:
increase their DEX by 1, or increase their CON by 1. A keen mind allows you to discern details about a Pokémon
others might overlook. At level 5, you can make a DC 12
Rapid Switching: Investigation roll as a bonus action to determine a Pokémon’s
When you reach level 15, you can recall and release Pokémon level and identify one of its abilities as determined by the DM.
as a bonus action.
Evolutionary Expert:
Hobbyist At level 9, your understanding of the secrets behind Pokémon
evolution allows you to excel the process. The level required
You choose to dabble in a variety of skills to take care of your for your Pokémon to evolve is reduced by 1. If you have any
Pokémon as it suits the current situation at hand. Whenever Pokémon that would be past evolution level when you gain
you capture or collect a new Pokémon, choose two of its this, you can choose to evolve them now.
abilities to increase by 1.
Professor:
Versatile: At level 15, you are an expert in your field. Once per combat,
At level 5, you gain a number of skill dice (d6) equal to your choose a Pokémon and make a DC 12 INT rollas as a bonus
WIS modifier. You may assign these to any of your Pokémon action. On a success, you identify all four of its known moves.
to be added to a single skill check or saving throw. You In addition, you learn that target's weak spots, granting +2 to
replenish your pool of skill dice at each long rest. all attack rolls against the Pokémon.
Many Faces: Pokémon Collector
At level 9, you may select a feature of any of the other trainer
path as long as it requires level 9 or lower. Your fascination with all the different types of Pokémon of the
world drives your need to collect them all. Gain proficiency in
Pokéball Crafter: the Animal Handling skill.
At level 15, at each long rest, you can gather enough natural
materials to craft an Ultra Ball. Gotta Catch ‘Em All:
At level 5, you are extremely practiced in the art of Pokémon
Poké Mentor collecting. Add 2 to all future attempts to catch a Pokémon.
You have a nurturing touch and a skill for mentoring Careful Catching:
Pokémon to bring out the best in them. Choose a TM under At level 9, any Pokémon you catch instantly are healed of
$3500 to add to your inventory. their status ailments and have full health.
Pokéchef: Disciplined Strikes:
You excel at creating meals for your Pokémon, seemingly out At level 15, you have trained your Pokémon to hold back or
of nothing. At level 5, you are frequently prepared with some unleash power when necessary. When damaging a Pokémon
sort of edible treat for Pokémon, granting 2d4+2 hit points enough to cause it to faint, you can choose to bring it to 1 HP
when given as an action. You can use this feature twice per instead.
day.

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2. Catching Pokémon
Catching Pokémon, much like in the original game, is crucial
to your success as a Pokémon trainer. There are several rules Throw Pokéball
to follow when catching Pokémon: Casting Time: 1 action
Range: 60 feet
A trainer can hold no more than their Pokéslots allow. If a Components: Pokéball
trainer’s Pokéslots are full when a Pokemon is caught, the
trainer must choose one Pokemon to send to their PC. You hurl a Pokéball at a wild Pokémon in attempt
to capture it. Make an Animal Handling skill check.
A Pokéball is destroyed on a failed catch attempt. You have advantage on the throw if the Pokémon is
A caught Pokémon retains its level, all status effects, and poisoned, restrained, asleep, burning, confused,
current HP at the time of the catch. paralyzed, or frozen.
It is impossible for a Trainer to catch a Pokémon greater
than their current level. The DC to catch a Pokémon is equal to: 8 +
A caught Pokémon is given the minimum amount of Pokémon’s Base CR (rounded down) + Pokémon
experience for that Pokémon’s level to start. level + Remaining HP / 10 (rounded to nearest 1)
A fainted Pokémon cannot be caught.
Catching a Pokémon give 1/5 the normal XP. Note: Bonuses are added to your throw depending
on which type of Pokéball you use. See the item list
There may be Pokémon in the wild that are friendly and for the different types of Pokéballs.
happy to join you in your adventures. For those that need a
little more coaxing, the mechanics of catching a Pokémon are
much like casting a spell that everyone knows.

For Example
You are a Level 5 Trainer and want to capture a level 3 Pikachu (Base CR 1/2). The DM knows you have knocked its health down to
15/18, and your Bellsprout has poisoned it. The DM would calculate your DC to capture it as:
Starting value: 8
+ Pokémon CR: 1/2 rounded down = 0
+ Pokémon Level: 3
+ Current HP / 10: 1.5 rounded = 2
= 13
You would have to roll a 13 or higher on an Animal Handling check to capture the Pikachu with a regular Pokéball, and have advantage
because the Pikachu is poisoned!

Note: It is at the discretion of the DM to reveal any information regarding the DC to capture Pokémon, but the player should at
least know whether or not the chance is impossible due to level constraints.

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3. Pokémon Care
Active Pokémon Pokémon Nature
At all times, a trainer must have an Active Pokémon. This Each Pokémon has their own personality - their own wants,
Pokémon stays outside their Pokéball and roams around with needs, likes and dislikes. Taking care of your Pokémon
the trainer to socialize and help with skill checks. In battle, means building a trusting relationship with them and
they are the first one to fight until switched out. At the end of accepting them for who they are. As such, any Pokémon you
battle, they resume status as the Active Pokémon. A trainer come into contact with has its own Nature that effects their
can switch out their Active Pokemon at any time, except ability scores and sticks with them for their entire life. The
immediately before entering a battle. If this Pokémon faints, following table can be used by the DM to randomly give
the trainer must choose a new Active Pokémon at that time. Pokémon a nature with a roll of a d20. When you choose your
Pokémon, like trainers, are proficient in various skills. starter, you may choose any of the following with their effects.
Outside of battle, a Pokémon may “help” their trainers,
granting advantage on one of the trainer’s skill checks as long d20 Nature Effect
as the Pokémon is proficient in that skill.
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and 2 Rash +2 Strength, -2 Constitution
Persuasion. If Ash has to use either of this skills, he is given
advantage on the roll. 3 Brave +2 Strength, -2 Wisdom
4 Cocky +2 Strength, -2 Charisma
Healing 5 Skittish +2 Dexterity, -2 Strength
There are three ways to heal your Pokémon. 6 Hasty +2 Dexterity, -2 Constitution
7 Energetic +2 Dexterity, -2 Charisma
Bring them to a Pokécenter.
Take a long or short rest 8 Clumsy +2 Dexterity, -2 Wisdom
Give them potions or food. 9 Apathetic +2 Constitution, -2 Dexterity
Pokécenters: 10 Stubborn +2 Constitution, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal 11 Grumpy +2 Constitution, -2 Charisma
your Pokémon to full health and recover all PP in less than 12 Relaxed +2 Constitution, -2 Strength
30 minutes. Free for those with Trainer Licenses, they can be
found across the world in abundance. 13 Careful +2 Wisdom, -2 Strength
14 Curious +2 Wisdom, -2 Constitution
Rests: 15 Naughty +2 Wisdom, -2 Charisma
Long rests take at least six hours and refresh all Pokémon 16 Cheerful +2 Charisma, -2 Strength
health, statuses, and PP.
Short rests can be as little as a half an hour and recover an 17 Sassy +2 Charisma, -2 Dexterity
amount of health equal to the number rolled on a Pokémon’s 18 Dumb +2 Charisma, -2 Wisdom
hit dice. PP is not recovered on short rests, and short rests 19 Hardy +1 AC, -2 Dexterity
do not revive fainted Pokémon.
20 Nimble + 1 AC, -2 Strength
Potions/Food:
Perishable items can be given to a Pokémon as an action to
instantly restore hit points or temporarily increase abilities.
Bonding
Bonding with your Pokémon is an important part of any
trainer’s routine. At each long rest, you have the ability to take
special time to bond with your active Pokémon. Bonding with
a Pokémon can take the form of practicing, eating together,
playing games, or simply just enjoying one another’s
company. Bonding with your Pokémon has two main benefits
that last until your next long rest:
The Pokémon gains an additional 10 temporary hit points
The Pokémon gains 1 point of inspiration

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Loyalty
The bond between a Pokemon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokemon 5e, the relationship between a Pokemon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokemon, how well they listen to you, and even whether or not certain Pokemon can evolve.
Ultimately, the Loyalty level of a Pokemon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokemon multiple times, seeking out snack and foods that the Pokemon enjoys, winning a particularly difficult battle, etc.
Lowering loyalty may involve catching a Pokemon in an undeserving way, leaving a Pokemon in the PC for too long, allowing a
Pokemon to faint from poison instead of healing it with antidote. The extremes of the loyalty scale should be more difficult to
reach than the levels closer to Neutral. Rarely should Pokemon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Lvl Emotion Effect
-3 Disloyal Disloyal Pokemon want nothing to do with their trainers. They despise being owned and consciously go
against their trainer's wishes at all times. Pokemon at this level add -3 to any saving throw they make. In addition,
before activating a move, must roll higher than an 18 on a d20 roll or lose their turn.
-2 Angry Angry Pokemon genuinely dislike their owners. They are hard to control and go against their trainer's wishes if
it does not align with their own. Pokemon at this level add -2 to any saving throw they make. In addition, before
activating a move, must roll higher than a 10 on a d20 roll or lose their turn.
-1 Unhappy An unhappy Pokemon stays with their owner, but would leave if they could. They hold no fondness for being
taken care of. Pokemon at this level add -1 to any saving throw they make.
0 Neutral A neutral Pokemon acts normally with no stat modifiers. It responds to its trainers commands and acts on its
own accord outside of combat as an Active Pokemon. Most freshly caught Pokemon begin at this level or
lower depending on the circumstances of their catch.
+1 Content A content Pokemon shows a fondness and respect for their owners. Caught Pokemon very rarely begin at any
loyalty level higher than this. Pokemon at this level gain an additional +1 to any saving throw they make.
+2 Pleased A pleased Pokemon puts great trust in their owners, and enjoys spending quality time with them. Pokemon at
this level gain an additional 5 hit points and +2 to any saving throw they make.
+3 Loyal Pokemon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokemon at this level gain an additional 10 hit points and +3 to any saving throw they make.

Image by Charmance96 via DeviantArt


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4. Battling
Being a master of your Pokémon in battle is one of the most
important parts of this game. Pokémon have their own set of Moves/Move Powers
moves, stats, and levels to gain. Your Pokémon have several moves to choose from in battle,
and can learn more as they advance levels or are given TMs
Combat and HMs. Moves in Pokémon 5e work similarly to spells in
5e. Each move has a number of Power Points (PP) that
Combat in Pokémon 5e is not much different than what you determine how many times the move can be used. Refilling
are used to, with a few exceptions: PP can be done by resting your Pokémon, or using an item
At the start of a battle, you make one initiative roll for both such as Ether.
you and your Pokémon using your trainers initiative Each move has a Move Power – the focused abilities of
bonus. that move. Move Powers can be any of the six main abilities,
Only one Pokémon of yours may be on the battlefield at and determine which ability to use for attack, damage, and
once. saving throw DC.
Changing out a Pokémon before it has fainted takes up an Attack Roll Bonus = Move Power Mod + Proficiency Mod
entire action, but changing out a Pokemon when it faints Damage Bonus = Move Power Mod
can be done immediately as a free action. Either way, a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
new Pokemon cannot be switched out until it has taken a
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet. In Pokemon battles, a trainer's main job is to interact with
On your turn, both your trainer and your active Pokémon the environment, issue commands, and keep their Pokemon
have a movement up to their speed, but only one of you in the fight by administering boosts or potions. There are
may take an action/bonus action. A Pokémon Trainer’s job strict laws governing the world of Pokemon and any trainer
on their turn is to assist their Pokémon in battle by vs. trainer combat is strictly prohibited, the penalty being the
interacting with the environment, providing potions or loss of one's Trainer License. As such, trainers may not target
boosts, commanding their Pokémon to attack, or other trainers or a trainer's Pokemon in battle. All is fair in
attempting to run away. wild Pokemon encounters, however. A trainer may assist
You MUST have a Pokémon in the battle at all times. If their Pokemon in battle, or defend against any incoming
you have no remaining Pokémon, you lose the battle. A attacks.
battle loss results in you losing half your total money
(rounded up), all carried Pokemon lose 1 level of loyalty,
and you must immediately use a revive or find a Running Away
Pokécenter. If trainers get caught up in a fight with wild Pokémon they do
not think they can win against, they can attempt a group DEX
Attacks of Opportunity check on a PC’s turn, contested by the DEX ability score of
If a Pokemon leaves the melee range of another without the wild Pokémon involved in the combat. More PCs need to
using the Disengage action, or when not returning to a succeed than fail. Tie goes to the runner. In case of a fail,
Pokeball, the opponent may use a melee move that has a time trainers may not attempt to run away again until that PC’s
of "1 action" immediately as a reaction. The move costs the next turn (one full round).
normal amount of PP.

Image Minirigby via DeviantArt


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5. Pokémon and Character Advancement


Pokémon Experience Pokémon Advancement
Experience points are rewarded to Pokémon for successfully When your Pokémon has gained enough experience, it may
defeating other Pokémon, or given out at the DM’s discretion be able to level up. Level ups for Pokemon happen
when the players complete a particularly difficult challenge or immediately, and do not require long rests. Just like PCs,
trainer battle. Catching a Pokémon also gives experience, Pokémon roll a hit die (determined in their stat block) and
but at 1/5 the normal amount. Experience can be add their CON modifier to determine the increase in HP at
distributed to a player’s Pokémon in any amount, but only each level. Each Pokémon levels under the same general
Pokémon that took an action in the fight can be given the format, detailed in the table below:
rewarded experience. Fainted Pokemon can also be given
experience as long as they were in the fight. If two or more
people battle against a single Pokémon, the experience given Pokémon Leveling
to each player to distribute is determined by the DM. See the
Appendix for more information on experience based on CR Level Prof Bonus Features STAB
and Pokémon level. 1st +2 +0
The following is a table containing the total experience a
Pokémon needs at each level to level up: 2nd +2 New Move +0
Level Experience Needed 3rd +2 STAB Increase +1
1st 0 4th +2 Ability Score Improvement +1
2nd 300 5th +3 Proficiency/Damage Increase +1
3rd 800 6th +3 New Move +1
4th 2,200 7th +3 STAB Increase +2
5th 6,000 8th +3 Ability Score Improvement +2
6th 10,000 9th +4 Proficiency Increase +2
7th 15,000 10th +4 New Move/Damage Increase +2
8th 21,000 11th +4 STAB Increase +3
9th 28,000 12th +4 Ability Score Improvement +3
10th 37,000 13th +5 Proficiency Increase +3
11th 47,000 14th +5 New Move +3
12th 58,000 15th +5 STAB Increase +4
13th 70,000 16th +5 Ability Score Improvement +4
14th 84,000 17th +6 Proficiency/Damage Increase +4
15th 100,000 18th +6 New Move +4
16th 118,000 19th +6 STAB Increase +5
17th 138,000 20th +6 Ability Score Improvement +5
18th 160,000
19th 184,000
20th 210,000

Ability Score Improvement:


New Move: Your Pokémon can gain two points to spend on increasing
their abilities (to a maximum of 20) OR can select a Feature.
Your Pokémon adds new moves that it can learn. All moves at (See Feats Section)
this level can be taught to your Pokémon. Pokémon cannot
have more than four moves at a time without the Extra Move Same-Type Attack Bonus (STAB)
Feat, so they may have to replace one of their old moves to Your Pokemon gains a bonus to damage rolls when it uses an
make room. Moves can only be replaced when a Pokémon attack move type that is the same as their Pokemon type.
gains a level, and must be chosen from the Pokémon’s current This bonus increases as the Pokemon levels up.
move list at a level at or below their current level.

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Evolution For example, Ash is currently level 4 and owns four Pikachu at
Pokémon can evolve into a new form once they hit a certain levels 1, 1, 3, and 2. He is only given three Pokéslots at this
level as determined in their stat block, or by giving them a level, so his total Pokémon levels for the purpose of leveling
certain type of special item. When a Pokémon evolves, the his PC is 1 + 2 + 3 = 6. If he were to level his level 3 Pikachu
following occurs: level 4, then he would reach 6th level because his new total
It keeps its current ability scores, but gains 5 points to would be 1 + 2 + 4 = 7. Because at 5th level, he receives
distribute towards any of those scores. another Pokéslot, his total for leveling changes to 1 + 1 + 2 +
It gains an HP bonus of double its level. 4 = 8.
It acquires the hit dice of its evolved form for this level up
and for future rolls. The highest leveled Pokemon a trainer owns do not need to
It acquires the base AC of its evolved form, all new be carried by that trainer in order to level up.
proficiencies, and vulnerabilities/resistances/immunities. It is important to note that Pokémon captured at a high
It keeps the known moves it had at the time of evolution, level are typically not as strong as those caught at a lower
but must learn all future moves from its new move list. level and trained up to that point. Capturing higher leveled
Note: Remember that a Pokémon can only switch out Pokémon may be beneficial for player level changes, but a
moves at a level up. trainer with 3 recently captured Charizards is weaker than a
Evolution can be delayed at the player’s discretion, but trainer who has cared for 3 Charmanders through their
once the decision has been made, the Pokémon cannot evolutions.
evolve until gaining an additional level.
Option 2:
Character Advancement The level of the trainer is based upon how many Pokémon
Level ups for trainers happen immediately, and do not require the trainer has registered in their Pokédex. Alternatively, the
long rests. There are two options a DM can use for player DM can choose to allow trainers to register a Pokémon by
character leveling, neither of which use experience points like reading a certain book, finding an artifact, speaking to a
Pokémon advancement. professor, etc. The following table can be used as a reference
for levels based on number of Pokémon in a Pokédex.
Option 1: Character Level Pokémon Registered
The level of a character is determined by total levels of the 2nd 8
character’s X highest leveled Pokémon, where X is the PC’s
current number of Pokéslots. The following table can be used 3rd 15
as a guideline for PC leveling. 4th 25
Character Level Total Pokémon Levels Needed 5th 35
2nd 3 6th 45
3rd 5 7th 58
4th 7 8th 75
5th 10 9th 87
6th 18 10th 100
7th 24 11th 110
8th 27 12th 118
9th 30 13th 124
10th 42 14th 132
11th 46 15th 138
12th 50 16th 144
13th 55 17th 150
14th 60 18th 154
15th 65 19th 158
16th 75 20th 160
17th 80
This option is particularly interesting if a campaign starts
18th 86 at later levels, because players can choose which Pokémon
19th 92 they have seen, with DM approval, leading to interesting
20th 100 backstories.

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6. Other Changes
Death Saving Throws for Pokémon Paralyzed:
A paralyzed creature has disadvantage on any STR or DEX
There are none. When your Pokémon reaches 0 HP, it faints saving throws, and attacks against it have advantage. At the
and you must replace it with another available Pokémon in beginning of each of its turns, roll a d4. On a result of 1, it
your inventory immediately as a free action. cannot move and its turn is over, but the trainer of a
paralyzed Pokémon still may take an action.
Damage Types
Pokémon 5e replaces the standard 5e damage types Challenge Rating (CR)
(bludgeoning, slashing, etc.) with ones more typical to the CR works slightly different in Pokémon 5e. Each Pokémon is
Pokémon universe. These include fire, water, ice, grass, given a “Base CR”. This is the challenge rating of the
ground, rock, electric, fighting, ghost, psychic, poison, bug, Pokémon at the lowest level it can be found. Think of CR as a
steel, dark, fairy, and normal. number that signifies the strength of the species, not the
specific Pokémon. For example, a level 1 Pidgey (Base CR
New Status Effects 1/8) is not as strong as a level 1 Bulbasaur (Base CR 1/2).
In addition to the previous effects such as grappled, This CR gives a guideline to compare Pokémon, and puts
restrained, etc., Pokémon 5e adds or modifies several new each Pokémon in a different column for experience as it
status effects. levels up.
Poisoned: Mounts
A poisoned creature has disadvantage on all ability checks, Any large or bigger Pokémon can be mounted (Or smaller at
attack rolls, and saving throws, and takes 1d6 poison damage the discretion of the DM). When you mount an active
at the beginning of each of its turns until it faints or is cured Pokémon, you take on their walking, swimming, or flying
of its poison. speeds.
Frozen:
A frozen creature is grappled and restrained. In combat, it
can attempt to break free of the ice with a DC 15 STR save at
the end of each of its turns. Outside of combat, the frozen
status lasts for one hour.
Confused:
A confused creature is affected for three rounds. During this
time, it loses its ability to take reactions and moves at half
speed. It must roll a d20 at the beginning of each of its turns.
On a result of 9 or lower, the creature hurts itself for 1d6
damage and may not make an attack, but the trainer of a
confused Pokémon still may take an action. On a roll of 20,
the creature is no longer confused.
Burning:
A burnt creature's attacks deal half their normal damage. In
addition, the creature takes 1d6 fire damage at the beginning
of each of its turns until it faints or is cured of its burns.
Asleep:
A creature that is asleep is incapacitated and restrained for a
maximum of three rounds, failing all STR and DEX saves
during that time. A sleeping creature can make a DC 12 CON
save as a bonus action at the beginning of each of its turns to
attempt to wake up.
Flinched:
A flinched Pokémon has disadvantage on any attack roll it
makes on its next turn. If it makes a move that requires a
saving throw, the target has advantage on the roll.

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7. Running a Game
Building Encounters
There will be essentially two types of encounters in Pokémon
5e: Wild Pokémon encounters and Trainer Battles.
Wild Pokémon:
Wild Pokémon encounters should be treated with caution. As
a DM, you have a responsibility to continually introduce your
players to new Pokémon of various levels throughout the
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching
new Pokémon. Clusters of Pokémon should contain those of
high and low levels, and the players should not know what
those levels are until they have successfully captured a
Pokémon. It is important to remember that Pokémon of
higher levels cannot be caught until the trainer has also
reached that level, and higher leveled Pokémon help players
progress through their levels without having to do much
training. As such, capture-focused expeditions should contain
several Pokémon of lower levels, while battle-focused
encounters should contain high level Pokémon to present a
challenge to the player, perhaps even 1 or 2 Pokémon of
much higher level than the players.
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the
fight by each PC, or distributed equally among all players.
Trainer Battles
Often in a campaign, your players will come across other
trainers that will want to engage in a Pokémon battle.
Combat for these fights are similar to wild Pokémon
encounters with the exception that an enemy trainer’s
Pokémon cannot be caught by any means.
Additionally, Pokémon that belong to an enemy trainer are
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may
have started at level 1 and have gone through an evolution or
two with that trainer. Advance the enemy Pokémon just the
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience
and money for defeating a trainer, in addition to experience
gained from each defeated Pokémon.
Starting Past Level 1
You may want to start a game with trainers higher than level
1. If this is the case, make sure you follow these additional
rules:
If using Option 1 for character advancement, The total
levels of a trainer’s Pokémon cannot exceed the minimum
level as shown in the experience chart.
None of the trainer’s Pokémon can have a CR above what
they can control based on their level.
One of the trainer’s Pokémon must be of a CR ½ or lower Image by Minirigby AwokenArts via clipartmax.com
as their starter, with an additional 10 hp to start.
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on CR and level.

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8. Items
Items from the 5e PHB can be used as normal. The following items are added, specific to the Pokémon universe and setting.

Pokéballs
The essential inventory item for any Pokémon trainer, the Pokéball allows you to catch wild Pokémon and gives them a place to be
safe, warm, and ready for battle.
Item Effect Cost
Pokéball +0 to Capture Rolls $250
Great Ball +5 to Capture Rolls $450
Ultra Ball +10 to Capture Rolls $700
Hyper Ball +20 to Capture Rolls $1,200
Level Ball +5 to Capture Rolls if active Pokemon is a higher level than target. $400
Lure Ball +10 to Capture Rolls while fishing $400
Moon Ball +10 to Capture Rolls against members of Nidoran, Jigglypuff, or Clefairy family $400
Friend Ball +0 to Capture Rolls. Sets Loyalty level to +1 after catch $600
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokemon $800
Heavy Ball +15 to Capture Rolls against Pokemon of size Medium or bigger. $800
Fast Ball +15 to Capture Rolls against Pokemon with primary speed higher than 30ft $800
Master Ball Automatic Success on Capture Roll Not Sold

Basic Restoratives
The following items are given to your Pokémon to restore HP, revive, or cure status ailments. A master trainer is always prepared
with a slew of restoratives.
Item Effect Cost
Potion Restores 2d4+2 HP $200
Super Potion Restores 6d4+6 HP $380
Hyper Potion Restores 10d4+10 HP $700
Antidote Cures Poison $200
Paralyze Heal Cures Paralysis $200
Burn Heal Cures Burn $200
Ice Heal Cures Frozen $200
Full Heal Restores all Status Effects $450
Revive Revives fainted Pokémon with 2d4+2 HP $3000
Max Revive Revives fainted Pokémon with 10d4+10 HP $5000
Ether Restores 5 PP to a single move $500
Max Ether Restores 5 PP to all moves $1800
Elixer Restores 10 PP to a single move $900
Max Elixer Restores 10 PP to all moves $3500
Candy Bar Restores 5 HP $150
Soda Pop Restores 10 HP $275
Berry Juice Restores 20 HP $500
Lemonade Restores 30 HP $650
MooMoo Milk Restores 50 HP $1200

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X – Items
The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle.
Item Effect Cost
X Attack Adds +2 to the Attack roll of a Pokémon for 1 minute $350
X Defend Adds +2 to the AC of a Pokémon for 1 minute $350
X Special Increases your Move DC by +2 for 1 minute $350
X Sp. Defense Increases saving throws by +2 for 1 minute $350
X Speed Increases a speed type by 10 feet for 1 minute $350
Dire Hit Critical hits on attacks made by the Pokémon occur on rolls of 19 and 20 for 1 minute $400
X Accuracy Grants advantage on next three attack rolls $350
Guard Spec Prevents status ailments for 1 minute $700

Vitamins
Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon (to a max of 18).
Item Effect Cost
HP Up Increase maximum HP by the maximum roll of one of your hit dice. $4900
Protein Increase STR by 1 $4900
Iron Increase DEX by 1 $4900
Calcium Increases CON by 1 $4900
Zinc Increase WIS by 1 $4900
Carbos Increase CHA by 1 $4900
PP Up Increase the PP of one of your moves by 2 $8800

Evolutionary Items
Some Pokémon can only evolve when coming into contact with certain evolutionary items. The following can be found at most
major stores:
Item Effect Cost
Fire Stone Evolves Vulpix, Growlith, and Eevee $3000
Leaf Stone Evolves Gloom, Weepinbell, and Exeggcute $3000
Moon Stone Evolves Nidorina, Nidorino, Clefairy and Jigglypuff $3000
Thunder Stone Evolves Pikachu and Eevee $3000
Water Stone Evolves Poliwhirl, Shellder, Eevee, and Staryu $3000
Sun Stone Evolves Gloom and Sunkern $3000
Dragon Scale Evolves Seadra $4400
King's Rock Evolves Slowpoke and Poliwhirl $3000
Metal Coat Evolves Onix, Scyther $4400
Up-Grade Evolves Porygon $3000

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TMs/HMs
The tables below contain a list of moves that can be taught to your Pokémon, even if they do not learn them in their natural
progression of leveling. TMs are destroyed after one use, but HMs can be used indefinitely. Note :If a TM move is replaced, it can
only be relearned by purchasing another TM. HMs CAN be replaced by other moves.
TMs
TM Cost TM Cost
01 – Dynamic Punch $3200 26 – Earthquake $3800
02 – Headbutt $2000 27 – Return $2000
03 – Curse $3600 28 – Dig $3200
04 – Rollout $4500 29 – Psychic $4600
05 – Roar $1200 30 – Shadow Ball $2600
06 – Toxic $2400 31 – Mud Slap $2000
07 – Zap Cannon $5500 32 – Double Team $2500
08 – Rock Smash $3000 33 – Ice Punch $2800
09 – Psych Up $2600 34 – Swagger $2500
10 – Hidden Power $2000 35 – Sleep Talk $3000
11 – Sunny Day $1400 36 – Sludge Bomb $3600
12 – Sweet Scent $2000 37 – Sandstorm $4500
13 – Snore $3200 38 – Fire Blast $3600
14 – Blizzard $4800 39 – Swift $1200
15 – Hyper Beam $8000 40 – Defense Curl $1200
16 – Icy Wind $3800 41 – Thunder Punch $2800
17 – Protect $2400 42 – Dream Eater $1600
18 – Rain Dance $1400 43 – Detect $2600
19 – Giga Drain $4000 44 – Rest $3200
20 – Endure $2500 45 – Attract $3000
21 – Frustration $3200 46 – Thief $2500
22 – Solar Beam $5,000 47 – Steel Wing $2800
23 – Iron Tail $2400 48 – Fire Punch $2800
24 – Dragon Breath $5000 49 – Fury Cutter $3200
25 – Thunder $3800 50 – Nightmare $3400

HMs
HM Cost HM Cost
01 – Cut $800 05 – Flash $2400
02 – Fly $3200 06 - Whirlpool $4500
03 – Surf $3200 07 - Waterfall $3200
04 – Strength $1200 - -

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Berries and Held Items


Pokemon may be given a single item to hold with varying effects. Some effects are triggered by events as am immediate free
action, others may have static effects that are always in place. The following is a list of items that can be held and their effects.
Berries
Item Effect Cost
Berry Restores 10 HP. Activated when Pokemon drops below 50% HP. $200
Gold Berry Restores 30 HP. Activated when Pokemon drops below 50% HP. $550
Mystery Berry Restores 5 PP. Activated when a move is depleted of PP. $700
Miracle Berry Cures any status condition. Activated when effected with any status. $500
Mint Berry Cures Sleep. Activated when put to sleep. $200
Burnt Berry Cures Burn. Activated when burnt $200
Ice Berry Cures Frozen. Activated when frozen. $200
PRZ Cure Berry Cures Paralysis. Activated when paralyzed $200
PSN Cure Berry Cures Poison. Activated when poisoned $200

Other Held Items


Item Effect Cost
Black Belt Fighting type moves do an additional 1d4 damage of that type. $4400
BlackGlasses Dark type moves do an additional 1d4 damage of that type. $4400
Charcoal Fire type moves do an additional 1d4 damage of that type. $4400
Dragon Fang Dragon type moves do an additional 1d4 damage of that type. $4400
Focus Band Roll a d20 when suffering from the flinched status. On a 10 or higher, you do not flinch. $1000
Hard Stone Rock type moves do an additional 1d4 damage of that type. $4400
King's Rock On natural attack rolls of 19 or 20, the target flinches. $3000
Leftovers Restores 1d4 HP after each turn of the holder $2800
Light Ball Raises Pikachu's MOVE power modifier by +1 $1400
Lucky Egg XP from battle for this Pokemon is increased by 20% $5000
Lucky Punch When held by Chansey, critical hits occur on rolls of 19 and 20. $1200
Magnet Electric type moves do an additional 1d4 damage of that type. $4400
Metal Coat Steel type moves do an additional 1d4 damage of that type. $4400
Metal Powder When held by Ditto, its CON score increases by +3 $1200
Miracle Seed Grass type moves do an additional 1d4 damage of that type. $4400
Mystic Water Water type moves do an additional 1d4 damage of that type. $4400
NeverMeltIce Ice type moves do an additional 1d4 damage of that type. $4400
Pink Bow Normal type moves do an additional 1d4 damage of that type. $4400
Poison Barb Poison type moves do an additional 1d4 damage of that type. $4400
Polkadot Bow Normal type moves do an additional 1d4 damage of that type. $4400
Quick Claw Increase initiative roll by +3 while this Pokemon is active. $1000
Scope Lens Critical hits occur on natural attack rolls of 19 and 20. $1500
Sharp Beak Flying type moves do an additional 1d4 damage of that type. $4400
SilverPowder Bug type moves do an additional 1d4 damage of that type. $4400
Spell Tag Ghost type moves do an additional 1d4 damage of that type. $4400
TwistedSpoon Psychic type moves do an additional 1d4 damage of that type. $4400

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Miscellaneous
Item Effect Cost
Pokédex Used to register Pokémon (See Below) $10,000
Old Rod Used to fish for Pokémon (See Below) $1,000
Good Rod Used to fish for Pokémon (See Below) $5,000
Super Rod Used to fish for Pokémon (See Below) $15,000
Escape Use as an automatic success to run away from combat $150
Rope
XP Share Half of experience from combat can be distributed to carried Pokémon that did not fight in the $7,500
battle

Pokédex
A hand-held computer with an advanced camera and image recognition software given to trainers at the start of their journey. A
trainer can use a bonus action to register a conscious Pokémon within 50 feet using the Pokédex's scanner. Doing so registers the
Pokémon on the Pokédex, and reveals the base CR and some brief facts about the species.
Fishing Rods
Fishing Rods are used to Fish. They are two-handed items and come in three varieties; Old Rods, Good Rods, and Super Rods.
Old Rods cost $1000, Good Rods cost $5,000, and Super Rods cost $15,000. The type of Pokémon you can catch with a fishing rod
depends on which rod you use and where you use them. Fishing for a Pokémon takes one hour. The DM may ask for a d100 roll,
with more rare Pokémon appearing at a higher result, and an unsuccessful catch at a lower result.
Old Rod: Magikarp
Good Rod: Goldeen, Poliwag
Super Rod: Psyduck, Poliwag, Poliwhirl, Tentacool, Slowpoke, Slowbro, Shellder, Krabby, Kingler, Horsea, Seadra, Goldeen,
Seaking, Staryu, Magikarp, Dratini

9. Feats
Any feature from the 5e PHB can be selected for trainers, Combo Master
with the exception of those that increase the Animal Your Pokémon is an expert in combining strikes against a foe.
Handling skill. The following features can be selected by your When this feature is selected, add +3 to damage rolls from
Pokémon instead of taking the Ability Score Increase given attacks that hit more than once. (Fury Swipes, Double Slap,
during the leveling process. etc.)
Extra Move: Smooth Façade
Your Pokémon can know five total moves instead of four. Your Pokémon is hardened, shrugging pain off like it is
nothing. When suffering from a negative status ailment other
AC Up: than sleep, your Pokémon gains +3 to their AC.
Your Pokémon’s AC increases by 1. This bonus is included
through a Pokémon’s evolutions.
Tireless:
Your Pokémon endures hours of rigorous training which keep
it in battle longer than the average Pokémon. Gain +1 PP for
every move.
Terrain Adept
Your Pokémon is especially skilled when fighting on a
specific terrain. Choose one of the following terrains when
selecting this feature. Your Pokémon gains +2 to attack rolls
when in this terrain. Terrains: Coastal, Swamp, Forest, Arctic,
Desert, Grassland, Hill, Mountain, Underwater.

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10. Move List


The following is a list of all moves a Pokémon can learn during the game, in alphabetical order. The “Move Power” is the ability
used for modifiers to the move, or to calculate DC for saving throws. If a Move Power states “Ability 1/Ability 2”, that means that
either ability can be used for the move.
Agility
Absorb Type: Psychic
Type: Grass Move Power: None
Move Power: Strength/Dexterity Move Time: 1 bonus action
Move Time: 1 action PP: 30
PP: 25 Duration: 1 minute
Duration: Instantaneous Range: Self
Range: Melee Description: You hone in on your abilities and feel a surge of
Description: You attempt to absorb some of an enemy’s speed course through your veins. As long as you have the
health. Make a melee attack on a Pokémon. On a hit, the type, increase your walking, flying, or swimming speed by
Pokémon takes 1d6 + MOVE grass damage. Half the 20 feet for the duration.
damage done is restored by the user.
Higher Levels: The base damage of this attack increases to Amnesia
2d6 at level 5, 3d6 At level 10, and 4d6 at level 17. Type: Psychic
Acid
Move Power: None
Move Time: 1 bonus action
Type: Poison PP: 20
Move Power: Dexterity Duration: 1 minute
Move Time: 1 action Range: Self
PP: 30 Description: Your mind elevates to a new level of focus. Add
Duration: Instantaneous +2 to any saving throw you make for the duration, but
Range: Self (30 foot cone) select one of your moves that is not Amnesia. You forget
Description: You create a stream of hot acid in a 30 foot that move and cannot use it for the duration.
cone, centered on you. Pokémon caught in the cone must
succeed on a DEX save, taking 2d6 poison damage on a Ancient Power
fail, and half as much on a success. Type: Rock
Higher Levels: Base damage increases to 3d6 At level 5, 5d6 Move Power: Strength/Dexterity
at level 10, and 8d6 at level 17. Move Time: 1 action
Acid Armor
PP: 5
Duration: Instantaneous
Type: Poison Range: Melee
Move Power: Constitution Description: You lash with unknown inner power. Make a
Move Time: 1 action melee attack roll against a creature, doing 2d6 + MOVE
PP: 20 rock damage on a hit. Either way, roll a d10 when the
Duration: 1 minute, Concentration attack is resolved. On a result of 10, all of your ability
Range: Self scores go up by 1 for the remainder of the encounter. This
Description: You are surrounded by a shield of thick acid for move can be stacked for a maximum of +5 to all ability
the duration. During this time, your AC increases by 2, and scores.
any Pokémon that hits you with a melee attack must Higher Levels: The base damage increases to 3d6 at level 5,
succeed on a CON save or take 1d6 poison damage. 4d6 at level 10, and 5d6 at level 17.
Higher levels: Poison damage increases to 2d6 At level 10.
Attract
Aeroblast Type: Normal
Type: Flying Move Power: Charisma
Move Power: Dexterity Move Time: 1 reaction
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: Self
Range: 50 feet line Description: As a reaction, when dealt damage by an attack,
Description: You shoot out a powerful vortex of air that you may force an opponent to make a WIS save against
shreds through opponents. Any Pokémon caught in a 50 your Move DC. On a fail, the creature must roll the damage
foot line, 5 feet wide, must make a DEX save against your again and use the lower result.
Move DC, taking 2d8 flying damage on a fail, and half as
much on a save.
Higher Levels: The damage increases to 3d8 at level 5, 6d8
at level 10, and 10d8 at level 17.

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Aurora Beam Higher Levels: The base damage for each hit increases to
Type: Ice 1d8 at level 5, 1d10 at level 10 and 1d12 at level 17.
Move Power: Strength/Dexterity Belly Drum
Move Time: 1 action Type: Normal
PP: 20 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: Self (60 foot line) PP: 10
Description: You create a 60 foot line of freezing ice, 5 feet Duration: Instantaneous
wide. Any creature caught in the line must succeed on a Range: Self
DEX save or take 2d6 ice damage and be frozen. Description: You sacrifice health for attack. When using this
Higher Levels: The damage done increases to 3d6 At level 5, move, take damage equal to half your maximum, but
5d6 At level 10, and 8d6 at level 17. increase your Strength score by 10 for the remainder of
Barrage the encounter. After using this move, you are unable to be
Type: Normal healed by potions until after the encounter.
Move Power: Strength/Dexterity Bide
Move Time: 1 action Type: Normal
PP: 20 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 30 feet PP: 10
Description: Make a ranged attak on a Pokémon, rolling 1d4 Duration: Instantaneous
on a hit. You attack with a barrage of ranged strikes equal Range: 50 feet
to the number shown. Each projectile does for 1d4 normal Description: You embrace the damage done to you, waiting
damage. for your time to strike. Use your attack action to activate
Higher Levels: The damage of each projectile increases to this move, and keep track of all damage done to you before
1d6 at level 5, 1d8 at level 10, and 1d10 at level 17. your next turn. On your next turn, you lash out at an enemy
Barrier with a normal ranged attack, striking them for double the
Type: Psychic amount of damage you took on a successful hit.
Move Power: None Higher Levels: At 10th Level, you can choose to hold Bide
Move Time: 1 action for a second turn for the chance to add additional damage
PP: 20 to the attack.
Duration: 1 minute, Concentration Bind
Range: Self Type: Normal
Description: You create a transparent shield of psychic Move Power: Strength
energy. While active, the barrier grants +2 to AC for you Move Time: 1 action
and any companions in a 5 foot radius, centered on you for PP: 20
the duration. Duration: Instantaneous
Baton Pass Range: Melee
Type: Normal Description: You attempt to grapple a target into submission.
Move Power: None Make a melee attack roll. On a hit, the target takes 1d10 +
Move Time: 1 bonus action MOVE normal damage and is grappled and restrained. At
PP: 40 the beginning of each of its turns, it may attempt to escape
Duration: Instantaneous with a STR save against your Move DC. While a Pokémon
Range: Self is grappled, you may continue this move, as a bonus action,
Description: As a bonus action, you may switch a Pokémon to do an automatic 1d10 + MOVE damage.
out with another Pokémon, passing along all negative Higher Levels: The base damage increases to 1d12 at level
status effects or stat changes to the new Pokémon. This 10.
includes existing substitutes, critical hit bonuses, AC Bite
increases, etc. Type: Dark
Beat Up Move Power: Strength/Dexterity
Type: Dark Move Time: 1 action
Move Power: Strength PP: 25
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous escription: You sink your teeth into an enemy Pokémon.
Range: Melee Make a melee attack roll, doing 1d8 + MOVE dark damage
Description: You use strength in numbers to attack a on a successful hit.
creature. Make a melee attack on a creature, and an igher Levels: The base damage of the attack increases to
additional attack for each Pokémon you are currently 2d8 at level 5, 3d8 at level 10, and 4d8 at level 17.
carrying, doing 1d6 dark damage on each hit.

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Blizzard Description: You reach out a series of hard hits against a


Type: Ice Pokémon. Make a melee attack roll, doing 1d6 + MOVE
Move Power: Strength/Dexterity ground damage on a hit. After successfully hitting a target,
Move Time: 1 action roll a d4. On a result of 3 or 4, you may immediately hit
PP: 5 again for an additional 1d6 normal damage. Continue this
Duration: Instantaneous process until you fail to roll a 3 or 4 on the d4 roll.
Range: 120 feet Higher Levels: The damage dice for this attack increases to
Description: Icy clouds form overhead and pelt the ground 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
with hail and snow, centered on a point you choose within Bubble
range. Each Pokémon within a 20 foot radius must make a Type: Water
Dexterity saving throw against your Move DC, taking 2d6 Move Power: Dexterity
ice damage on a failed save, or half as much on a Move Time: 1 action
successful one. PP: 30
Higher Levels: The damage increases to 3d6 at level 5, 6d6 Duration: Instantaneous
at level 10, and 10d6 at level 17. Range: 60 feet
Body Slam Description: You shoot a series of quickly moving bubbles at
Type: Normal a target. Make three ranges attacks, doing 1d4 water
Move Power: Strength damage on each successful hit.
Move Time: 1 action Higher Levels: The damage of each attack raises to 1d6 at
PP: 15 level 5, 1d8 at level 10, and 1d12 at level 17.
Duration: Instantaneous Bubble Beam
Range: Melee Type: Water
Description: You thrust yourself towards an opponent in an Move Power: Strength/Dexterity
attempt to crush them with your physical size. Make a Move Time: 1 action
melee attack on a target. On a hit, the target takes 1d10 + PP: 20
MOVE normal damage, and must succeed on a STR saving Duration: Instantaneous
throw against your Move DC or be knocked prone. Range: Self (80 foot line)
Higher Levels: The base damage of the attack increases to Description: You shoot a concentrated stream of bubbles in
2d10 at level 5, 3d10 at level 10, and 4d10 at level 17. an 80 foot line, 5 feet wide. Any Pokémon caught in the line
Bone Club must succeed on a DEX save against your Move DC, taking
Type: Ground 2d6 water damage on a failed save, and half as much on a
Move Power: Strength/Dexterity success.
Move Time: 1 action Higher Levels: The damage increases to 3d6 at level 5, 5d6
PP: 20 at level 10, and 8d6 at level 17.
Duration: Instantaneous Charm
Range: Melee Type: Fairy
Description: You strike a Pokémon with a club of bone, doing Move Power: Charisma/Wisdom
1d8 + MOVE on a successful hit. If the natural attack roll is Move Time: 1 action
18 or more, the target flinches on their next turn. PP: 20
Higher Levels: The base damage of the attack increases to Duration: 1 minute
1d10 at level 5, and 1d12 at level 10. Range: 80 feet
Bonemerang Description: You attempt to charm an opponent, sharply
Type: Ground decreasing its attack. A target you choose in range must
Move Power: Dexterity make a WIS save against your Move DC. On a fail, the
Move Time: 1 action target adds -2 to all attacks against you for the duration.
PP: 10 Higher Levels: The target adds an additional -1 at level 5,
Duration: Instantaneous and again at level 10 and 17 for a max of -5.
Range: 80 feet
Description: You throw a boomerang and make two ranges
attacks against a target. On each successful hit, do 1d6 +
MOVE ground damage.
Higher Levels: The base damage of the attacks increase to
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
Bone Rush
Type: Ground
Move Power: Strength
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee

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Clamp Constrict
Type: Water Type: Normal
Move Power: Strength Move Power: Strength
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 35
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You clamp down on an enemy Pokémon, Description: You wrap yourself around an enemy Pokémon,
attempting to deal damage and keep them in place. Make a trying to squeeze the life from them. Make a melee attack
melee attack roll. On a hit, the target takes 1d10 + MOVE roll. On a hit, the target takes 1d8 + MOVE normal damage
water damage and is grappled and restrained. At the and is grappled and restrained. At the beginning of each of
beginning of each of its turns, it may attempt to pry itself its turns, it may attempt to escape with a STR save against
away with a STR save against your Move DC. While a your Move DC. While a Pokémon is grappled, you may
Pokémon is grappled, you may continue this move on continue this move as a bonus action, doing an automatic
consecutive turns without spending an additional PP. 1d6 + MOVE normal damage without having to make an
Higher Levels: The base damage increases to 1d12 at level attack roll.
10. Higher Levels: The base damage on the attack increases to
Comet Punch
1d10 at level 5, and 1d12 at level 10.
Type: Normal Conversion
Move Power: Strength/Dexterity Type: Normal
Move Time: 1 action Move Power: None
PP: 15 Move Time: 1 bonus action
Duration: Instantaneous PP: 30
Range: Melee Duration: Instantaneous
Description: You strike out with a lightning fast punch. Make Range: Self
a melee attack roll. The target takes 1d6 + MOVE on a hit. Description: Your Pokémon takes on a new type for
After successfully hitting a target, roll a d4. On a result of 3 resistances and vulnerabilities, equal to one of the types of
or 4, you may immediately hit again for an additional 1d6 a move it currently knows.
normal damage. Continue this process until you fail to roll Conversion 2
a 3 or 4 on the d4 roll.
Higher Levels: The damage dice for this attack increases to Type: Normal
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Move Power: None
Move Time: 1 reaction
Confuse Ray PP: 10
Type: Ghost Duration: Instantaneous
Move Power: Dexterity/Intelligence Range: Self
Move Time: 1 action Description: After taking damage from an attack, You may
PP: 10 use your reaction to change your Pokémon type to one of
Duration: Instantaneous your choice that is resistant or immune to the type of move
Range: 60 feet used against you.
Description: You release a ray of psychic energy meant to Cotton Spore
confuse an opponent. Choose a target in range. The target
must make an INT saving throw against your Move DC or Type: Grass
take 2d6 psychic damage and become confused. Move Power: Dexterity/Constitution
Higher Levels: The damage increases to 4d6 at level 10. Move Time: 1 action
PP: 40
Confusion Duration: 1 minute
Type: Psychic Range: 30 feet
Move Power: Intelligence/Wisdom Description: You unleash spores of thick cotton that covers
Move Time: 1 action the opponent. Force a target in range to make a CON save
PP: 25 against your Move DC. On a fail, the target’s primary speed
Duration: Instantaneous is reduced by 10 for the duration. If this reduction in speed
Range: 80 feet causes their speed to be 0, they are restrained for the
escription: You attempt to enter the mind of an enemy and duration.
cause confusion. Make a ranged attack on a Pokémon in
range. On a hit, the target takes 2d10 psychic damage. If
the natural attack roll is 15 or more, the target becomes
confused.
igher Levels: At level 10, the damage increases to 2d12.

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Counter Cut
Type: Fighting Type: Normal
Move Power: Dexterity/Strength Move Power: Strength/Dexterity
Move Time: 1 reaction Move Time: 1 action
PP: 20 PP: 30
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: If you are hit by a normal or fighting type attack, Description: You lash out at an enemy with vine or claw or
you can use your reaction to retaliate against your foe, blade. Make a melee roll on an enemy, doing 1d6 + MOVE
doing 1d6 + MOVE fighting damage on a successful hit. on a successful hit.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The damage increases to 2d6 at level 5, 3d6
1d10 at level 10, and 1d12 at level 17 at level 10, and 4d6 at level 17.
Cross Chop Defense Curl
Type: Fighting Type: Normal
Move Power: Strength/Dexterity Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 40
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You crush an opponent with a strong sideways Description: You curl up into a tight ball, increasing your
strike. Make a melee attack against a target, doing 2d6 + defensive stance. Until your next turn, you gain + 4 to your
MOVE fighting damage on a hit. Cross Chop results in a AC and have resistance to normal attacks.
critical hit on 19s and 20s.
Higher Levels: The base damage increases to 3d6 at level 5, Destiny Bond
4d6 at level 10, and 5d6 at level 17. Type: Ghost
Move Power: Wisdom/Charisma
Crunch Move Time: 1 action
Type: Dark PP: 5
Move Power: Strength/Dexterity Duration: Instantaneous
Move Time: 1 action Range: 100 feet
PP: 15 Description: You create a dark, internal bond with an
Duration: Instantaneous opponent. Select a target in range, who must make a WIS
Range: Melee save against your Move DC. On a fail, if you faint during the
Description: You unleash a powerful blow that has a chance combat, the opponent must take damage equal to twice the
to temporarily lower a target’s defense. Make a melee damage of the same type that caused you to faint.
attack against a target, doing 1d10 + MOVE dark damage
on a hit. On a natural attack roll of 18 or higher, the target’s Detect
AC is decreased by 1 for the remainder of combat. Type: Fighting
Higher Levels: The base damage increases to 2d10 at level Move Power: None
5, 3d10 at level 10, and 4d10 at level 17. Move Time: 1 reaction
PP: 5
Curse Duration: Instantaneous
Type: Ghost Range: Self
Move Power: Wisdom/Charisma Description: You sense incoming danger and are able to
Move Time: 1 action quickly avoid it. When targeted by an attack, you may
PP: 10 automatically avoid taking damage on the first instance of
Duration: 1 minute, Concentration this reaction. On future reactions in the same combat, you
Range: 40 feet must roll higher than a 15 on a d20 roll for the reaction to
Description: This Move has a different effect based on your be successful.
Pokémon type. If you are ghost-type: You attempt to put a
curse on an opponent. Force a target in range to make a
WIS saving throw against your Move DC. On a fail, the
target is cursed. You take 1d6 damage initially and your
opponent takes 1d6 ghost damage at the end of each of its
turns for the duration. If you are any other type: You place a
curse on yourself. For the duration, your STR and CON
scores increase by two, but your DEX score decreases by 4.
Higher Levels:
For ghost types, the base damage for both you and your
opponent increases to 1d8 at level 5, 1d10 at level 10, and
1d12 at level 17.

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Dig Higher Levels: The base damage increases to 1d10 at level


Type: Ground 5, and 1d12 at level 10. At level 17, a natural attack roll of
Move Power: Strength/Dexterity 17 or more confuses the target.
Move Time: 1 action Double-Edge
PP: 10 Type: Normal
Duration: Instantaneous Move Power: Strength/Dexterity
Range: 30 feet Move Time: 1 action
Description: Your Pokémon burrows underground, PP: 15
disappearing from view before striking from underneath a Duration: Instantaneous
foe. When you activate this move, you burrow underground Range: Melee
and remain there until your next turn. During this time, you Description: You commit a massive attack against an
cannot be the target of any attack. On your next turn, make opponent. Make a melee attack against a target, doing 2d6
a melee attack on a pokemon in range, doing 2d6 ground normal damage on a hit, but taking 2d6 normal recoil
damage on a successful hit. Flying creatures are unaffected damage.
by this attack. Higher Levels: The base damage increases to 3d6 at level 5,
Higher Levels: The base damage increases to 3d6 at level 5, 5d6 at level 10 and 8d6 at level 17.
4d6 at level 10, and 6d6 at level 17.
Double Kick
Disable Type: Fighting
Type: Normal Move Power: Strength/Dexterity
Move Power: Charisma/Wisdom Move Time: 1 action
Move Time: 1 action PP: 30
PP: 20 Duration: Instantaneous
Duration: 1 minute, Concentration ange: Melee
Range: 60 feet
Description: You attempt to disable a Pokémon, hindering its escription: You strike twice with two devastating kicks.
abilities. Choose a target in range. The target must succeed Make two melee attack rolls, doing 1d6 + MOVE fighting
on a WIS saving throw against your Move DC. On a fail, damage on each successful hit.
roll a d4. Each of the opponent’s moves is numbered 1 – 4 Higher Levels: The base damage for each kick increases to
in alphabetical order. The move corresponding to the 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
number rolled is unable to be activated for one minute. If
the number rolled is higher than the number of moves Double Slap
known by the target Pokémon, reroll the d4 until you get a Type: Normal
lower result. Move Power: Strength/Dexterity/Charisma
Discharge Move Time: 1 action
Type: Electric PP: 10
Move Power: Dexterity Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 15 Description: You reach out to slap a Pokémon with quick
Duration: Instantaneous strikes. Make a melee attack roll, doing 1d6 + MOVE on a
Range: 10ft Circle hit. After successfully hitting a target, roll a d4. On a result
Description: You let loose a flare of electricity in a 10 foot of 3 or 4, you may immediately hit again for an additional
circle, centered on you, striking all creatures around you. 1d6 normal damage. Continue this process until you fail to
Creatures in the area must make a DEX saving throw roll a 3 or 4 on the d4 roll.
against your Move DC. On a fail, a creature takes Higher Levels: The damage dice for this attack increases to
2d6+MOVE electric damage. If a creature fails the save by 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
more than 5, it is paralyzed. Double Team
Higher Levels: The base damage increases to 2d6 at level 5, Type: Normal
3d6 at level 10, and 4d6 at level 17. Move Power: None
Dizzy Punch Move Time: 1 bonus action
Type: Normal PP: 15
Move Power: Strength/Dexterity Duration: 1 minute, Concentration
Move Time: 1 action Range: Self
PP: 10 Description: You create a duplicate image of yourself, 5 feet
Duration: Instantaneous beside you. The image copies every move you make. When
Range: Melee an enemy hits you with an attack, roll a d4. On a 3 or 4, the
Description: You strike out with a twirling punch. Make a image takes all the damage for you and disappears.
melee attack roll on a target, doing 1d8 + MOVE normal
damage on a hit. On a natural attack roll of 18 or more, the
target becomes confused.

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Dragon Breath Description: You strike out with a devastating punch that
Type: Dragon confuses your foes. Make a melee attack roll against an
Move Power: Strength/Dexterity opponent, doing 1d6 + MOVE fighting damage on a hit. On
Move Time: 1 action a hit, it also becomes confused.
PP: 20 Higher Levels: The base damage increases to 2d6 at level 5,
Duration: Instantaneous 3d6 at level 10, and 4d6 at level 17.
Range: Self (40 foot cone) Earthquake
Description: You release a powerful breath of energy in a 40 Type: Ground
foot cone. All targets caught in the blast must make a DEX Move Power: Strength
save against your Move DC, taking 3d6 dragon damage on Move Time: 1 action
a fail, and half as much on a save. If an opponent fails the PP: 10
save by 5 or more, it is paralyzed. Duration: Instantaneous
Higher Levels: The damage increases to 4d6 at level 5, 5d6 Range: 10 feet
at level 10, and 6d6 at level 17. Description: You create a tremor in the ground in a 10 foot
Dragon Rage radius, centered on you. Each creature in the area must
Type: Dragon succeed on a DEX save against your Move DC, taking 2d6
Move Power: Strength ground damage on a fail and be knocked prone. On a
Move Time: 1 action success, they take half as much damage and are not
PP: 10 knocked prone. The area becomes difficult terrain. Flying
Duration: Instantaneous Pokémon are immune to this attack.
Range: Self (100 foot line) Higher Levels: The damage increases to 3d6 at level 5, 5d6
Description: You unleash a devastating flow of energy in a at level 10, and 8d6 at level 17.
100 foot long line, 5 feet wide. Each creature caught in the Egg Bomb
blast must make a DEX save against your Move DC, taking Type: Normal
6d10 dragon damage on a fail, and half as much on a save. Move Power: Dexterity
Dream Eater Move Time: 1 action
Type: Psychic PP: 10
Move Power: Wisdom Duration: Instantaneous
Move Time: 1 action Range: 60 feet
PP: 15 Description: You hurl a hard egg at a creature that explodes
Duration: Instantaneous on impact. Make a ranged attack on a creature, doing 1d8
Range: 30 feet + MOVE normal damage on a successful hit.
Description: You tap into a sleeping Pokémon’s dreams, Higher Levels: The damage increases to 2d8 at level 5, 3d8
sucking from its energy pool. Instantly inflict 2d6 psychic at level 10, and 4d8 at level 17.
damage on a sleeping target in range, regaining half as Ember
many hitpoints to yourself. Type: Fire
Higher Levels: The damage increases to 4d6 at level 5, 6d6 Move Power: Strength/Dexterity
at level 10, and 8d6 at level 17. Move Time: 1 action
Drill Peck PP: 25
Type: Flying Duration: Instantaneous
Move Power: Strength/Dexterity Range: 60 feet
Move Time: 1 action Description: You hurl a ball of flame at an enemy within
PP: 20 range. Make a ranged attack, doing 1d10 + Move fire
Duration: Instantaneous damage on a successful hit. If the natural attack roll is 19
Range: Melee or 20, the target is burnt.
Description: You hammer down on an enemy with a peck Higher Levels: The base damage increases to 2d10 at level
attack. Make a melee attack roll on a target, doing 1d6 + 5, 3d10 at level 10, and 4d10 at level 17.
MOVE on a successful hit. Drill Peck scores a critical hit Encore
on 19s and 20s. Type: Normal
Higher Levels: The base damage increases to 1d8 at level 5, Move Power: Wisdom/Charisma
1d10 at level 10, and 1d12 at level 17. Move Time: 1 reaction
Dynamic Punch PP: 5
Type: Fighting Duration: Instantaneous
Move Power: Strength/Dexterity Range: 100 feet
Move Time: 1 action Description: After being targeted by a move, force an
PP: 5 opponent to make a WIS save against your Move DC as a
Duration: Instantaneous reaction. On a fail, the target can only use the move that
Range: Melee targeted you for its next turn.
Higher Levels: At level 10, the number of turns an opponent
must use the move changes to 2. At level 17, it changes to 3.

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Endure Description: You bring an opponent close and hit it with a


Type: Normal sucker punch. Make a melee attack on an opponent, always
Move Power: None with advantage, doing 1d6 + MOVE dark damage on a hit.
Move Time: 1 reaction Higher Levels: The base damage increases to 1d8 at level 5,
PP: 5 1d10 at level 10, and 1d12 at level 17.
Duration: Instantaneous Fire Blast
Range: Self Type: Fire
Description: When targeted by an attack that would Move Power: Strength/Dexterity
otherwise cause you to faint, you may instead fall to 1HP Move Time: 1 action
on the first instance of this reaction. On future reactions in PP: 5
the same combat, you must roll higher than a 15 on a d20 Duration: Instantaneous
roll for the reaction to be successful. Range: 40 feet
Explosion Description: Raging hot flames explode out from you and
Type: Normal leap towards two Pokémon in range. Pokémon targeted
Move Power: Strength must succeed on a DEX save against your Move DC, taking
Move Time: 1 action 3d6 fire damage and becoming burnt on a fail, and half as
PP: 5 much on a success without being burned.
Duration: Instantaneous Higher Levels: Base damage increases to 4d6 At level 5, 5d6
Range: 80 feet at level 10, and 6d6 at level 17.
Description: You create a sphere of energy that packs a Fire Punch
concentrated and devastating explosion. Choose a target Type: Normal/Fire
within range and roll a d20. On a 20, the explosion goes off Move Power: Strength/Dexterity
and all Pokémon within 5 feet of that point faint On any Move Time: 1 action
other roll, the explosion fails to go off and this move has no PP: 15
effect. Duration: Instantaneous
Extreme Speed Range: Melee
Type: Normal Description: You strike out with fire-infused fists. Make a
Move Power: Dexterity melee attack roll, doing 1d6 + Move normal damage and an
Move Time: 1 action additional 1d4 fire damage.
PP: 5 Higher Levels: The fire damage increases to 2d4 at level 5,
Duration: Instantaneous 2d6 at level 10, and 4d6 at level 17.
Range: Melee Fire Spin
Description: You rush to attack with incredible speed. At the Type: Fire
start of each round of combat, you can declare to go first Move Power: Dexterity
and use this move, moving your turn order to the top for Move Time: 1 action
this round only. No other move may be used. Make a melee PP: 15
attack roll, doing 1d6 + MOVE normal damage on a hit. Duration: Instantaneous
Higher Levels: The base damage increases to 2d6 at level 5, Range: 40ft
3d6 at level 10, and 4d6 at level 17. Description: You release a series of moving flames that
False Swipe dance around a target. Make a ranged attack roll, doing
Type: Normal 2d6 + MOVE on a hit. After successfully hitting a target,
Move Power: Strength/Dexterity roll a d4. On a result of 3 or 4, the target is burnt and you
Move Time: 1 action may immediately hit again for an additional 2d6 fire
PP: 40 damage. Continue this process until you fail to roll a 3 or 4
Duration: Instantaneous on the d4 roll.
Range: Melee Higher Levels: The damage dice for this attack increases to
Description: You swipe at an opponent but hold back power 2d8 at level 5, 2d10 at level 10, and 2d12 at level 17.
slightly. Make a melee attack against an opponent, doing Fissure
1d6 + MOVE on a hit. If this Attack would normally cause Type: Ground
an opponent to faint, it is reduced to 1HP instead. Move Power: Strength
Higher Levels: The base damage increases to 1d8 at level 5, Move Time: 1 action
1d10 at level 10, and 1d12 at level 17. PP: 5
Feint Attack Duration: Instantaneous
Type: Dark Range: 100 feet
Move Power: Strength/Dexterity/Charisma Description: You crack open the ground with devastating
Move Time: 1 action force. Choose a target in range and roll a d20. On a 20, the
PP: 20 target falls into the crack and vanished into the abyss. On
Duration: Instantaneous any other roll, or if targeting a flying creature, this move
Range: Melee has no effect. The area in a 20 foot radius around the
target becomes difficult terrain.

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Flail Fly
Type: Normal Type: Flying
Move Power: Strength/Dexterity Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50 feet
Description: You flail about with a wild strike that Description: You fly high into the air to prepare for a dive
increases in power the more injured you are. Make a bomb attack. When you activate this move, you flap your
melee attack roll against an opponent, doing 1d6 + wings and disappear into the Ethereal plane above you.
MOVE normal damage on a hit. If you are below You cannot be targeted by attacks while you are in the
50% of your maximum health, double the damage. If Ethereal plane. On your next turn, you use your action to
you are at 10% or below of your maximum health, reappear and make a diving melee attack on a Pokémon in
triple the damage. The multiplier for this attack range, doing doing 2d6 flying damage on a successful hit.
occurs before the multiplier for resistances or Higher Levels: The base damage increases to 3d6 at level 5,
vulnerabilities. 4d6 at level 10, and 6d6 at level 17.
Higher Levels: The base damage increases to 1d8 at level 5, Focus Energy
1d10 at level 10, and 1d12 at level 17.
Type: Normal
Flamethrower Move Power: None
Type: Fire Move Time: 1 action
Move Power: Strength/Dexterity PP: 30
Move Time: 1 action Duration: 1 minute
PP: 15 Range: Self
Duration: Instantaneous Description: You sacrifice your action to focus in on the
Range: Self (40 foot cone) energy inside you. For the duration, you roll a critical hit on
Description: You shoot a concentrated gout of flame in an 40 19s and 20s.
foot cone. Any Pokémon caught in the cone must succeed Foresight
on a DEX save against your Move DC, taking 2d6 fire
damage and being burnt on a failed save, or half damage Type: Normal
on a success. Move Power: Wisdom
Higher Levels: The damage increases to 3d6 at level 5, 5d6 Move Time: 1 action
at level 10, and 8d6 at level 17. PP: 40
Duration: Instantaneous
Flame Wheel Range: 50 feet
Type: Fire Description: Force a target in range to make a WIS saving
Move Power: Strength/Dexterity throw against your Move DC. On a fail, add +2 to all attack
Move Time: 1 action rolls you make against the opponent for the duration.
PP: 25 Regardless of the saving throw, for the remainder of
Duration: Instantaneous combat, any of your fighting or normal moves can hit a
Range: 10 feet ghost type Pokémon. If you are a ghost type, your ghost
Description: A wheel of flame explodes out from you in a 10 moves can now hit normal type Pokémon.
foot radius. All Pokémon in the area must succeed on a Frustration
DEX save against your Move DC, taking 2d6 fire damage
on a fail and half as much on a save. If the user is frozen, Type: Normal
this move can still be used, thawing out the Pokémon Move Power: Strength
during the attack Move Time: 1 action
Higher Levels: The damage dealt increases to 3d6 at level 5, PP: 20
4d6 at level 10, and 5d6 at level 17. Duration: Instantaneous
Range: Melee
Flash Description: You lash out at an opponent, venting your
Type: Normal frustration at your trainer. Make a melee attack roll against
Move Power: Constitution an opponent, doing 1d6 + MOVE on a hit. When you make
Move Time: 1 action this attack, add an additional bonus to hit and damage
PP: 20 equal to the number of levels you are below zero on the
Duration: Instantaneous Loyalty Chart.
Range: 20 feet Higher Levels: The base damage increases to 1d8 at level 5,
Description: You emit an immense flash of light in a 20 foot 1d10 at level 10, and 1d12 at level 17.
radius circle, centered on you. Pokémon in the area must
make a CON save against your Move DC. On a fail, they are
blinded.

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Fury Attack Higher Levels: The base damage increases to 2d8 at level 5,
Type: Normal 2d10 at level 10, and 2d12 at level 17.
Move Power: Strength/Dexterity Giga Drain
Move Time: 1 action Type: Grass
PP: 20 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You reach out and unleash relentless strikes Duration: Instantaneous
against a Pokémon. Make a melee attack roll, doing 1d6 + Range: 50 feet
MOVE on a hit. After successfully hitting a target, roll a d4. Description: You attempt to drain the life force of an enemy
On a result of 3 or 4, you may immediately hit again for an Pokémon. Make a ranged attack on a target, doing 1d12 +
additional 1d6 normal damage. Continue this process until MOVE grass damage on a hit. Half of the damage dealt is
you fail to roll a 3 or 4 on the d4 roll. restored to the user.
Higher Levels: The damage dice for this attack increases to Higher Levels: The base damage increases to 2d12 at level
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. 5, 3d12 at level 10, and 4d12 at level 17.
Fury Cutter Glare
Type: Bug Type: Normal
Move Power: Strength/Dexterity Move Power: Wisdom/Charisma
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 30
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: 100 feet
Description: You unleash series of cuts against a Pokémon Description: You stare into the depths of a Pokémon’s eyes
that increase in strength. Make a melee attack roll, doing with intense ferocity. The Pokémon must make a WIS
2d4 bug damage on a hit. After successfully hitting a target, saving throw against your Move DC or be paralyzed for the
roll a d4. On a result of 3 or 4, you may immediately hit duration. A creature that succeeds on this saving throw is
again for 2d4 bug damage. Continue this process until you unaffected by future attempts during this combat.
fail to roll a 3 or 4 on the d4 roll, increasing the damage on
each attack by another di. Growl
Higher Levels: The damage dice for this attack increases to Type: Normal
a d6 at level 5, d8 at level 10, and d10 at level 17. Move Power: Charisma/Strength
Move Time: 1 action
Fury Swipes PP: 40
Type: Normal Duration: 1 minute
Move Power: Strength/Dexterity Range: 100 feet
Move Time: 1 action Description: You target a Pokémon with an intimidating
PP: 20 growl. The Pokémon must make a WIS save against your
Duration: Instantaneous Move DC. On a fail, it adds -1 to any attack it makes for the
Range: Melee duration. This modifier can be stacked if it fails multiple
Description: You reach out and unleash relentless claw growl saves, up to a maximum of -5.
attacks against a Pokémon. Make a melee attack roll, doing
1d6 + MOVE on a hit. After successfully hitting a target, Growth
roll a d4. On a result of 3 or 4, you may immediately hit Type: Normal
again for an additional 1d6 normal damage. Continue this Move Power: None
process until you fail to roll a 3 or 4 on the d4 roll. Move Time: 1 action
Higher Levels: The damage dice for this attack increases to PP: 40
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Duration: 1 minute
Range: 30 feet
Future Sight Description: You increase the size of an ally Pokémon. When
Type: Psychic you use this move, a Pokémon in range (or you) grows
Move Power: Dexterity/Wisdom slightly larger, gaining the ability to add a d4 to any attack
Move Time: 1 action roll or saving throw for the duration.
PP: 15 Higher Levels: The dice to add increases to 1d6 at level 10.
Duration: Instantaneous, 3 rounds
Range: 30 feet
Description: You save an attack to unleash at a later time.
Make a melee attack roll on an opponent. On a hit, you may
attack on this turn, or save it for a future turn of your
choice, even if the opponent is switched out for a different
Pokémon. You may use the attack as a free action at any
time as long as the Pokémon is in range, even if it is not
your turn. The damage is equal to 2d6 + MOVE psychic
damage.

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Guillotine Heal Bell


Type: Normal Type: Normal
Move Power: Strength Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60 feet
Description: You are filled with an incredible rage, grabbing Description: You ring a bell that chimes beautifully across
the head of an enemy Pokémon in an attempt to squeeze the battle field. All active allied Pokémon in range are
the life from it. Roll a d20. On a 20, you instantly cause the healed of their negative status effects.
Pokémon to faint. On any other roll, this move has no High Jump Kick
effect. Type: Fighting
Gust Move Power: Strength/Dexterity
Type: Flying Move Time: 1 action
Move Power: Dexterity PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 35 Range: Melee
Duration: Instantaneous Description: You leap into the air to deliver a strong kick to
Range: 120 feet the enemy. Make a melee attack against a Pokémon, doing
Description: You create a strong wind that batters enemy 1d10 + MOVE fighting damage on a hit. On a miss, you
Pokémon. Make a ranged attack on a single Pokémon, take 1 damage.
doing 1d6 + MOVE normal damage on a hit. Higher Levels: The damage for this attack increases to 2d10
Higher Levels: The damage dice for this attack increases to at level 10.
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Hidden Power
Harden Type: Normal
Type: Normal Move Power: Any
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 15
PP: 30 Duration: Instantaneous
Duration: Instantaneous Range: 30 feet
Range: Self Description: You unleash a wave of force of unknown power
Description: You increase your defense, adding + 1 to your at a Pokémon in range. Make a ranged attack on an
AC. This effect can be stacked with multiple Harden opponent, doing 1d6 + MOVE damage of a random type.
moves, to a maximum of + 5 AC. Your AC returns to normal Roll a d12 to determine which type of damage is dealt.
after combat. 1) Bug
2) Fighting
Haze 3) Fire
Type: Ice 4) Flying
Move Power: None 5) Grass
Move Time: 1 action 6) Ground
PP: 30 7) Electric
Duration: Instantaneous 8) Ice
Range: 30 feet 9) Psychic
Description: You create a haze of light snow that washes 10) Rock
over the Pokémon in range. Any stat bonuses or modifiers, 11) Steel
status effects, shields or other outside forces effecting the 12) Water
stats or abilities of a Pokémon are removed. This includes Higher Levels: The base damage increases to 1d8 at level 5,
things like Leech Seed, Reflect, and Light Screen. 1d10 at level 10, and 1d12 at level 17.
Headbutt
Type: Normal
Move Power: Strength
Move Time: 1 action
PP: 15
Duration: Instantaneous
Range: Melee
Description: You really know how to use your head. Make a
melee attack roll, doing 1d6 + MOVE normal damage on a
hit. If the natural attack roll is 18 or more, the target falls
prone.
Higher Levels: The damage dice for this attack increases to
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.

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Horn Attack Range: Melee


Type: Normal Description: You lash out at a Pokémon with a quick fang
Move Power: Strength attack. Make a melee attack roll, doing 1d10 + MOVE on a
Move Time: 1 action hit. Hyper Fang scores a critical hit on 19 and 20. If the
PP: 25 natural attack roll is 18 or more, the target flinches on their
Duration: Instantaneous next turn.
Range: Melee Higher Levels: The base damage increases to 1d12 at level
Description: You strike at an enemy with your horn. Make a 10.
melee attack, doing 1d6 + MOVE on a hit. If you moved 20 Hypnosis
feet or more towards an enemy on this turn, do an Type: Psychic
additional 1d6 damage and force the enemy to make a Move Power: Wisdom/Intelligence
STR save against your Move DC or be knocked prone. Move Time: 1 action
Higher Levels: The base damage for both the horn and PP: 20
charge attack increases to 1d8 at level 5, 1d10 at level 10, Duration: Instantaneous
and 1d12 at level 17 Range: 30 feet
Horn Drill Description: You attempt to put the target to sleep. The
Type: Normal target must make a WIS save against your Move DC,
Move Power: Strength falling asleep on a failure.
Move Time: 1 action Ice Beam
PP: 5 Type: Ice
Duration: Instantaneous Move Power: Strength/Dexterity
Range: Melee Move Time: 1 action
Description: You attempt to drill your horn through an PP: 10
enemy Pokémon with tremendous strength. Roll a d20. On Duration: Instantaneous
a 20, the Pokémon is impaled and immediately faints. On Range: 120 feet
any other roll, you miss and this move fails. Description: You send a concentrated beam of freezing ice at
Hydro Pump a singe Pokémon in range. Make a ranged attack roll, doing
Type: Water 2d6 ice damage on a hit, and forcing the target to make a
Move Power: Strength/Dexterity CON save against your Move DC or become frozen.
Move Time: 1 action Higher Levels: The damage increases to 3d6 at level 5, 6d6
PP: 5 at level 10, and 10d6 at level 17.
Duration: Instantaneous Ice Punch
Range: Self (80 foot line) Type: Normal/Ice
Description: You send a surge of powerful water towards Move Power: Strength/Dexterity
enemy Pokémon in an 80 foot line, 5 feet wide. Pokémon Move Time: 1 action
caught in the blast must succeed on a DEX save against PP: 15
your Move DC, taking 4d6 water damage on a failed save, Duration: Instantaneous
and half as much on a success. Pokémon that fail the save Range: Melee
also are pushed back 10 feet and fall prone. Description: You strike out with ice-infused fists. Make a
Higher Levels: The base damage increases to 6d6 at level 5, melee attack roll, doing 1d6 + Move normal damage and an
8d6 at level 10, and 10d6 at level 17. additional 1d4 ice damage.
Hyper Beam Higher Levels: The ice damage increases to 2d4 at level 5,
Type: Normal 2d6 at level 10, and 4d6 at level 17.
Move Power: Strength/Dexterity Icy Wind
Move Time: 1 action, recharge 1 Type: Ice
PP: 5 Move Power: Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 120 feet PP: 15
Description: You unleash a concentrated beam of pure Duration: Instantaneous
energy at a Pokémon in range, doing 2d8 normal damage Range: 80 feet
on a hit. The beam is unavailable the next turn and must be Description: You create an icy wind that gusts towards a
recharged before you can use it again. Pokémon in range. Make a ranged attack against an
Higher Levels: The damage increases to 3d8 at level 5, 6d8 opponent, doing 2d6 + MOVE on a hit. On a natural attack
at level 10, and 10d8 at level 17. roll of 18 or more, the target falls prone.
Hyper Fang Higher Levels: The base damage increases to 3d6 at level 5,
Type: Normal 4d6 at level 10 and 4d6 at level 17.
Move Power: Strength/Dexterity
Move Time: 1 action
PP: 15
Duration: Instantaneous

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Iron Tail Description: You attempt to suck away some of an enemy


Type: Steel Pokémon’s life force. Make a melee attack roll, doing 2d4
Move Power: Strength on a hit. Half of the damage done is restored to the user.
Move Time: 1 action Higher Levels: The damage increases to 2d6 at level 5, 2d8
PP: 15 at level 10, and 2d12 at level 17.
Duration: Instantaneous Leech Seed
Range: 10 feet Type: Grass
Description: You swing your tail out, attempting to crush an Move Power: Dexterity
opponent. Make an attack roll on an opponent in range, Move Time: 1 action
doing 2d6 + MOVE steel damage on a hit. If the natural PP: 10
attack roll is a 19 or 20, the target’s AC is decreased by 1 Duration: Instantaneous
for the rest of combat. Range: 80 feet
Higher Levels: The base damage increases to 2d8 at level 5, Description: You send a seed at a Pokémon in range that
2d10 at level 10, and 2d12 at level 17. implants itself in their hide. Make a ranged attack roll. On a
Jump Kick hit, a seed implants into their skin. The target takes 2d4
Type: Fighting grass damage at the end of each of its subsequent turns
Move Power: Strength/Dexterity until it faints or is switched out. Half of the damage is
Move Time: 1 action restored by the attacker, or any other active Pokémon the
PP: 20 trainer has in battle, even if the original attacker faints or is
Duration: Instantaneous returned to its Pokéball. Only one Pokémon can be seeded
Range: Melee by the attacker at a time.
Description: You leap into the air to deliver a strong kick to Higher Levels: The di used for the initial and recurring
the enemy. Make a melee attack against a Pokémon, doing damages is changed to a d6 at level 10 and a d8 at level 17.
1d8 + MOVE fighting damage on a hit. On a miss, you take Leer
1 damage. Type: Normal
Higher Levels: The damage for this attack increases to 2d8 Move Power: Wisdom/Charisma
at level 10. Move Time: 1 action
Karate Chop PP: 30
Type: Fighting Duration: 1 minute
Move Power: Strength/Dexterity Range: 60 feet
Move Time: 1 action Description: You stare down an enemy Pokémon, reducing
PP: 25 its will. The Pokémon must make a WIS save against your
Duration: Instantaneous Move DC. On a fail, allies may add +1 to any attack they
Range: Melee target it with for the duration. This modifier can be stacked
Description: You extend a hand towards an enemy Pokémon if it fails multiple leer saves, up to a maximum of +5.
for a savage karate chop. Make a melee Attack roll, doing Lick
1d6 + MOVE normal damage on a hit. Karate Chop scores Type: Ghost
a critical hit on 19s and 20s. Move Power: Wisdom/Intelligence
Higher Levels: The base damage increases to 1d8 at level 5, Move Time: 1 action
1d10 at level 10, and 1d12 at level 17. PP: 30
Kinesis Duration: Instantaneous
Type: Fighting Range: Melee
Move Power: Strength/Dexterity Description: You reach out and lick an enemy Pokémon.
Move Time: 1 action Make a melee attack roll. On a hit, do 1d6 + MOVE ghost
PP: 15 damage. On a natural attack roll of 18 or higher, the target
Duration: 1 minute becomes paralyzed.
Range: Self Higher Levels: The base damage for this attack increases to
Description: You move with incredible speed. Increase your 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17
walking, flying, or swimming speed by 20 if it is greater Light Screen
than 0, and add +2 to AC when targeted by ranged attacks Type: Psychic
for the duration. This move cannot be stacked. Move Power: None
Leech Life Move Time: 1 action
Type: Bug PP: 30
Move Power: Dexterity Duration: 1 minute, Concentration
Move Time: 1 action Range: Self
PP: 10 Description: A shield of light forms in front of you, blocking
Duration: Instantaneous incoming attacks. For the duration, you have resistance to
Range: Melee all fire, grass, ice, water, poison, and ghost type moves. If
you were vulnerable to any of these types before activating
this move, you take regular damage instead of double.

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Lock-On Description: You shake the ground, attacking everything


Type: Normal standing in range. All Pokémon in range must make a DEX
Move Power: None save against your Move DC. Each Pokémon that fails the
Move Time: 1 action DEX save takes the following damage, determined by a roll
PP: 5 of a d10.
Duration: Instantaneous 1) 1d4
Range: 60 feet 2) 1d4+1
Description: You hone in on your target, ready to strike. 3) 1d6
When this move is activated, a single attack roll you make 4) 1d8
next turn is guaranteed to hit. This move does not effect 5) 1d6+2
one-shot moves like Fissure, Guillotine, Horn Drill, etc. 6) 1d10
7) 1d12
Lovely Kiss 8) 1d8+3
Type: Normal 9) 1d10+4
Move Power: Charisma/Wisdom 10) 1d12+5
Move Time: 1 action Higher Levels: Double the dice result at level 5, triple at level
PP: 5 10, and quadruple at level 17.
Duration: Instantaneous Mean Look
Range: 60 feet Type: Normal
Description: You blow a kiss to a Pokémon, attempting to Move Power: Strength/Charisma
put the target to sleep. The target must make a CHA save Move Time: 1 action
against your Move DC, falling asleep on a failure. PP: 5
Low Kick Duration: 3 rounds
Type: Fighting Range: 50 feet
Move Power: Strength/Dexterity Description: You flash an intimidating look at a Pokémon,
Move Time: 1 action attempting to freeze them in fear. Force a target in range to
PP: 20 make a WIS save against your Move DC. On a fail, the
Duration: Instantaneous target cannot flee or be switched out for 3 rounds.
Range: Melee Meditate
Description: You kick out at a Pokémon’s lower half, dealing Type: Paychic
damage and attempting to knock it off balance. Make a Move Power: None
melee attack, doing 1d6 + MOVE fighting damage on a hit. Move Time: 1 action
The target must make a STR save against your Move DC PP: 40
or be knocked prone. If the natural attack roll is 18 or Duration: 1 minute, Concentration
more, the target flinches on their next turn. Range: Self
Higher Levels: The base damage for this attack increases to Description: You become one with your inner self. For the
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. duration, double your proficiency bonus when it comes to
Mach Punch attack rolls and saving throws. This move cannot be
Type: Fighting stacked.
Move Power: Strength/Dexterity Mega Drain
Move Time: 1 action Type: Grass
PP: 30 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 30 feet PP: 15
Description: You rush forward to punch with incredible Duration: Instantaneous
speed. At the start of each round of combat, you can Range: 50 feet
declare to go first and use this move, moving your turn Description: You attempt to drain the life force of an enemy
order to the top for this round only. No other move may be Pokémon. Make a ranged attack on a target, doing 1d10 +
used. Make a melee attack roll, doing 1d6 + MOVE normal MOVE grass damage on a hit. Half of the damage dealt is
damage on a hit restored to the user.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The base damage increases to 2d10 at level
1d10 at level 10, and 1d12 at level 17. 5, 3d10 at level 10, and 4d10 at level 17.
Magnitude
Type: Ground
Move Power: Strength
Move Time: 1 action
PP: 30
Duration: Instantaneous
Range: 40 feet

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Megahorn Description: You summon a move at random to inflict


Type: Bug against the enemy. When you use this move, roll a d100. If
Move Power: Strength/Dexterity it is above 50, divide by 2 (rounding down). The resulting
Move Time: 1 action number is the TM number for the move you make. If the
PP: 10 move is unable to be completed because of positioning,
Duration: Instantaneous range, etc., Metronome fails.
Range: Melee Milk Drink
Description: You charge an opponent for a devastating horn Type: Normal
attack. Make a melee attack roll, doing 2d6 + MOVE bug Move Power: Constitution
damage on a hit. If the user moves at least 20 feet towards Move Time: 1 action
a target before using this move, the damage increases by PP: 10
1d6 and the target is forced to make a STR save against Duration: Instantaneous
your Move DC or be knocked prone. Range: Self
Higher Levels: The base damage for this attack becomes Description: You create a tasty drink that heals your or an
3d6 at level 5, 4d6 at level 10, and 5d6 at level 17. ally’s wounds. The recipient gains 2d6 + MOVE hit points.
Mega Kick Higher Levels: The base hit points recovered changes to 3d6
Type: Normal at level 5, 4d6 at level 10, and 5d6 at level 17.
Move Power: Strength Mimic
Move Time: 1 action Type: Normal
PP: 15 Move Power: None
Duration: Instantaneous Move Time: 1 bonus action
Range: Melee PP: 10
Description: You strike out with a hard kick. Make a melee Duration: 1 minute
attack against a target, doing 2d4 + MOVE normal damage Range: 120 feet
on a hit. Description: You copy another Pokémon’s movements,
Higher Levels: The base damage for this attack increases to learning its ways in battle. When used, this move is
2d6 at level 5, 2d8 at level 10, and 2d10 at level 17. temporarily replaced by your choice of one of the target's
Mega Punch moves. The target can be an ally. After one PP is
Type: Normal subtracted to use this move, the replacement move will
Move Power: Strength retain Mimic's remaining PP. The user can select any of the
Move Time: 1 action target's moves to copy for the duration.
PP: 15 Mind Reader
Duration: Instantaneous Type: Normal
Range: Melee Move Power: None
Description: You strike out with a hard punch. Make a melee Move Time: 1 action
attack against a target, doing 2d4 + MOVE normal damage PP: 5
on a hit. Duration: Instantaneous
Higher Levels: The base damage for this attack increases to Range: Self, 100 feet
2d6 at level 5, 2d8 at level 10, and 2d10 at level 17. Description: You sense the motives and moves of a Pokémon
Metal Claw in range. When this move is activated, a single attack roll
Type: Steel you make against the target next turn is guaranteed to hit.
Move Power: Strength This move does not effect one-shot moves like Fissure,
Move Time: 1 action Guillotine, Horn Drill, etc.
PP: 15 Minimize
Duration: Instantaneous Type: Normal
Range: Melee Move Power: None
Description: You strike out with sharp claws. Make a melee Move Time: 1 action
attack roll against an opponent, doing 1d6 + MOVE steel PP: 10
damage on a hit. If the natural attack roll is 19 or 20, your Duration: 1 minute, Concentration
next attack gets an additional +1 to hit. Range: Self
Higher Levels: The base damage increases to 1d8 at level 5, Description: You appear smaller to enemy Pokémon,
1d10 at level 10, and 1d12 at level 17. increasing your evasion. For the duration, you gain an
Metronome additional +2 to your AC.
Type: Normal
Move Power: Varies
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Varies

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Mirror Coat Higher Levels: The base hit points recovered changes to 3d6
Type: Psychic at level 5, 4d6 at level 10, and 5d6 at level 17.
Move Power: Constitution/Wisdom Mud Slap
Move Time: 1 reaction Type: Ground
PP: 5 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 40 feet PP: 10
Description: When hit by a ranged attack, you can attempt to Duration: Instantaneous
decrease the damage and send some back at the attacker. Range: 100 feet
Using this reaction, the damage is decreased by 1d6 + Description: You hurl mud at an enemy Pokémon. Make a
MOVE. If this causes the damage to fall below zero, the ranged attack roll, doing 1d6 + MOVE ground damage on a
attack is deflected and you may make a ranged attack roll hit.
to send it back at the attacker for the same amount of Higher Levels: The base damage increases to 1d8 at level 5,
psychic type damage. 1d10 at level 10, and 1d12 at level 17.
Higher Levels: The base damage for the decrease changes
to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Nightmare
Type: Ghost
Mirror Move Move Power: Wisdom/Charisma
Type: Flying Move Time: 1 action
Move Power: Dexterity/Wisdom PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 20 Range: 60 feet
Duration: Instantaneous Description: Only effective against sleeping Pokémon, you
Range: 50 feet, move varies instill a nightmare in their dreams, inflicting 3d6 + MOVE
Description: You perform the same move made by a chosen ghost damage automatically.
target after your last turn, using your own statistics for Higher Levels: The base damage increases to 4d6 at level 5,
bonuses and Move saves if applicable. 5d6 at level 10, and 6d6 at level 17.
Mist Night Shade
Type: Ice Type: Ghost
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 30 PP: 15
Duration: 1 minute Duration: Instantaneous
Range: 30 feet Range: 60 feet
Description: A light mist surrounds a target, offering a Description: You hit an enemy with a necrotic wave of dark
protective barrier. The target is immune to negative stat energy. Make a ranged attack against a target. On a hit, the
effects or modifier changes for the duration, but any damage is equal to 1d6 + the user’s level.
current effects are still in place. Higher Levels: The base damage increases to 1d8 at level 5,
Moonlight 1d10 at level 10, and 1d12 at level 17.
Type: Fairy Octazooka
Move Power: Wisdom/Charisma Type: Water
Move Time: 1 action Move Power: Strength/Dexterity
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Self Duration: Instantaneous
Description: If the sky is visible, a ray of moonlight shines Range: 30 feet
upon you, basking You in healing light. The user gains 2d6 Description: You send a blast of ink towards your opponents.
+ MOVE hit points. Make a ranged attack roll, doing 2d6 + MOVE water
Higher Levels: The base hit points recovered changes to 3d6 damage on a hit. If the natural attack roll is 18 or more, the
at level 5, 4d6 at level 10, and 5d6 at level 17. target must add -1 to attack rolls for the remainder of this
Morning Sun combat.
Type: Normal Higher Levels: The base damage for this attack becomes
Move Power: Wisdom/Charisma 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Self
Description: If the sky is visible, a ray of sunlight shines
upon you, basking You in healing light. The user gains 2d6
+ MOVE hit points.

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Outrage Move Time: 1 action


Type: Dragon PP: 5
Move Power: Strength Duration: 3 rounds
Move Time: 1 action Range: 80 feet
PP: 5 Description: You perform a song with devastating
Duration: 3 rounds, Concentration consequences to Pokémon that hear it. All Pokémon in
Range: Melee range (including you) must make a CON saving throw
Description: You go into a rampage, doing several attacks against your Move DC. For any that fail, they faint in 3
without control for three rounds. Make a melee attack roll rounds, on their turn, unless switched out by their trainer
each round, doing 1d6 + MOVE dragon damage on a hit the before the end of the three rounds.
first round, 2d6 + MOVE dragon damage on a hit the Petal Dance
second round, and 4d6 + MOVE dragon damage on a hit Type: Grass
the third round. At the end of the third attack, you become Move Power: Dexterity/Charisma
confused. This attack stops if concentration is broken or Move Time: 1 action
the user is frozen or paralyzed. PP: 10
Higher Levels: The damage dice for this attack increases to Duration: Instantaneous
d8 at level 5, d10 at level 10, and d12 at level 17. Range: 80 feet
Pain Split Description: You dance around, releasing a flurry of sharp
Type: Normal leaf attacks against a Pokémon in range. Make a ranged
Move Power: Constitution/Charisma attack roll, doing 1d6 + MOVE nature damage on a hit.
Move Time: 1 action After successfully hitting a target, roll a d4. On a result of 3
PP: 5 or 4, another leaf hits again for an additional 1d6 nature
Duration: Instantaneous damage. Continue this process until you fail to roll a 3 or 4
Range: 30 feet on the d4 roll.
Description: You split pain from your injuries with your Higher Levels: The damage dice for this attack increases to
attacker. Target a Pokémon in range, forcing them to make 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
a CON save against your Move DC. On a fail, both you and Pin Missile
your attacker change your current health points to the Type: Bug
average of the two. If this causes either Pokémon to go Move Power: Dexterity
above maximum health, they take their maximum health Move Time: 1 action
instead. PP: 20
Pay Day Duration: Instantaneous
Type: Normal Range: 60 feet
Move Power: Strength/Dexterity/Charisma Description: You strike a Pokémon with sharp projectiles in
Move Time: 1 action quick succession. Make a ranged attack roll, doing 1d6 +
PP: 20 MOVE bug damage on a hit. After successfully hitting a
Duration: Instantaneous target, roll a d4. On a result of 3 or 4, another projectile hits
Range: Melee again for an additional 1d6 bug damage. Continue this
Description: You strike a Pokémon, causing it to shake out process until you fail to roll a 3 or 4 on the d4 roll.
its purse. Make a melee attack on a Pokémon, doing 1d6 + Higher Levels: The damage dice for this attack increases to
MOVE on a hit. In addition, 5x the user’s level in cash is 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
scattered on the floor until the end of combat. This feature Poison Gas
can only happen once per Pokémon per combat. Type: Poison
Higher Levels: The base damage increases to 1d8 at level 5, Move Power: Constitution
1d10 at level 10, and 1d12 at level 17. Move Time: 1 action
Peck PP: 40
Type: Flying Duration: 1 minute
Move Power: Strength/Dexterity Range: 40 feet
Move Time: 1 action Description: You release a toxic cloud of poisonous gas in a
PP: 35 10 foot radius, centered on a point within range. Any
Duration: Instantaneous creature that starts their turn in this are must succeed on a
Range: Melee CON save against your Move DC, taking 1d6 poison
Description: You hammer down on an enemy with a peck damage and becoming poisoned on a fail, or half as much
attack. Make a melee attack roll on a target, doing 1d6 + damage without being poisoned on a save.
MOVE on a successful hit. Higher Levels: The damage increases to 2d6 at level 5, 3d6
Higher Levels: The base damage increases to 1d8 at level 5, at level 10, and 4d6 at level 17.
1d10 at level 10, and 1d12 at level 17.
Perish Song
Type: Normal
Move Power: Charisma

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Poison Powder Description: You send a booby-trapped gift to an opponent.


Type: Poison Make a ranged attack on an opponent in range. On a hit,
Move Power: Constitution the present explodes, doing 2d6 + MOVE normal damage.
Move Time: 1 action If the natural attack roll is 2 or lower, however, regardless if
PP: 35 it hits, the present provides the target with 2d6 + MOVE hit
Duration: Instantaneous points instead.
Range: 40 feet Higher Levels: The base damage or hit points recovered
Description: You release a cluster of poisonous spores that changes to 3d6 at level 5, 4d6 at level 10, and 5d6 at level
burst into the air above a Pokémon. The Pokémon must 17.
succeed on a CON save against your Move DC, becoming Protect
poisoned on a fail. Type: Normal
Poison Sting Move Power: None
Type: Poison Move Time: 1 reaction
Move Power: Strength/Dexterity PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 25 Range: Self
Duration: Instantaneous Description: You sense incoming danger and are able to
Range: Melee quickly avoid it. When targeted by an attack, you may
Description: You strike out at a Pokémon with a poisonous automatically avoid taking damage on the first instance of
sting. Make a melee attack role against a target, doing 1d6 this reaction. On future reactions in the same combat, you
+ MOVE poison damage on a hit. If the natural attack roll must roll higher than a 15 on a d20 roll for the reaction to
is 18 or more, the Pokémon is poisoned. be successful.
Higher Levels: The base damage increases to 1d8 at level 5, Psybeam
1d10 at level 10, and 1d12 at level 17. Type: Psychic
Pound Move Power: Dexterity/Intelligence/Wisdom
Type: Normal Move Time: 1 action
Move Power: Strength/Dexterity PP: 20
Move Time: 1 action Duration: Instantaneous
PP: 35 Range: 80 feet
Duration: Instantaneous Description: You send a beam of invisible, psychic energy at
Range: Melee a target in range. The target must make a WIS saving
Description: You crush an opponent with a pound attack. throw against your Move DC, taking 2d8 psychic damage
Make a melee attack roll against a target, doing 1d6 + and becoming confused on a fail, and half as much without
MOVE normal damage on a hit. becoming confused on a save.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The damage increases to 3d8 at level 5, 4d8
1d10 at level 10, and 1d12 at level 17. at level 10, and 5d8 at level 17.
Psychic
Powder Snow
Type: Ice Type: Psychic
Move Power: Dexterity Move Power: Intelligence/Wisdom
Move Time: 1 action Move Time: 1 action
PP: 25 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 40 feet Range: 40 feet
Description: You send a blast of cold snow at an opponent. Description: You tap into a Pokémon’s mind, damaging their
Make a ranged attack roll on an opponent, doing 1d6 + will to fight. Make a ranged attack on a Pokémon in range,
MOVE cold damage on a hit. If the natural attack roll is 18 doing 4d6 + MOVE psychic damage on a hit. If the natural
or higher, the target is frozen. attack roll is 18 or higher, the target becomes confused.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The base damage increases to 4d8 at level 5,
1d10 at level 10, and 1d12 at level 17. 4d10 at level 10, and 4d12 at level 17.
Present Psych Up
Type: Normal Type: Normal
Move Power: Dexterity/Charisma Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50 feet Range: 40 feet
Description: You sync up with an opponent, copying any
positive or negative stat changes effecting them due to
weather or moves this combat.

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Psywave Description: You summon a heavy rainfall that covers the


Type: Psychic battlefield.
Move Power: Intelligence/Wisdom Rapid Spin
Move Time: 1 action Type: Normal
PP: 15 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: Self (40 foot line) PP: 20
Description: You emit a wave of psychic energy in a 40 foot Duration: Instantaneous
line, 5 feet wide. Each Pokémon caught in the wave must Range: Melee
make a WIS save against your Move DC, becoming Description: You strike out with an incredibly fast spinning
confused on a fail. move. Make a melee attack roll against an opponent, doing
Pursuit 1d6 + MOVE normal damage on a hit. In addition, this
Type: Dark move automatically frees the user from Leech Seed or
Move Power: Strength/Dexterity anything causing it to be grappled or restrained. It is
Move Time: 1 reaction removed from these statuses before it rolls to hit.
PP: 5 Higher Levels: The base damage increases to 1d8 at level 5,
Duration: Instantaneous 1d10 at level 10, and 1d12 at level 17.
Range: 40 feet Razor Leaf
Description: As a reaction, when a Pokémon is switched out Type: Grass
by their trainer, you may make a ranged attack roll against Move Power: Strength/Dexterity
it, doing 1d6 + MOVE dark damage on a hit. Move Time: 1 action
Higher Levels: The base damage increases to 1d8 at level 5, PP: 25
1d10 at level 10, and 1d12 at level 17. Duration: Instantaneous
Quick Attack Range: 80 feet
Type: Normal Description: You send a razor sharp leaf at a Pokémon in
Move Power: Dexterity range at tremendous speed. Make a ranged attack roll,
Move Time: 1 bonus action doing 1d6 + MOVE grass damage on a hit. Razor Leaf
PP: 30 results in a critical hit on 19s and 20s
Duration: Instantaneous Higher Levels: The base damage increases to 1d8 at level 5,
Range: 10 feet 1d10 at level 10, and 1d12 at level 17.
Description: You lash out with a quick unarmed strike at a Razor Wind
Pokémon in range. As a bonus action, you can immediately Type: Normal
move and attack another Pokémon in range without taking Move Power: Strength/Dexterity
an attack of opportunity, doing 1d4 normal damage on a Move Time: 1 action, charge
hit. PP: 10
Higher Levels: The base damage increases to 1d6 at level 5, Duration: 1 round, Concentration
1d8 at level 10, and 1d10 at level 17. Range: Self (20 foot radius)
Rage Description: When you use this move, strong winds begin to
Type: Normal circle around you, granting +2 to AC. On your next turn, if
Move Power: Strength you keep your concentration, you release those winds in a
Move Time: 1 bonus action 20 foot radius, centered on you. Each Pokémon in the area
PP: 20 must make a DEX save against your Move DC, taking 2d6
Duration: 1 minute normal damage on a fail, or half as much on a success.
Range: Self Higher Levels: The damage increases to 3d6 at level 5, 5d6
Description: You go into a fit of rage, attacking with at level 10, and 8d6 at level 17
relentless fury. While you are raging, you gain +2 on all Recover
damage rolls, have resistance to normal damage, and have Type: Normal
advantage on all Strength checks. Your rage ends if you Move Power: Wisdom/Charisma
faint or if you have not attacked a hostile target since your Move Time: 1 action
last turn, or taken any damage since then. PP: 10
Higher Levels: Your increase in damage is equal to +4 at Duration: Instantaneous
level 5, +6 at level 10, and +8 at level 17. Range: 30 feet
Rain Dance Description: You extend a healing energy to recover the hit
Type: Water points of a Pokémon in range. The target regains 1d6 +
Move Power: None MOVE hit points.
Move Time: 1 action Higher Levels: You heal a base 2d6 at level 5, 3d6 at level 10,
PP: 5 and 4d6 at level 17.
Duration: 5 rounds
Range: Self

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Reflect Description: You release an intimidating roar at a Pokémon


Type: Psychic in range. The target must make a CHA save against your
Move Power: None Move DC, fleeing from battle on fail. You gain no
Move Time: 1 reaction experience from a fleeing Pokémon, and the move
PP: 5 automatically fails in trainer battles. A creature that
Duration: Instantaneous succeeds on this saving throw is unaffected by future
Range: Self attempts during this combat.
Description: When you are hit by a melee attack, use your Rock Slide
reaction to take half the damage dealt. Type: Rock
Rest Move Power: Strength
Type: Psychic Move Time: 1 action
Move Power: Wisdom/Charisma PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 80 feet
Duration: Instantaneous Description: Large boulders appear above an enemy
Range: Self Pokémon in range, crashing down on top of them. The
Description: You put yourself to sleep, but gain 2d6 + MOVE target must make a DEX save against your Move DC,
hit points in the process. taking 2d6 rock damage and falling prone on a failed save,
Higher Levels: You heal a base 4d6 at level 5, 6d6 at level 10, and half as much without falling prone on a success.
and 8d6 at level 17. Higher Levels: The damage increases to 3d6 at level 5, 5d6
at level 10, and 8d6 at level 17.
Return Rock Smash
Type: Normal Type: Fighting
Move Power: Strength Move Power: Strength
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You lash out at an opponent, in hopes it will Description: You strike out with a rock-crushing attack that
please your trainer. Make a melee attack roll against an may lower a users’s defense. Make an attack roll against an
opponent, doing 1d6 + MOVE on a hit. When you make opponent, doing 1d6 + MOVE fighting damage on a hit. If
this attack, add an additional bonus to hit and damage the natural attack roll is 19 or 20, the target’s AC decreases
equal to the number of levels you are above zero on the by 1 until the end of the encounter.
Loyalty Chart. Higher Levels: The base damage increases to 1d8 at level 5,
Higher Levels: The base damage increases to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
1d10 at level 10, and 1d12 at level 17
Rock Throw
Reversal Type: Rock
Type: Fighting Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 15
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: 100 feet
Range: Melee Description: You hurl a rock at an enemy Pokémon. Make a
Description: You unleash an all out attack that is stronger ranged attack roll, doing 1d6 + MOVE rock damage on a
the less HP you have. Make a melee attack roll against an hit.
opponent, doing 1d6 + MOVE fighting damage on a hit. If Higher Levels: The base damage increases to 1d8 at level 5,
you are below 50% of your maximum health, double the 1d10 at level 10, and 1d12 at level 17.
damage. If you are at 10% or below of your maximum
health, triple the damage. The multiplier for this attack Rolling Kick
occurs before the multiplier for resistances or Type: Fighting
vulnerabilities. Move Power: Strength/Dexterity
Higher Levels: The base damage increases to 1d8 at level 5, Move Time: 1 action
1d10 at level 10, and 1d12 at level 17. PP: 15
Roar Duration: Instantaneous
Type: Normal Range: Melee
Move Power: Strength/Charisma Description: You swing your feet around in a wide arc to
Move Time: 1 action strike a foe. Make a melee attack roll, doing 1d6 + MOVE
PP: 20 fighting damage on a hit. If the natural attack roll is 18 or
Duration: Instantaneous more, the target flinches on their next turn.
Range: 100 feet Higher Levels: The base damage increases to 1d8 at level 5,
1d10 at level 10, and 1d12 at level 17.

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Rollout Description: You stir up a massive sandstorm in a 30 foot


Type: Rock radius, centered on a point in range. For the duration, all
Move Power: Strength Pokémon types in the area that are not rock, steel, or
Move Time: 1 action ground must make a DC 12 CON save at the end of their
PP: 20 turns or take 1d6 rock damage.
Duration: Instantaneous, max 5 turns Higher Levels: The damage increases to 2d6 at level 5, 3d6
Range: Melee at level 10, and 4d6 at level 17.
Description: You roll into a foe, repeatedly making attacks Scary Face
with increasing strength. Make a melee attack on an Type: Normal
opponent, doing 1d4 + MOVE rock damage on a hit. If you Move Power: Strength/Charisma
use this move in back to back turns, double the dice on Move Time: 1 action
each hit for a maximum of 5 successive turns. Ex: 1d4 on PP: 10
first hit, 2d4 on second, 4d4, 8d4, 16d4. If any of the attacks Duration: Instantaneous
miss, the damage resets. Range: 60 feet
Higher Levels: The damage dice changes to a d6 at level 5 Description: You put on your scariest face, attempting to
and a d8 at level 17. paralyze an opponent with fear. Force a target in range to
Sacred Fire make a WIS save against your Move DC. On a fail, the
Type: Fire target is paralyzed.
Move Power: Strength/Dexterity Scratch
Move Time: 1 action Type: Normal
PP: 5 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 100 feet PP: 35
Description: You unleash a devastating, concentrated blast of Duration: Instantaneous
flame at a single target in range. Make a melee attack roll, Range: Melee
doing 8d6 + MOVE fire damage on a hit. If the natural Description: You slash out at a Pokémon in range. Make a
attack roll is 10 or more, the target is burned. melee attack, doing 1d6 + MOVE normal damage on a hit.
Safe Guard Higher Levels: The base damage increases to 1d8 at level 5,
Type: Normal 1d10 at level 10, and 1d12 at level 17.
Move Power: None Screech
Move Time: 1 action Type: Normal
PP: 25 Move Power: Constitution/Charisma
Duration: 3 turns Move Time: 1 action
Range: 50 feet PP: 40
Description: You and all allies in range boost their defense. Duration: 1 minute
For the duration, anyone affected is protected from any Range: 20 feet
new negative status conditions. Description: You let out a horrible screech at enemy
Higher Levels: Pokémon in a 20 foot radius, centered on you, distracting
Sand Attack them and opening up their defenses. The Pokémon must
Type: Ground make a WIS save against your Move DC. On a fail, allies
Move Power: Constitution add +1 to any attack they target an effected Pokémon with
Move Time: 1 action for the duration. This modifier can be stacked if a
PP: 15 Pokémon fails multiple screech saves, up to a maximum of
Duration: Instantaneous +5.
Range: 30 feet Seismic Toss
Description: You kick up a cloud of sand in an attempt to Type: Fighting
blind a target in range. Make a melee attack roll against a Move Power: Strength
target in range. On a hit, for the remainder of the Move Time: 1 action
encounter, the target adds -1 to all of their attack rolls. This PP: 20
move can be stacked for a maximum of -5 to attack rolls. Duration: Instantaneous
Sandstorm Range: Melee
Type: Rock Description: You attempt to throw a Pokémon into the
Move Power: None ground with tremendous force. Make a melee attack roll,
Move Time: 1 action doing fighting damage equal to the opponent’s level on a
PP: 10 hit, double on a critical hit. Seismic Toss results in a
Duration: 3 turns critical hit on 19s and 20s.
Range: 100 feet

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Self Destruct Sketch


Type: Normal Type: Normal
Move Power: Strength Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 1
Duration: Instantaneous Duration: Instantaneous
Range: 30 feet Range: Self
Description: You release a massive explosion in a 30 foot Description: When targeted by any move, use a reaction to
radius, fainting immediately after the attack. Creatures in copy it permanently to your move list. When you do this,
the area must make a DEX save against your Move DC. If the move Sketch disappears from your list.
your Pokémon has at least half its hit points left, anyone in Skull Bash
range takes 8d6 normal damage on a fail, or half as much Type: Normal
on a success. If your creature has less than half of its Move Power: Strength
hitpoints left, the damage is halved for a success or fail. Move Time: 1 action, charge
Higher Levels: Damage increases to 8d8 at level 5, 8d10 at PP: 5
level 10, and 8d12 at level 17. Duration: 1 round, Concentration
Shadow Ball Range: 50 feet
Type: Ghost Description: When you use this move, you lower your head
Move Power: Dexterity/Wisdom and prepare to strike a foe within range. On your next
Move Time: 1 action turn’s action, if you keep your concentration, you charge at
PP: 15 a Pokémon in range ignoring your walking speed and any
Duration: Instantaneous opportunity attacks you may incur. Make a melee attack
Range: 60 feet roll, doing 5d6 + MOVE on a hit. A Pokémon hit with this
Description: You hurl a sphere of magical darkness at an attack much succeed on a STR saving throw against your
opponent. Make a ranged attack, doing 2d6 ghost damage Move DC or be knocked prone.
on a hit. On a hit, the ball expands and covers the Higher Levels: The damage increases to 6d6 at level 5, 7d6
opponents face, granting them a -2 to hit on their next at level 10, and 8d6 at level 17
attack. Sky Attack
Higher Levels: The damage increases to 3d6 at level 5, 4d6 Type: Flying
at level 10, and 5d6 at level 17. Move Power: Strength/Dexterity
Sharpen Move Time: 1 action, charge
Type: Normal PP: 5
Move Power: Constitution Duration: 1 round, Concentration
Move Time: 1 action Range: 80 feet
PP: 30 Description: When you use this move, you flap your wings
Duration: 1 minute, Concentration menacingly and prepare to strike a foe within range. On
Range: Self your next turn’s action, if you keep your concentration, you
Description: You collect your focus, sharpening your combat dive at a Pokémon in range, ignoring your flying speed and
skills. You may add 1d4 to any attack roll for the duration. any opportunity attacks you may incur. Make a melee
Higher Levels: At level 10, the dice you can add changes to attack roll, doing 5d6 + MOVE on a hit.
1d6 Higher Levels: The damage increases to 6d6 at level 5, 7d6
at level 10, and 8d6 at level 17
Sing
Type: Normal Slam
Move Power: Charisma Type: Normal
Move Time: 1 action Move Power: Strength
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 30 feet Duration: Instantaneous
Description: You sing a beautiful song in an attempt to put Range: Melee
enemy Pokémon to to sleep. Roll 3d8; the total is how Description: You crush an opponent with a slam attack.
many hit points of Pokémon this spell can affect. Pokémon Make a melee attack roll against a target, doing 1d8 +
within 30 feet of you are affected in ascending order of MOVE normal damage on a hit.
their current hit points. Starting with the Pokémon that Higher Levels: The base damage increases to 2d8 at level 5,
has the lowest current hit points, each Pokémon affected 3d8 at level 10, and 4d8 at level 17.
by this spell falls asleep. Subtract each Pokémon’s hit
points from the total before moving on to the Pokémon
with the next lowest hit points. A Pokémon’s hit points
must be equal to or less than the remaining total for that
creature to be affected.
Higher Levels: Roll 7d8 for hitpoints at level 5, 9d8 at level
10, and 11d8 at level 17.

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Slash Description: You hurl a mass of sticky sludge that may


Type: Normal poison opponents in its blast. Make a ranged attack roll
Move Power: Strength/Dexterity against a target. On a hit, the target takes 2d6 + MOVE
Move Time: 1 action poison damage and the area in a 5 foot radius around it is
PP: 20 covered in sludge. Any Pokémon in that area at the
Duration: Instantaneous beginning of their turn must make a DC 12 CON save or
Range: Melee become poisoned.
Description: You slash out at a Pokémon in range. Make a Higher Levels: The base damage increases to 3d6 at level 5,
melee attack, doing 1d8 + MOVE normal damage on a hit. 4d6 at level 10, and 5d6 at level 17.
Slash results in a critical hit on 19s and 20s. Smog
Higher Levels: The base damage increases to 1d10 at level Type: Poison
5, and 1d12 at level 10.. Move Power: Constitution
Sleep Powder Move Time: 1 action
Type: Grass PP: 20
Move Power: Constitution Duration: Instantaneous
Move Time: 1 action Range: 80 feet
PP: 15 Description: You create a fog of poisonous smog in a 15 foot
Duration: Instantaneous radius, centered on a point within range. Creatures that
Range: 40 feet begin their turn in the area take 1d6 + MOVE poison
Description: You release a cluster of spores at a Pokémon in damage and must succeed on a CON save against your
range, attempting to put them to sleep. The target must Move DC or become poisoned. The area of smog is
make a WIS saving throw against your Move DC or fall considered difficult terrain, and any attacks make from
asleep. inside it are done at disadvantage.
Higher Levels: The base damage inside the smog increases
Sleep Talk to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
Type: Normal Smokescreen
Move Power: Varies Type: Normal
Move Time: Varies Move Power: Constitution
PP: 10 Move Time: 1 action
Duration: Varies PP: 20
Range: Varies Duration: 1 minute, Concentration
Description: This move can only be used if you are asleep. Range: Self
While asleep, activate a random move from your move list Description: You conjur a line of smoke on the battlefield, 60
as an action. Roll a d4 to determine which move you use. feet long and 5 feet thick. The area on either side is
Sludge obscured and imposes disadvantage on any ranged attacks
Type: Poison made by a Pokémon targeting another on the opposite side.
Move Power: Dexterity/Constitution Any Pokémon inside the wall of smoke must make a CON
Move Time: 1 action save against your Move DC or become blinded for the
PP: 20 duration.
Duration: Instantaneous Snore
Range: 20 feet Type: Normal
Description: You spew poisonous sludge at an enemy Move Power: Strength/Wisdom
Pokémon in range. Make a ranged attack on a Pokémon, Move Time: 1 action
doing 2d6 + MOVE poison damage on a hit. The creature PP: 15
must make a CON save against your Move DC or become Duration: 1 action
poisoned. Range: 50 feet
Higher Levels: The base damage increases to 3d6 at level 5, Description: You create a harsh noise that damages all
4d6 at level 10, and 5d6 at level 17. sleeping Pokémon within range for 1d6 + MOVE normal
Sludge Bomb damage. If a 6 is rolled for damage, the target flinches next
Type: Poison turn if they wake up.
Move Power: Dexterity/Constitution Higher Levels: The damage increases to 2d6 at level 5, 3d6
Move Time: 1 action at level 10, and 4d6 at level 17.
PP: 10
Duration: Instantaneous
Range: 40 feet

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Soft-Boiled Description: You fire a sticky web that attempts to grapple an


Type: Normal opponent. Make a ranged attack roll on a target in range.
Move Power: Constitution/Charisma On a hit, the target is covered in web. While covered, it is
Move Time: 1 action grappled and restrained and cannot flee or be switched
PP: 10 out. The target can use an action to escape with a DC 12
Duration: Instantaneous STR check.
Range: 30 feet Higher Levels: The DC to escape is 13 at level 5, 15 at level
Description: Heal a Pokémon in range for 2d6 + MOVE 10, and 18 at level 17.
hitpoints. Spike Cannon
Higher Levels: The base healing increases to 3d6 at level 5, Type: Normal
4d6 at level 10, and 5d6 at level 17. Move Power: Strength/Dexterity
Solar Beam Move Time: 1 action
Type: Grass PP: 10
Move Power: Strength/Dexterity Duration: Instantaneous
Move Time: 1 action, charge Range: 60 feet
PP: 10 Description: You fire a series of sharp spikes at a Pokémon
Duration: 1 round, Concentration in range. Make a ranged attack roll, doing 2d6 + MOVE
Range: Self (60 foot line) normal damage on a hit. After successfully hitting a target,
Description: When you use this move, soak in solar energy roll a d4. On a result of 3 or 4, you may immediately hit
and prepare to unleash a devastating beam. On your next again for an additional 1d6 normal damage. Continue this
turn, if you keep your concentration, you create a 60 foot process until you fail to roll a 3 or 4 on the d4 roll.
line of solar energy, 5 feet wide. Any creature caught in the Higher Levels: The damage dice for this attack increases to
line must succeed on a DEX save or take 6d6 grass 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
damage on a fail and half as much on a save. If this move in Spikes
used in daylight, the damage increases by 2d6. Type: Ground
Higher Levels: The damage done increases to 8d6 At level 5, Move Power: Strength/Dexterity
10d6 At level 10, and 12d6 at level 17. Move Time: 1 action
Sonic Boom PP: 20
Type: Normal Duration: Instantaneous
Move Power: Strength/Dexterity Range: 80 feet
Move Time: 1 action Description: You set a trap of spikes that hurts Pokémon that
PP: 20 come into battle. If a trainer is in range and switches out a
Duration: Instantaneous Pokémon, you can spend a reaction to make a ranged
Range: 20 foot circle attack with spikes that come out of the ground, doing 1d6 +
Description: You unleash a deafening sound that harms MOVE on a hit.
Pokémon in a 20 foot circle, centered on you. Pokémon in Higher Levels: The base damage increases to 1d8 at level 5,
range must make a CON save against your Move DC, 1d10 at level 10, and 1d12 at level 17.
taking 20 flat damage on a fail. Spite
Spark Type: Ghost
Type: Electric Move Power: Wisdom
Move Power: Strength/Dexterity Move Time: 1 reaction
Move Time: 1 action PP: 5
PP: 20 Duration: Instantaneous
Duration: Instantaneous Range: 30 feet
Range: Melee Description: When hit with an attack, you can spend a
Description: You strike out with an electrified tackle with a reaction to attempt to drain the attacker’s PP. Force the
chance to paralyze a target. Make a melee attack roll attacker to make a WIS save against your Move DC. On a
against an opponent, doing 1d6 + MOVE on a hit. If the fail, roll a d4. The PP of the move that attacked you is
natural attack roll is 18 or higher, the target is paralyzed. decreased by that number.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level
1d10 at level 10, and 1d12 at level 17. 10, and 1d10 at level 17.
Spider Web Splash
Type: Bug Type: Normal
Move Power: Dexterity Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 40
Duration: 1 minute Duration: Instantaneous
Range: 40 feet Range: Melee
Description: You flail around on the ground, doing no
damage and looking ridiculous, but your jump speed
becomes 50 feet.

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Spore Higher Levels: The damage increases to 3d6 at level 5, 5d6


Type: Grass at level 10, and 8d6 at level 17.
Move Power: Dexterity/Wisdom Strength
Move Time: 1 reaction Type: Normal
PP: 5 Move Power: Strength
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 15
Description: When you are hit by a melee attack, you can use Duration: Instantaneous
your reaction to release a spore that attempts to put your Range: Melee
attacker to sleep. The Pokémon must make a WIS save Description: You strike out at a Pokémon with brute
against your Move DC, falling asleep on a fail. strength. Make a melee attack roll against a Pokémon,
Spotlight doing 1d6 + MOVE on a hit. On a hit, you may also choose
Type: Normal to push the Pokémon 5 feet away.
Move Power: Dexterity/Charisma Higher Levels: The base damage increases to 2d6 at level 5,
Move Time: 1 action 3d6 at level 10, and 4d6 at level 17
PP: 5 String Shot
Duration: 1 minute, Concentration Type: Bug
Range: 80 feet Move Power: Dexterity
Description: You shine a bright light on a Pokémon in range Move Time: 1 action
that follows them around the battlefield. The target must PP: 40
make a DEX save against your Move DC. On a fail, attacks Duration: 1 minute
against that Pokémon have advantage for the duration. Range: 60 feet
Steel Wing Description: You unleash sticky string at a Pokémon in
Type: Steel range, slowing it down. Make a ranged attack roll against a
Move Power: Strength/Dexterity target. On a hit, the target’s primary speed is reduced by 10
Move Time: 1 action for the duration. If this reduction in speed causes their
PP: 25 speed to be 0, they are restrained.
Duration: Instantaneous Struggle
Range: Melee Type: Normal
Description: You strike a foe hard with outstretched wings. Move Power: Strength
Make a melee attack on an opponent, doing 1d6 + MOVE Move Time: 1 action
steel damage on a hit. PP: Unlimited
Higher Levels: The damage increases to 2d6 at level 5, 3d6 Duration: Instantaneous
at level 10, and 4d6 at level 17. Range: Melee
Stomp Description: This move is known by all Pokémon, and is
Type: Normal used only when all other moves are out of PP. Make a
Move Power: Strength/Dexterity melee attack roll, doing damage equal to your 2 + STR
Move Time: 1 action modifier on a hit.
PP: 20 Stun Spore
Duration: Instantaneous Type: Grass
Range: Melee Move Power: Constitution
Description: You raise your feet up for a stomp attack. Make Move Time: 1 reaction
a melee attack roll against a Pokémon, doing 1d6 + MOVE PP: 5
on a hit. If the natural attack roll is 18 or more, the target Duration: Instantaneous
flinches on their next turn. Range: Melee
Higher Levels: The damage dice for this attack increases to Description: When you are hit by a melee attack, you can use
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. your reaction to release a spore that attempts to stun your
Stone Edge attacker. The Pokémon must make a CON save against
Type: Rock your Move DC, becoming paralyzed on a fail.
Move Power: Strength
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: 60 feet
Description: The earth moves beneath an enemy’s feet as
sharp stone pierce through the ground underneath them.
Pokémon in a 10 foot radius centered on a point you
choose in range must make a DEX save against your
MOVE DC, taking 2d6 rock damage on a fail, or half as
much on a save.

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Submission Surf
Type: Fighting Type: Water
Move Power: Strength Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60 feet
Description: You attempt a forceful grapple on a target. Description: A wave of high-pressured water moves you to
Make a melee attack roll against a Pokémon, doing 1d6 + strike a Pokémon in range. Choose a target. You appear
MOVE fighting damage on a hit. The target is grappled and within 5 feet of that target, ignoring opportunity attacks,
restrained. If the target is still grappled by you on future and make a melee attack roll. On a hit, you do 2d6 + MOVE
turns, you may use this move as a bonus action to water damage.
immediately inflict another 1d6 + MOVE fighting damage. Higher Levels: The damage increases to 3d6 at level 5, 4d6
Higher Levels The damage dice for this attack increases to at level 10, and 5d6 at level 17.
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Swagger
Substitute Type: Normal
Type: Normal Move Power: Wisdom/Charisma
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 15
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 40 feet
Range: Self Description: Force a target in range to make a WIS save
Description: You create a duplicate of yourself with ¼ the HP against your Move DC. On a fail, the target is confused, but
(rounded down). This substitute has an AC of 1 and takes it adds +2 to its attack rolls while confused.
all damage and status ailments you would normally take Sweet Kiss
until it is destroyed. If the damage done is enough to
destroy the substitute, you take the remaining damage. Type: Fairy
Move Power: Wisdom/Charisma
Sunny Day Move Time: 1 action
Type: Fire PP: 15
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You lay a kiss on an opponent, attempting to
Duration: 5 rounds confuse them. The target must make an INT saving throw
Range: Self against your Move DC or become confused.
Description: You change the weather to intense sunlight for Sweet Scent
5 rounds.
Type: Normal
Super Fang Move Power: Constitution/Charisma
Type: Normal Move Time: 1 action
Move Power: Strength PP: 20
Move Time: 1 action Duration: 2 turns
PP: 10 Range: 30 feet
Duration: Instantaneous Description: You release a sweet smell directed at a target in
Range: Melee range. The target must make a CON save against your
Description: You lash out with an incredible fang attack. Move DC. On a fail, you have advantage on your next two
Make a melee attack, doing 2d6 normal damage on a hit. attacks against that target.
On critical hits, instead of doubling the dice, you can Swift
choose to do damage equal to half the target’s HP.
Higher Levels: The base damage for this attack increases to Type: Normal
3d6 at level 5, 4d6 at level 10, and 5d6 at level 17. Move Power: Dexterity
Move Time: 1 action
Supersonic PP: 20
Type: Normal Duration: Instantaneous
Move Power: Dexterity/Wisdom Range: 100 feet
Move Time: 1 action Description: You fire three projectiles at any Pokémon you
PP: 20 choose in range. They do not have to target the same
Duration: Instantaneous Pokémon. Each hit for 1d4 + 1 normal damage. This move
Range: 80 feet also targets Pokémon in the middle of dig or fly moves.
Description: You emit a high pitched screech heard only by Higher Levels: You fire four projectiles at level 5, five at level
the target. The target becomes confused. 10, and 6 at level 18.

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Swords Dance Higher Levels: The damage increases to 3d8 at level 5, 4d8
Type: Normal at level 10, and 5d8 at level 17.
Move Power: Dexterity Teleport
Move Time: 1 action Type: Psychic
PP: 20 Move Power: Intelligence
Duration: 1 minute Move Time: 1 action
Range: Self PP: 20
Description: When you activate this move, three swords Duration: Instantaneous
appear and dance around you. As a bonus action on future Range: 40 feet
turns, you can attack and send one of the swords at an Description: You disappear from view and reappear at an
enemy Pokémon within 30 feet of you, doing 1d6 + MOVE unoccupied point within range. In wild Pokémon battles,
normal damage on a hit. In addition, your AC is increased this move can be activated to automatically count as a
by +1 for each sword around you. single success in a group DEX check to run away.
Higher Levels: You create 4 swords at level 5, 5 swords at
level 10, and 6 swords at level 17. Thief
Type: Dark
Synthesis Move Power: Dexterity
Type: Grass Move Time: 1 action
Move Power: Constitution PP: 25
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Melee
Duration: Instantaneous Description: You lash out with a quick attack that may steal
Range: Self an opponent’s held item. Make a melee attack against an
Description: You regenerate from the inside, healing some of opponent, doing 1d6 + MOVE dark damage on a hit. If the
your wounds. Heal yourself for 4d6 + MOVE hit points. user does not have an item held, the target must make a
Tackle DEX save against your Move DC or have their item stolen
Type: Normal by the user.
Move Power: Strength Higher Levels: The base damage increases to 1d8 at level 5,
Move Time: 1 action 1d10 at level 10, and 1d12 at level 17.
PP: 35 Thrash
Duration: Instantaneous Type: Normal
Range: Melee Move Power: Strength
Description: Make a melee attack roll against a Pokémon, Move Time: 1 action
doing 1d6 + MOVE on a hit. PP: 10
Higher Levels: The base damage increases to 1d8 at level 5, Duration: Instantaneous
1d10 at level 10, and 1d12 at level 17. Range: Melee
Tail Whip Description: You thrash about wildly, doing several attacks
Type: Normal without control. Make a melee attack roll, doing 1d6 +
Move Power: Charisma/Dexterity MOVE normal damage on a hit. After successfully hitting a
Move Time: 1 action target, roll a d4. On a result of 3 or 4, you may immediately
PP: 30 hit again for an additional 1d6 normal damage. Continue
Duration: 1 minute this process until you fail to roll a 3 or 4 on the d4 roll. At
Range: 100 feet the end of this attack, you become confused.
Description: You shake your tail at an enemy Pokémon, Higher Levels: The damage dice for this attack increases to
distracting it and opening up its defenses. The Pokémon 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
must make a WIS save against your Move DC. On a fail, Thunder
allies add +1 to any attack they target it with for the Type: Electric
duration. This modifier can be stacked if it fails multiple Move Power: Strength/Dexterity
tail whip saves, up to a maximum of +5. Move Time: 1 action
Take Down PP: 10
Type: Normal Duration: Instantaneous
Move Power: Strength Range: 20 feet
Move Time: 1 action Description: Powerful electric energy arcs out from you,
PP: 20 hitting any Pokémon in a 20 foot radius, centered on you.
Duration: Instantaneous Pokémon caught in the area must make a DEX save
Range: Melee against your Move DC, taking 2d6 electric damage on a fail,
Description: You sacrifice your own position to take down and half as much on a success.
and enemy Pokémon. Roll a melee attack roll. On a hit, you Higher Levels: The damage increases to 3d6 at level 5, 5d6
do 2d8 + MOVE normal damage and both you and the at level 10, and 8d6 at level 17.
target are knocked prone.

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Thunderbolt Transform
Type: Electric Type: Normal
Move Power: Strength/Dexterity Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 60 feet Range: 50 feet
Description: You send a powerful bolt of electricity at a Description: You attempt to morph into a near-exact copy of
Pokémon in range. Make a ranged attack roll, doing 1d8 + a Pokémon in range, as long as the base CR of the
MOVE electric damage on a hit. On a natural attack roll of Pokémon is able to be controlled by your trainer. For the
19 or 20, the target is paralyzed. duration, you copy all of the Pokémon’s stats and current
Higher Levels: The damage increases to 1d10 at level 10, moves, keeping your own HP and level.
and 1d12 at level 17. Tri Attack
Thunder Punch Type: Normal
Type: Electric Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You strike out with three quick attacks. Make
Description: Your punches are imbued with electric energy. three melee attack rolls, doing 1d6 + MOVE damage on
Make a melee attack on a Pokémon, doing 1d6 + Move each hit.
normal damage and an additional 1d4 electric damage. Higher Levels: The base damage on a hit increases to 1d8 at
Higher Levels: The electric damage increases to 2d4 at level level 5, 1d10 at level 10, and 1d12 at level 12.
5, 2d6 at level 10, and 4d6 at level 17. Triple Kick
Thunder Shock Type: Fighting
Type: Electric Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 10
PP: 30 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 20 feet Description: You strike out with three consecutive kicks.
Description: You deliver an electric shock to an enemy Make three melee attack rolls in order, doing 1d6 + MOVE
Pokemon in range. Make a melee attack on a Pokémon, fighting damage on each hit. As soon as one attack misses,
doing 1d6 + MOVE electric damage on a hit. the move is over and all other kicks automatically miss.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The base damage increases to 1d8 at level 5,
1d10 at level 10, and 1d12 at level 17. 1d10 at level 10, and 1d12 at level 17.
Thunder Wave Twineedle
Type: Electric Type: Bug
Move Power: Strength/Dexterity Move Power: Dexterity
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60 feet Range: 40 feet
Description: You send a wave of electric energy that Description: You fire two sharp projectiles at Pokémon in
surrounds a Pokémon in range. The Pokémon must make range. Make two melee attack rolls, doing 1d6 + MOVE
a CON save against your Move DC or become paralyzed. damage on each hit.
Toxic
Higher Levels: The base damage on a hit increases to 1d8 at
level 5, 1d10 at level 10, and 1d12 at level 12
Type: Poison
Move Power: Constitution
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: 30 feet
Description: You send a downpour of potent, poisonous rain
in a 5 foot radius, centered on a point within range. Targets
in the area must make a CON save against your MOVE DC
or become poisoned. Pokémon poisoned by this move take
double the normal poison damage.

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Twister Vital Throw


Type: Dragon Type: Fighting
Move Power: Strength/Dexterity Move Power: Strength
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 80 feet Range: Melee
Description: You send a gust of swirling wind that tears Description: A slow fighting attack that pummels your foes.
through an opponent. Make a ranged attack on an As an action on your turn, you can choose to hold this
opponent, doing 2d6 + MOVE on a hit. If the natural attack move until next turn, where it will automatically hit for 2d6
roll is 16 or higher, the opponent flinches on their next + MOVE fighting damage.
turn. Higher Levels: The base damage increases to 2d8 at level 5,
Higher Levels: The damage increases to 3d6 at level 5, 4d6 2d10 at level 10, and 2d12 at level 17.
at level 10, and 5d6 at level 17.
Water Gun
Uproar Type: Water
Type: Normal Move Power: Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 25
PP: 10 Duration: Instantaneous
Duration: 3 rounds, Concentration Range: 40 feet
Range: 50 feet Description: You fire a quick spurt of water at a Pokémon in
Description: You cause an uproar on the battlefield up to 50 range. Make a ranged attack roll, doing 1d6 + MOVE water
feet away from you in any direction for three rounds of damage on a hit.
combat. During the uproar, you cannot use any other Move, Higher Levels: The base damage increases to 1d8 at level 5,
and any creature in range is prevented from falling asleep. 1d10 at level 10, and 1d12 at level 17
(This include creatures that would purposefully fall asleep
using moves like Rest, Yawn, etc.) In addition, opponents Waterfall
must make a CON save against your Move DC at the start Type: Water
of each turn. On a fail, the opponent takes 1d6 + MOVE Move Power: Strength/Dexterity
normal damage. Move Time: 1 action
Higher Levels: The damage increases to 2d6 at level 5, 3d6 PP: 15
at level 10, and 4d6 at level 17. Duration: Instantaneous
Range: 80 feet
Vice Grip Description: You create an intense waterfall that crashes
Type: Normal down upon enemy Pokémon in a 10 foot radius, centered
Move Power: Strength on a point within range. Pokémon in the area must make a
Move Time: 1 action DEX save against your Move DC or take 2d6 water damage
PP: 30 and fall prone on a fail, or half as much on a save.
Duration: Instantaneous Higher Levels: The damage increases to 3d6 at level 5, 5d6
Range: Melee at level 10, and 8d6 at level 17.
Description: You crush an opponent with a forceful, gripping
attack. Make a melee attack, doing 1d12 + MOVE normal Whirlpool
damage on a hit, grappling the opponent. On each Type: Water
successive turn, if the Pokémon is still grappled, you may Move Power: Strength
use this move again and automatically hit. Move Time: 1 action
Higher Levels: At level 10, the base damage increases to PP: 15
2d12. Duration: Instantaneous
Range: 60 feet
Vine Whip Description: You create a wave of water that swirls around
Type: Grass an opponent in range. Make a ranged attack roll. On a hit,
Move Power: Strength/Dexterity the target takes 1d10 + MOVE water damage and is
Move Time: 1 action grappled and restrained. At the beginning of each of its
PP: 25 turns, it may attempt to escape with a STR save against
Duration: Instantaneous your Move DC. While a Pokémon is grappled, you may
Range: 15 feet continue this move, as a bonus action, to do an automatic
Description: You extend a sharp vine to whip the opponent 1d10 + MOVE damage.
with. Make a melee attack roll, doing 2d6 + MOVE grass Higher Levels: The base damage increases to 1d12 at level
damage on a hit. 10.
Higher Levels: The base damage increases to 3d6 at level 5,
4d6 at level 10, and 5d6 at level 17.

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Whirlwind Duration: Instantaneous


Type: Normal Range: 120 feet
Move Power: Dexterity Description: You fire out an extreme blast of pure electric
Move Time: 1 action energy at an opponent. Make a ranged attack against a foe
PP: 20 in range, doing 3d6 + MOVE electric damage. If the natural
Duration: Instantaneous attack roll is 15 or higher, the target is paralyzed.
Range: Self Higher Levels: The damage increases to 4d6 at level 5, 6d6
Description: You create a whirlwind of spinning air around at level 10, and 8d6 at level 17.
you, increasing your AC by +2. When you activate this
move, any Pokemon within 5 feet of you must succeed on a
STR saving throw against your Move DC or fall prone. In
wild Pokémon battles, this move can be activated to
automatically count as a single success in a group DEX
check to run away.
Wing Attack
Type: Flying
Move Power: Strength/Dexterity
Move Time: 1 action
PP: 35
Duration: Instantaneous
Range: Melee
Description: You strike out at an enemy Pokémon with your
wings. Make a ranged attack roll, doing 1d6 + MOVE flying
damage on a hit.
Higher Levels: The base damage increases to 1d8 at level 5,
1d10 at level 10, and 1d12 at level 17
Withdraw
Type: Water
Move Power: None
Move Time: 1 reaction
PP: 5
Duration: Instantaneous
Range: Self
Description: When hit by a melee or ranged attack, you can
spend your reaction to increase your AC by +2 if it would
cause the Attack to miss.
Higher Levels: At level 10, you can increase your AC by +3.
Wrap
Type: Normal
Move Power: Strength/Dexterity
Move Time: 1 action
PP: 20
Duration: Instantaneous
Range: Melee
Description: You attempt to grapple a target into submission.
Make a melee attack roll. On a hit, the target takes 1d4 +
MOVE normal damage and is grappled and restrained. At
the beginning of each of its turns, it may attempt to escape
with a STR save against your Move DC. While a Pokémon
is grappled, you may continue this move as a bonus action,
doing an automatic 1d4 + MOVE normal damage without
having to make an attack roll. A target already wrapped
cannot be the target of a new Wrap move.
Higher Levels: The base damage increases to 1d6 at level 5,
1d8 at level 10, and 1d10 at level 17.
Zap Cannon
Type: Electric
Move Power: Strength/Dexterity
Move Time: 1 action
PP: 5

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11. Pokémon Stat Blocks


Below you will find the base statistics for each of the 251
Generation I and II Pokémon at the lowest level they can be
found in the wild. (Hint: Use CTRL-F to find the one you need
quickly!)

Bulbasaur
Small Grass/Poison Type | Level 1 | CR 1/2

Armor Class: 13
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics, Nature Ivysaur


Saving Throws: Strength Medium Grass/Poison Type | Level 5 | CR 5
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Water, Grass, Electric, Fairy, Fighting Armor Class: 15
Hit Points: 30
Chlorophyll: Damage rolls for this Pokémon get an Hit Dice: d8
additional +2 during strong sunlight. Speed: 30ft. walking
Evolution: Bulbasaur can evolve into Ivysaur at level
8 and above. STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Moves
Starting Moves: Tackle, Growl Skills: Athletics, Nature
Saving Throws: Strength
Level 2: Vine Whip, Poison Powder Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Water, Grass, Electric, Fairy, Fighting
Level 6: Take Down, Sleeping Powder, Leech Seed
Level 10: Razor Leaf, Sweet Scent Chlorophyll: Damage rolls for this Pokémon get an
Level 14: Growth, Double Edge additional +2 during strong sunlight.
Level 18: Synthesis Healing Rain: This Pokémon can use its action to
heal hit points equal to its level, in rainy conditions.
Learnable Moves:
Evolution: Ivysaur can evolve into Venusaur at level
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 16 and above.
27, 31, 32, 34, 35, 40, 44, 45, 49
HM: 01, 05
Moves
Starting Moves: Tackle, Growl, Vine Whip, Poison
Powder
Level 6: Take Down, Sleeping Powder
Level 10: Razor Leaf, Sweet Scent, Leech Seed
Level 14: Growth, Double Edge
Level 18: Synthesis, Solar Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 31, 32, 34, 35, 40, 44, 45, 49
HM: 01, 05

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Venusaur
Large Grass/Poison Type | Level 10 | CR 11

Armor Class: 18
Hit Points: 77
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Nature


Saving Throws: Strength, Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Water, Grass, Electric, Fairy, Fighting,
Poison

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Healing Rain: This Pokémon can use its action to
heal hit points equal to its level, in rainy conditions.
___
Charmander
Small Fire Type | Level 1 | CR 1/2
Moves Armor Class: 12
Starting Moves: Tackle, Growl, Vine Whip, Poison Hit Points: 6
Powder, Razor Leaf, Sleeping Powder, Take Down Hit Dice: d6
Speed: 30ft. walking
Level 14: Growth, Double Edge, Sweet Scent, Petal
Dance
STR DEX CON INT WIS CHA
Level 18: Synthesis, Solar Beam
12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, Skills: Acrobatics
22, 27, 31, 32, 34, 35, 40, 44, 45, 49 Saving Throws: Dexterity
HM: 01, 05 Vulnerabilities: Water, Ground, Rock
Resistances: Bug, Fire, Grass, Ice, Steel

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Charmander can evolve into Charmeleon
at level 8 and above.

Moves
Starting Moves: Growl, Scratch
Level 2: Ember
Level 6: Leer, Smokescreen
Level 10: Rage, Scary Face
Level 14: Slash, FLamethrower
Level 18: Fire Spin
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 31, 32, 34, 35, 38, 39, 40, 44, 45, 48,
49
HM: 01, 04

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Charmeleon
Medium Fire Type | Level 5 | CR 5

Armor Class: 13
Hit Points: 30
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 11 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Water, Ground, Rock
Resistances: Bug, Fire, Grass, Ice, Steel

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Charmeleon can evolve into Charizard at
level 16 and above.

Moves
Starting Moves: Growl, Scratch, Ember
Level 6: Leer, Smokescreen
Charizard
Large Fire/Flying Type | Level 10 | CR 11
Level 10: Rage, Scary Face
Level 14: Slash, Dragon Rage Armor Class: 18
Hit Points: 77
Level 18: Flamethrower, Fire Spin Hit Dice: d12
Learnable Moves: Speed: 30ft. walking | 35ft. Flying
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 31, 32, 34, 35, 38, 39, 40, 44, 45, 48, STR DEX CON INT WIS CHA
49
14 (+2) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
HM: 01, 04
Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
Vulnerabilities: Water, Rock, Electric
Resistances: Bug, Fire, Grass, Steel, Fighting
Immunities: Ground

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.

Moves
Starting Moves: Growl, Scratch, Ember, Rage, Leer,
Smokescreen, Wing Attack
Level 14: Slash, Dragon Rage
Level 18: Flamethrower, Fire Spin
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 38, 39,
40, 44, 45, 47, 48, 49
HM: 01, 02, 04

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Squirtle
Small Water Type | Level 1 | CR 1/2

Armor Class: 14
Hit Points: 8
Hit Dice: d6
Speed: 30ft. walking | 20ft swimming

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Survival
Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Resistances: Rock, Ground, Fire, Water, Ice, Steel

Water Weight: This Pokémon gains temporary hit


points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.
Evolution: Squirtle can evolve into Wartortle at level
8 and above.
Wartortle
Medium Water Type | Level 5 | CR 5
Moves
Starting Moves: Tackle, Tail Whip Armor Class: 16
Hit Points: 40
Level 2: Water Gun Hit Dice: d8
Level 6: Bubble, Withdraw, Body Slam Speed: 30ft. walking | 20ft swimming
Level 10: Bite, Rapid Spin, Rain Dance
STR DEX CON INT WIS CHA
Level 14: Bubble Beam, Protect, Skull Bash
13 (+1) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Level 18: Hydro Pump
Learnable Moves: Skills: Survival
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, Saving Throws: Constitution
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44,45 Vulnerabilities: Grass, Electric
Resistances: Rock, Ground, Fire, Water, Ice, Steel
HM: 03, 06, 07
Water Weight: This Pokémon gains temporary hit
points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.
Evolution: Wartortle can evolve into Blastoise at
level 16 and above.

Moves
Starting Moves: Tackle, Tail Whip, Water Gun
Level 6: Bubble, Withdraw
Level 10: Bite, Body Slam, Rain Dance
Level 14: Bubble Beam, Rapid Spin, Protect
Level 18: Skull Bash, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44,45
HM: 03, 04, 06, 07

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Blastoise
Large Water Type | Level 10 | CR 11

Armor Class: 18
Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Survival


Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Resistances: Rock, Ground, Fire, Water, Ice, Steel

Water Weight: This Pokémon gains temporary hit


points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.

Moves
Starting Moves: Tail whip, Bubble, Water Gun, Bite,
Body Slam, Withdraw
Level 14: Bubble Beam, Rain Dance, Rapid Spin
Level 18: Skull Bash, Hydro Pump, Protect
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44,
45 Caterpie
HM: 03, 04, 06, 07 Tiny Bug Type | Level 1 | CR 1/8

Armor Class: 9
Hit Points: 5
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 8 (-1) 6 (-2) 10 (+0) 14 (+4)

Vulnerabilities: Flying, Rock, Fire


Resistances: Grass, Ground, Fighting

Quick Getaway: While this Pokémon is active, the


trainer automatically succeeds on their DEX roll to
run away.
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status effect that results from an
enemy move.
Evolution: Caterpie can evolve into Metapod at level
4 and above.

Moves
Starting Moves: Tackle, String Shot

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Metapod
Small Bug Type | Level 2 | CR 2

Armor Class: 14
Hit Points: 11
Hit Dice: d8
Speed: 20ft. walking

STR DEX CON INT WIS CHA


13 (+1) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 10 (0)

Vulnerabilities: Flying, Rock, Fire


Resistances: Grass, Ground, Fighting

Shed Skin: 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, they are cured.
Evolution: Metapod can evolve into Butterfree at
level 8 and above.

Moves
Starting Moves: Harden
Butterfree
Medium Bug/Flying Type | Level 5 | CR 7

Armor Class: 15
Hit Points: 43
Hit Dice: d10
Speed: 30ft. walking | 30ft Flying

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 14 (+2)

Skills: Acrobatics
Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Electric, Ice, Rock, Flying
Resistances: Bug, Grass, Fighting
Immunities: Ground

Compound Eyes: Once per combat, this Pokémon


may roll an attack with advantage.
Tinted Lens: This Pokémon’s moves ignore
resistances.

Moves
Starting Moves: Gust, Confusion
Level 6: Poison Powder, Stun Spore, Sleep Powder
Level 10: Psybeam, Supersonic
Level 14: Whirlwind, Safeguard
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 39, 44, 45, 50
HM: 05

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Weedle
Tiny Bug Type | Level 1 | CR 1/8

Armor Class: 9
Hit Points: 6
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (0)

Vulnerabilities: Fire, Flying, Psychic, Rock


Resistances: Bug, Fairy, Fighting, Grass, Poison

Quick Getaway: While this Pokémon is active, the


trainer automatically succeeds on their DEX roll to
run away.
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status effect that results from an
enemy move.
Evolution: Weedle can evolve into Kakuna at level 4
and above.

Moves
Starting Moves: Poison Sting, String Shot

Kakuna
Small Bug/Poison Type | Level 2 | CR 2

Armor Class: 14
Hit Points: 13
Hit Dice: d8
Speed: 20ft. walking

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (0)

Vulnerabilities: Fire, Flying, Psychic, Rock


Resistances: Bug, Fairy, Fighting, Grass, Poison

Shed Skin: 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, they are cured.
Evolution: Kakuna can evolve into Beedrill at level 8
and above.

Moves
Starting Moves: Harden

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Beedrill
Medium Bug/Poison Type | Level 5 | CR 8

Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking | 30ft Flying

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Acrobatics, Intimidation


Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison

Compound Eyes: Once per combat, this Pokémon


may roll an attack with advantage.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.

Moves
Pidgey
Tiny Normal/Flying Type | Level 1 | CR 1/8
Starting Moves: Twineedle, Fury Attack
Armor Class: 12
Level 6: Rage Hit Points: 6
Level 10: Focus Energy, Pursuit Hit Dice: d6
Speed: 20ft. walking | 25ft Flying
Level 14: Pin Missile, Agility
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 27, 11 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
32, 34, 35, 36, 39, 44, 45, 49
HM: 01 Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Evolution: Pidgey can evolve into Pidgeotto at level
6 and above.

Moves
Starting Moves: Tackle
Level 2: Sand Attack, Gust
Level 6: Quick Attack, Whirlwind
Level 10: Agility
Level 14: Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 43, 44, 45, 46, 47
HM: 02

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Pidgeotto
Medium Normal/Flying Type | Level 5 | CR 3

Armor Class: 13
Hit Points: 30
Hit Dice: d8
Speed: 20ft. walking | 30ft Flying

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.
Evolution: Pidgeotto can evolve into Pidgeot at level
12 and above.
Pidgeot
Medium Normal/Flying Type | Level 8 | CR 8
Moves
Armor Class: 14
Starting Moves: Tackle, Sand Attack, Gust
Hit Points: 59
Level 6: Quick Attack, Whirlwind Hit Dice: d10
Speed: 25ft. walking | 40ft Flying
Level 10: Agility
Level 14: Wing Attack
STR DEX CON INT WIS CHA
Level 18: Mirror Move
15 (+2) 18 (+4) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Skills: Perception
35, 39, 43, 44, 45, 46, 47 Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
HM: 02
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.

Moves
Starting Moves: Tackle, Sand Attack, Gust, Quick
Attack
Level 10: Agility
Level 14: Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 43, 44, 45, 46, 47
HM: 02

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Rattata
Tiny Normal Type | Level 1 | CR 1/8

Armor Class: 12
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 8 (-1)

Skills: Perception, Stealth


Saving Throws: Dexterity
Vulnerabilities: Fighting
Immunities: Ghost

Quick Getaway: While this Pokémon is active, a


trainer automatically succeeds on their DEX roll to
run away.
Evolution: Rattata can evolve into Raticate at level 8 Raticate
and above. Medium Normal Type | Level 5 | CR 4

Armor Class: 14
Moves Hit Points: 30
Starting Moves: Tackle, Tail Whip Hit Dice: d8
Speed: 30ft. walking
Level 2: Quick Attack, Focus Energy
Level 6: Bite STR DEX CON INT WIS CHA
Level 10: Hyper Fang, Pursuit 16 (+3) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 14: Double Edge, Crunch
Learnable Moves: Skills: Perception, Stealth
Saving Throws: Dexterity
TM: 02, 03, 06, 08, 10, 11, 13, 14, 16, 17, 20, 21, Vulnerabilities: Fighting
23, 25, 27, 28, 30, 31, 32, 34, 35, 39, 40, 44, 45, Immunities: Ghost
46
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.
Guts: This Pokémon does an additional 1d6
damage on attacks when suffering a negative status
effect.

Moves
Starting Moves: Tackle, Tail Whip, Swords Dance,
Quick Attack, Focus Energy
Level 6: Bite
Level 10: Hyper Fang
Level 14: Crunch
Level 18: Double-Edge
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, 17,
20, 21, 23, 25, 27, 28, 30, 31, 32, 34, 35, 39, 40,
44, 45, 46
HM: 01, 04

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Spearow
Tiny Normal/Flying Type | Level 1| CR 1/8

Armor Class: 12
Hit Points: 5
Hit Dice: d6
Speed: 10ft. walking | 25ft. Flying

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 8 (-1) 6 (-2) 10 (+0) 10 (+0)

Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Rock, Electric, Ice
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Evolution: Spearow can evolve into Fearow at level
Fearow
8 and above. Medium Normal/Flying Type | Level 5| CR 4

Armor Class: 13
Moves Hit Points: 25
Hit Dice: d8
Starting Moves: Peck, Growl Speed: 10ft. walking | 40ft. Flying
Level 2: Leer
Level 6: Fury Attack, Pursuit STR DEX CON INT WIS CHA
Level 10: Mirror Move, Agility 16 (+3) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
Level 14: Focus Energy
Skills: Perception
Level 18: Drill Peck Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Rock, Electric, Ice
Resistances: Bug, Grass
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Immunities: Ghost, Ground
35, 39, 43, 44, 45, 46, 47
HM: 02 Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Evolution: Spearow evolves into Fearow at level 8.

Moves
Starting Moves: Peck, Growl, Leer
Level 6: Fury Attack, Pursuit
Level 10: Mirror Move
Level 14: Focus Energy,Agility
Level 18: Drill Peck
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 43, 44, 45, 46, 47
HM: 02

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Ekans
Small Poison Type | Level 1| CR 1/2

Armor Class: 14
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 11 (+0)

Skills: Stealth, Deception


Vulnerabilities: Ground, Psychic
Resistances: Fairy, Fighting, Grass, Bug, Poison

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your
choice.
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each
their turns. On a result of 4, they are cured.
Evolution: Ekans can evolve into Arbok at level 9
Arbok
and above. Large Poison Type | Level 5| CR 7

Armor Class: 16
Moves Hit Points: 30
Hit Dice: d10
Starting Moves: Wrap, Leer Speed: 30ft. walking
Level 2: Poison Sting
Level 6: Bite, Screech STR DEX CON INT WIS CHA
Level 10: Acid 16 (+3) 13 (+1) 12 (+1) 8 (-1) 12 (+1) 12 (+1)
Level 14: Haze
Skills: Stealth, Deception, Intimidation
Learnable Moves: Saving Throws: Constitution
TM: 02, 03, 06, 10, 11, 13, 17, 19, 20, 21, 26, 27, Vulnerabilities: Ground, Psychic
28, 32, 34, 35, 36, 44, 45, 46 Resistances: Fairy, Fighting, Grass, Bug, Poison
HM: 04
Intimidate: Once per combat, you can impose
disadvantage on an enemy attack roll of your
choice.
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each
their turns. On a result of 4, they are cured.

Moves
Starting Moves: Wrap, Leer, Poison Sting, Bite
Level 6: Screech, Glare
Level 10: Acid, Crunch
Level 14: Haze
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 26,
27, 28, 32, 34, 35, 36, 44, 45, 46
HM: 04

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Pikachu
Small Electric Type | Level 1| CR 1/2

Armor Class: 14
Hit Points: 6
Hit Dice: d6
Speed: 35ft. walking

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 12 (+1)

Skills: Acrobatics, Persuasion


Saving Throws: Dexterity, Charisma
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric

Lightning Rod: If an ally within 30 feet is attacked


with an electric type move, this Pokémon can
choose to redirect that attack to themselves
instead. This does not work on area of effect
moves.
Evolution: At level 8 and above, Pikachu can evolve Raichu
into Raichu with the help of a Thunder Stone. Medium Electric Type | Level 5| CR 7

Armor Class: 16
Moves Hit Points: 30
Starting Moves: Tail Whip, Thunder Shock Hit Dice: d10
Speed: 35ft. walking
Level 2: Growl, Quick Attack
Level 6: Thunder Wave STR DEX CON INT WIS CHA
Level 10: Double Team, Spark 15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 14: Slam, Thunderbolt, Agility
Level 18: Light Screen, Thunder Skills: Acrobatics
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Ground
TM: 01, 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, Resistances: Steel, Flying, Electric
23, 25, 27, 31, 32, 34, 35, 39, 40, 41, 43, 44, 45
HM: 04, 05 Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can
choose to redirect that attack to themselves
instead. This does not work on area of effect
moves.

Moves
Starting Moves: Tail Whip, Thunder Shock, Growl
Level 6: Quick Attack, Thunder Wave
Level 10: Double Team, Spark
Level 14: Slam, Thunderbolt
Level 18: Agility, Light Screen, Thunder
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 10, 13, 15, 17, 18, 20,
21, 23, 25, 27, 31, 32, 34, 35, 39, 40, 41, 43, 44,
45, 46
HM: 04, 05

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Sandshrew
Small Ground Type | Level 1| CR 1/2

Armor Class: 14
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Rock, Poison
Immunities: Electric

Sand Rush: This Pokémon’s speed is doubled in


desert terrain.
Sandslash
Medium Ground Type | Level 5| CR 7
Sand Veil: This Pokémon’s AC increases by 2 in
desert terrain. Armor Class: 17
Hit Points: 35
Burrower: This Pokémon can burrow underground Hit Dice: d10
traveling a distance equal to its walking speed Speed: 30ft. walking
before re-emerging.
Evolution: Sandshrew can evolve into Sandslash at
level 8 and above. STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Moves Skills: Athletics
Starting Moves: Scratch, Defense Curl Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Ice, Water
Level 2: Sand Attack, Poison Sting Resistances: Rock, Poison
Level 6: Swift, Rollout Immunities: Electric
Level 10: Fury Swipes, Slash, Magnitude
Sand Rush: This Pokémon’s speed is doubled in
Level 14: Dig, Rapid Spin, Sandstorm desert terrain.
Level 18: Swords Dance, Earthquake
Sand Veil: This Pokémon’s AC increases by 2 in
Learnable Moves: desert terrain.
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, Burrower: This Pokémon can burrow underground
23, 26, 27, 28, 31, 32, 34, 35, 37, 39, 40, 43, 44, traveling a distance equal to its walking speed
45, 46, 49 before re-emerging.
HM: 01, 04
Moves
Starting Moves: Scratch, Defense Curl, Sand Attack,
Poison Sting
Level 6: Swift, Rollout
Level 10: Fury Swipes, Slash
Level 14: Dig, Rapid Spin, Magnitude
Level 18: Swords Dance, Earthquake, Sandstorm
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 39, 40, 43,
44, 45, 46, 49
HM: 01, 04

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Nidoran ♀
Tiny Poison Type | Level 1| CR 1/4

Armor Class: 11
Hit Points: 7
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fairy, Grass, Fighting, Bug, Poison

Rivalry: This Pokémon adds an additional 1d6 to


damage when attacking a Pokémon of the same
type.
Nidorina
Medium Poison Type | Level 5| CR 4
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, Armor Class: 12
the target is poisoned. Hit Points: 35
Hit Dice: d8
Evolution: Nidoran ♀ can evolve into Nidorina at Speed: 30ft. walking
level 8 and above.

STR DEX CON INT WIS CHA


Moves
14 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Scratch, Growl
Level 2: Tail Whip, Double Kick Skills: Perception
Saving Throws: Constitution
Level 6: Poison Sting Vulnerabilities: Ground, Psychic
Level 10: Fury Swipes, Crunch Resistances: Fairy, Grass, Fighting, Bug, Poison
Learnable Moves:
Rivalry: This Pokémon adds an additional 1d6 to
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23, damage when attacking a Pokémon of the same
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46 type.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
Evolution: At level 16 and above, Nidorina can
evolve into Nidoqueen with the help of a Moon
Stone.

Moves
Starting Moves: Scratch, Growl, Tail Whip, Double
Kick
Level 6: Poison Sting
Level 10: Fury Swipes, Bite
Level 14: Crunch
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46
HM: 04

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Nidoqueen
Large Poison/Ground Type | Level 10| CR 11

Armor Class: 16
Hit Points: 82
Hit Dice: d12
Speed: 35ft. walking

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Survival


Saving Throws: Constitution, Strength
Vulnerabilities: Ground, Psychic, Water, Ice
Resistances: Fairy, Fire, Fighting, Bug, Poison
Immunities: Electric

Rivalry: This Pokémon adds an additional 1d6 to


damage when attacking a Pokémon of the same
type.
Nidoran♂
Nidoran
Poison Point: On melee attacks made by this Tiny Poison Type | Level 1| CR 1/4
Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned. Armor Class: 11
Hit Points: 7
Hit Dice: d6
Moves Speed: 30ft. walking
Starting Moves: Scratch, Growl, Tail Whip, Double
Kick, Poison Sting, Body Slam, Fury Swipes, Bite
STR DEX CON INT WIS CHA
Level 14: Thrash, Take Down 10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 18: Bide, Crunch
Learnable Moves: Skills: Perception
Saving Throws: Constitution
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, Vulnerabilities: Ground, Psychic
17, 18, 20, 21, 23, 25, 27, 30, 31, 32, 33, 34, 35, Resistances: Fairy, Grass, Fighting, Bug, Poison
37, 38, 40, 41, 43, 44, 45, 46, 48, 49
HM: 03, 04 Rivalry: This Pokémon adds an additional 1d6 to
damage when attacking a Pokémon of the same
type.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.
Evolution: Nidoran♂ can evolve into Nidorino at
level 8 and above.

Moves
Starting Moves: Leer, Peck
Level 2: Focus Energy, Double Kick
Level 6: Poison Sting
Level 10: Fury Swipes
Level 14: Horn Attack
Level 18: Horn Drill
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46

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Nidorino
Medium Poison Type | Level 5| CR 4

Armor Class: 12
Hit Points: 35
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fairy, Grass, Fighting, Bug, Poison

Rivalry: This Pokémon adds an additional 1d6 to


damage when attacking a Pokémon of the same
type.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned. Nidoking
Evolution: At level 16 and above, Nidorino can Large Poison/Ground Type | Level 10| CR 11
evolve into Nidoking with the help of a Moon
Stone. Armor Class: 16
Hit Points: 82
Hit Dice: d12
Moves Speed: 35ft. walking
Starting Moves: Leer, Peck, Focus Energy, Double
Kick STR DEX CON INT WIS CHA
Level 6: Poison Sting 18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 10: Fury Swipes
Skills: Perception, Survival
Level 14: Horn Attack Saving Throws: Constitution, Strength
Level 18: Horn Drill, Thrash Vulnerabilities: Ground, Psychic, Water, Ice
Resistances: Fairy, Fire, Fighting, Bug, Poison
Learnable Moves: Immunities: Electric
TM: 02, 03, 06, 08, 10, 11, 13, 14, 17, 18, 20, 21,
23, 25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46 Rivalry: This Pokémon adds an additional 1d6 to
HM: 04 damage when attacking a Pokémon of the same
type.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10,
the target is poisoned.

Moves
Starting Moves: Leer, Peck, Focus Energy, Double
Kick, Poison Sting, Fury Attack, Horn Attack
Level 14: Thrash, Bide
Level 18: Horn Drill, Megahorn
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16,
17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33, 34,
35, 37, 38, 40, 41, 43, 44, 45, 46, 48, 49
HM: 03, 04

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Clefairy
Small Fairy Type | Level 1| CR 1

Armor Class: 12
Hit Points: 7
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 16 (+3)

Skills: Persuasion, Insight


Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel
Resistances: Fighting, Bug, Dark
Immunities: Dragon

Magic Guard: If this Pokémon succeeds on a saving


throw to take damage, it takes no damage instead
of half.
Evolution: At level 8 and above, Clefairy can evolve
into Clefable with the help of a Moon Stone.

Moves Clefable
Starting Moves: Pound, Growl Medium Fairy Type | Level 5| CR 8

Level 2: Sing, Spotlight Armor Class: 15


Hit Points: 35
Level 6: Double Slap, Defense Curl Hit Dice: d10
Level 10: Minimize, Light Screen Speed: 30ft. walking
Level 14: Body Slam, Metronome
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 17, 10 (+0) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 16 (+3)
18, 20, 21, 22, 23, 25, 27, 29, 30 ,31, 32, 33, 34,
35, 38, 40, 41, 42, 43, 44, 45, 48, 50 Skills: Persuasion, Insight
HM: 04, 05 Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel
Resistances: Fighting, Bug, Dark
Immunities: Dragon

Magic Guard: If this Pokémon succeeds on a saving


throw to take damage, it takes no damage instead
of half.

Moves
Starting Moves: Pound, Growl, Sing, Spotlight
Level 6: Double Slap, Defense Curl
Level 10: Minimize, Light Screen
Level 14: Body Slam, Metronome
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 15,
17, 18, 20, 21, 22, 23, 25, 27, 29, 30 ,31, 32, 33,
34, 35, 38, 40, 41, 42, 43, 44, 45, 48, 50
HM: 04, 05

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Vulpix
Small Fire Type | Level 1| CR 1/2

Armor Class: 12
Hit Points: 5
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 9 (-1) 6 (-2) 10 (+0) 12 (+1)

Skills: Perception, Investigation


Saving Throws: Dexterity
Vulnerabilities: Ground, Water, Rock
Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: At level 8 and above, Vulpix can evolve Ninetales
into Ninetales with the help of a Fire Stone. Medium Fire Type | Level 5| CR 6

Armor Class: 14
Moves Hit Points: 30
Starting Moves: Ember Hit Dice: d10
Speed: 30ft. walking
Level 2: Tail Whip, Roar
Level 6: Quick Attack, Confuse Ray STR DEX CON INT WIS CHA
Level 10: Flamethrower, Feint Attack 14 (+2) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 14 (+2)
Level 14: Fire Spin, Safeguard
Learnable Moves: Skills: Perception, Investigation
Saving Throws: Dexterity
TM: 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27, 28, Vulnerabilities: Ground, Water, Rock
32, 34, 35, 38, 39, 44, 45 Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5

Moves
Starting Moves: Ember, Tail Whip, Roar
Level 6: Quick Attack, Confuse Ray
Level 10: Feint Attack
Level 14: Flame Thrower, Safeguard
Level 18: Fire Spin
Learnable Moves:
TM: 02, 03, 05, 06, 10, 11, 13, 15, 17, 20, 21,
23, 27, 28, 32, 34, 35, 38, 39, 44, 45

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Jigglypuff
Small Normal/Fairy Type | Level 1| CR 1

Armor Class: 11
Hit Points:6
Points:
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 16 (+3)

Skills: Persuasion, Insight


Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel
Resistances: Bug, Dark
Immunities: Dragon, Ghost

Competitive: This Pokémon does an extra 1d6


damage when suffering from a negative effect.
Evolution: At level 8 and above, Jigglypuff can
evolve into Wigglytuff with the help of a Moon
Stone.

Moves
Wigglytuff
Medium Normal/Fairy Type | Level 5| CR 6
Starting Moves: Pound, Sing
Armor Class: 13
Level 2: Defense Curl Hit Points: 38
Level 6: Disable, Double Slap Hit Dice: d10
Speed: 30ft. walking
Level 10: Rest, Body Slam, Rollout
Level 14: Mimic, Double-Edge
STR DEX CON INT WIS CHA
Learnable Moves:
13 (+1) 12 (+1) 10 (+1) 8 (-1) 12 (+1) 18 (+4)
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 17,
18, 20, 21, 22, 25, 27, 29, 30, 31, 32, 33, 34, 35, Skills: Persuasion, Insight
38, 40, 41, 42, 43, 44, 45, 48, 50 Saving Throws: Wisdom, Charisma
HM: 04, 05 Vulnerabilities: Poison, Steel
Resistances: Bug, Dark
Immunities: Dragon, Ghost

Competitive: This Pokémon does an extra 1d6


damage when suffering from a negative status
effect.

Moves
Starting Moves: Pound, Defense Curl, Sing
Level 6: Double Slap, Disable
Level 10: Rest, Body Slam
Level 14: Mimic, Rollout
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 15,
17, 18, 20, 21, 22, 25, 27, 29, 30, 31, 32, 33, 34,
35, 38, 40, 41, 42, 43, 44, 45, 48, 50
HM: 04, 05

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Zubat
Tiny Flying/Poison Type | Level 1| CR 1/8

Armor Class: 12
Hit Points: 7
Hit Dice: d6
Speed: 5ft. walking | 25ft flying

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills: Stealth
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Psychic, Rock
Resistances: Fighting, Bug, Fairy, Grass, Poison
Immunities: Ground
Senses Darkvision 60ft

Inner Focus: This Pokémon cannot be flinched.


Evolution: Zubat can evolve into Golbat at level 9
and above.
Golbat
Medium Flying/Poison Type | Level 5| CR 6
Moves
Starting Moves: Leech Life Armor Class: 14
Hit Points: 43
Level 2: Supersonic, Bite Hit Dice: d10
Level 6: Wing Attack, Confuse Ray Speed: 10ft. walking | 30ft flying
Level 10: Swift, Super Fang, Mean Look
STR DEX CON INT WIS CHA
Level 14: Haze
12 (+1) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 19, 20, 21, 27, 32, 34, Skills: Stealth
35, 39, 43, 44, 45, 46, 47 Saving Throws: Dexterity, Constitution
Vulnerabilities: Electric, Ice, Psychic, Rock
Resistances: Fighting, Bug, Fairy, Grass, Poison
Immunities: Ground
Senses Dark Vision 60ft

Inner Focus: This Pokémon cannot be flinched.


Infiltrator: This Pokémon bypasses Light Screen and
Reflect
Evolution: Golbat can evolve into Crobat at level 16
and above with a Loyalty level of +2 or higher.

Moves
Starting Moves: Leech Life, Supersonic, Bite
Level 6: Wing Attack, Confuse Ray
Level 10: Swift, Super Fang
Level 14: Mean Look
Level 18: Haze
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 27, 32,
34, 35, 39, 43, 44, 45, 46, 47

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Oddish
Tiny Grass/Poison Type | Level 1 | CR 1/2

Armor Class: 10
Hit Points: 7
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Water, Grass, Electric, Fairy, Fighting

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Oddish can evolve into Gloom at level 9
and above. Gloom
Medium Grass/Poison Type | Level 5 | CR 3
Moves Armor Class: 12
Starting Moves: Absorb, Growth Hit Points: 39
Hit Dice: d8
Level 2: Acid, Sweet Scent Speed: 25ft. walking
Level 6: Poison Powder, Sleeping Powder, Stun
Spore STR DEX CON INT WIS CHA
Level 10: Mega Drain, Moonlight 13 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 14: Toxic, Giga Drain
Level 18: Petal Dance Skills: Nature, Survival
Saving Throws: Constitution
Learnable Moves: Vulnerabilities: Fire, Flying, Ice, Psychic
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27, Resistances: Water, Grass, Electric, Fairy, Fighting
32, 34, 35, 36, 44, 45
Chlorophyll: Damage rolls for this Pokémon get an
HM: 01, 05 additional +2 during strong sunlight.
Evolution: At level 14 and above, Gloom can evolve
into Vileplume with the help of a Leaf Stone or
Bellossom with the Help of a Sun Stone.

Moves
Starting Moves: Absorb, Growth, Acid, Sweet Scent
Level 6: Poison Powder, Sleeping Powder, Stun
Spore
Level 10: Mega Drain, Moonlight
Level 14: Toxic
Level 18: Petal Dance, Giga Drain
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 36, 44, 45
HM: 01, 05

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Vileplume
Medium Grass/Poison Type | Level 10 | CR 10

Armor Class: 14
Hit Points: 99
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 14 (+2)

Skills: Nature, Survival, Persuasion


Saving Throws: Constitution, Charisma
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Water, Grass, Electric, Fairy, Fighting,
Poison

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.

Moves Paras
Starting Moves: Absorb, Growth, Acid, Poison Tiny Bug/Grass Type | Level 1 | CR 1/4
Powder, Sleep Powder, Stun Spore, Mega Drain
Level 14: Toxic, Moonlight Armor Class: 12
Hit Points: 8
Level 18: Petal Dance, Solar Beam, Giga Drain Hit Dice: d6
Learnable Moves: Speed: 25ft. walking
TM: 03, 06, 08, 10, 11, 12, 13, 15, 17, 19, 20, 21,
22, 27, 28, 32, 34, 35, 36, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 05 9 (-1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Water, Grass, Electric, Ground, Fighting

Effect Spore: When hit by a melee attack roll a d4.


On a 4, do 4 poison damage to your attacker.
Evolution: Paras can evolve into Parasect at level 9
and above.

Moves
Starting Moves: Scratch
Level 2: Stun Spore, Poison Powder
Level 6: Absorb, Fury Cutter
Level 10: Spore, Slash
Level 14: Growth, Giga Drain
Learnable Moves:
TM: 03, 06, 08, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 28, 32, 34, 35, 36, 44, 45, 46, 49
HM: 01, 05

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Parasect
Large Bug/Grass Type | Level 5 | CR 6

Armor Class: 14
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Water, Grass, Electric, Ground, Fighting

Damp: This Pokémon is unaffected by Self Destruct


and Explosion moves.
Effect Spore: When hit by a melee attack roll a d4.
On a 4, do 4 poison damage to your attacker. Venonat
Tiny Bug/Poison Type | Level 1 | CR 1/8
Moves
Armor Class: 12
Starting Moves: Scratch, Stun Spore, Poison Powder, Hit Points: 6
Absorb Hit Dice: d6
Level 6: Fury Cutter Speed: 25ft. walking
Level 10: Spore, Slash
STR DEX CON INT WIS CHA
Level 14: Growth
11 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 18: Giga Drain
Learnable Moves: Skills: Nature
TM: 03, 06, 08, 10, 11, 12, 13, 15, 17, 19, 20, 21, Saving Throws: Constitution
22, 27, 28, 32, 34, 35, 36, 44, 45, 46, 49 Vulnerabilities: Fire, Flying, Rock, Psychic
Resistances: Poison, Grass, Fairy, Bug, Fighting
HM: 01, 05
Compound Eyes: Once per combat, this Pokémon
may roll an attack with advantage.
Quick Getaway: While this Pokémon is active, the
trainer automatically succeeds on their DEX roll to
run away.
Evolution: Venonat can evolve into Venomoth at
level 12 and above.

Moves
Starting Moves: Tackle, Disable
Level 2: Supersonic, Foresight
Level 6: Confusion, Poison Powder
Level 10: Stun Spore, Sleep Powder, Psybeam
Level 14: Leech Life, Psychic
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
29, 32, 34, 35, 36, 39, 44, 45, 46

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Venomoth
Medium Bug/Poison Type | Level 8 | CR 7

Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 15ft. walking | 30ft flying

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock, Psychic
Resistances: Poison, Grass, Fairy, Bug, Fighting

Quick Getaway: While this Pokémon is active, the


trainer automatically succeeds on their DEX roll to
run away.
Diglett
Tiny Ground Type | Level 1 | CR 1/2
Compound Eyes: Once per combat, this Pokémon
may roll an attack with advantage. Armor Class: 13
Hit Points: 8
Tinted Lens: This Pokémon’s moves ignore Hit Dice: d6
resistances Speed: 30ft. walking (burrowing)

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Disable, Supersonic, Gust 13 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 6: Confusion, Poison Powder, Foresight
Skills: Stealth, Athletics
Level 10: Stun Spore, Sleep Powder Saving Throws: Dexterity
Level 14: Leech Life, Psybeam Vulnerabilities: Grass, Ice, Water
Resistances: Rock, Poison
Level 17: Psychic Immunities: Electric
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22, Sand Veil: This Pokémon’s AC increases by 2 in
27, 29, 32, 34, 35, 36, 39, 44, 45, 46 desert terrain.
HM: 05 Burrower: This Pokémon moves by burrowing into
the ground and appearing somewhere else within
its speed.
Evolution: Diglett can evolve into Dugtrio at level
10 and above.

Moves
Starting Moves: Sand Attack, Scratch
Level 2: Growl
Level 6: Mud Slap, Magnitude
Level 10: Dig, Slash
Level 14: Earthquake
Level 18: Fissure
Learnable Moves:
TM: 03, 06, 08, 10, 11, 13, 17, 20, 21, 26, 27, 28,
31, 32, 34, 35, 36, 44, 45, 46
HM: 01

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Dugtrio
Medium Ground Type | Level 5 | CR 6

Armor Class: 15
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking (burrowing)

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Stealth, Athletics


Saving Throws: Dexterity, Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Rock, Poison
Immunities: Electric

Sand Veil: This Pokémon’s AC increases by 2 in


desert terrain.
Burrower: This Pokémon moves by burrowing into
the ground and appearing somewhere else within
its speed. Meowth
Small Normal Type | Level 1 | CR 1/4
Moves Armor Class: 12
Starting Moves: Sand Attack, Scratch, Growl Hit Points: 6
Hit Dice: d6
Level 6: Mud Slap Speed: 30ft. walking
Level 10: Dig, Magnitude
Level 14: Slash, Earthquake STR DEX CON INT WIS CHA
Level 18: Fissure 12 (+1) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 12 (+1)
Learnable Moves: T M: 03, 06, 08, 10, 11, 13, 15,
17, 20, 21, 26, 27, 28, 31, 32, 34, 35, 36, 44, 45, Skills: Persuasion, Deception, Sleight of Hand
46 Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting
HM: 01 Immunities: Ghost

Limber: This Pokémon is immune to being


paralyzed.
Pick Up: This Pokemon may pick up a held item
than an opponent had discarded as a bonus action.
Evolution: Meowth can evolve into Persian at level
10 and above.

Moves
Starting Moves: Scratch, Growl
Level 2: Bite
Level 6: Fury Swipes, Screech
Level 10: Payday, Feint Attack
Level 14: Slash
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 16, 17, 20, 21,
23, 25, 27, 30, 31, 32, 34, 35, 39, 40, 42, 43, 44,
45, 46, 50

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Persian
Medium Normal Type | Level 5 | CR 6

Armor Class: 13
Hit Points: 38
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 14 (+2)

Skills: Persuasion, Deception, Sleight of Hand


Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting
Immunities: Ghost

Limber: This Pokémon is immune to being


paralyzed.

Moves
Starting Moves: Scratch, Growl, Bite, Swift
Psyduck
Small Water/Psychic Type | Level 1 | CR 1/2
Level 6: Fury Swipes, Screech
Armor Class: 12
Level 10: Payday, Feint Attack Hit Points: 8
Level 14: Slash Hit Dice: d6
Speed: 25ft. walking | 20ft swimming
Learnable Moves:
TM: 02, 03, 05, 06, 07, 09, 10, 11, 13, 15, 16, 17,
20, 21, 23, 25, 27, 30, 31, 32, 34, 35, 39, 40, 42, STR DEX CON INT WIS CHA
43, 44, 45, 46, 50 10 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Insight
Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Ghost, Grass, Electric
Resistances: Steel, Fire, Water, Ice, Psychic

Water Weight: This Pokémon gains temporary hit


points equal to double its level when battling in
coastal and swampy areas, or in rainy conditions.
Evolution: Psyduck can evolve into Golduck at level
12 and above.

Moves
Starting Moves: Scratch
Level 2: Tail Whip, Water Gun
Level 6: Fury Swipes, Confusion
Level 10: Disable, Screech
Level 14: Psych Up, Rain Dance
Level 18: Hydro Pump, Amnesia
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 39, 44, 45
HM: 03, 05, 06, 07

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Golduck
Medium Water/Psychic Type | Level 8 | CR 8

Armor Class: 13
Hit Points: 76
Hit Dice: d10
Speed: 30ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Insight
Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Ghost, Grass, Electric
Resistances: Steel, Fire, Water, Ice, Psychic

Water Weight: This Pokémon gains temporary hit


points equal to double its level when battling in
coastal and swampy areas, or in rainy conditions.

Moves
Mankey
Small Fighting Type | Level 1 | CR 1/2
Starting Moves: Scratch, Water Gun, Tail Whip
Armor Class: 12
Level 6: Fury Swipes, Confusion Hit Points: 6
Level 10: Disable, Screech Hit Dice: d6
Speed: 30ft. walking
Level 14: Psych Up, Rain Dance
Level 18: Hydro Pump, Amnesia
STR DEX CON INT WIS CHA
Learnable Moves:
14 (+2) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 39, 44, Skills: Athletics, Acrobatics
45, 49 Saving Throws: Dexterity, Strength
HM: 03, 04, 05, 06, 07 Vulnerabilities: Flying, Psychic, Fairy
Resistances: Dark, Rock, Bug

Anger Point: After suffering a critical hit, this


Pokémon deals an extra 1d6 if its next attack hits.
Evolution: Mankey can evolve into Primeape at level
10 and above.

Moves
Starting Moves: Scratch, Low Kick, Leer, Focus
Energy
Level 2: Fury Swipes, Karate Chop
Level 6: Seismic Toss, Pursuit
Level 10: Thrash, Swagger
Level 14: Cross Chop, Screech
Level 18: Outrage
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 11, 13, 17, 20, 21,
23, 25, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41, 43,
44, 45, 46, 48
HM: 04

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Primeape
Medium Fighting Type | Level 5 | CR 6

Armor Class: 14
Hit Points: 38
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 8 (-1)

Skills: Athletics, Acrobatics


Saving Throws: Dexterity, Strength
Vulnerabilities: Flying, Psychic, Fairy
Resistances: Dark, Rock, Bug

Vital Spirit: This Pokémon cannot be put to sleep.


Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 if its next attack hits.

Moves Growlithe
Starting Moves: Scratch, Low Kick, Leer, Focus Small Fire Type | Level 1 | CR 1/2
Energy, Fury Swipes, Karate Chop
Armor Class: 12
Level 6: Seismic Toss Hit Points: 6
Level 10: Thrash, Pursuit Hit Dice: d6
Speed: 30ft. walking
Level 14: Cross Chop, Swagger
Level 18: Outrage, Screech STR DEX CON INT WIS CHA
Learnable Moves: 13 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
TM: 01, 02, 03, 06, 08, 09, 10, 11, 13, 15, 17, 20,
21, 23, 25, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41, Skills: Perception
43, 44, 45, 46, 48 Saving Throws: Dexterity
HM: 04 Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Grass, Ice, Steel
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: At level 12 and above, Growlithe can
evolve into Arcanine with the help of a Fire Stone.

Moves
Starting Moves: Bite, Roar
Level 2: Ember, Leer
Level 6: Take Down, Flame Wheel, Reversal
Level 10: Agility, Flamethrower
Level 14: Crunch, Outrage
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 32, 34, 35, 38, 39, 44, 45

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Arcanine
Large Fire Type | Level 8 | CR 9

Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills: Perception, Arcana


Saving Throws: Dexterity, Strength
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Grass, Ice, Steel
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Intimidate: Once per combat, you can impose
Poliwag
Tiny Water Type | Level 1 | CR 1/8
disadvantage on an enemy attack roll of your
choice. Armor Class: 11
Hit Points: 6
Moves Hit Dice: d6
Speed: 25ft. walking | 20ft swimming
Starting Moves: Bite, Roar, Ember, Leer, Take Down
Level 10: Agility, Flamethrower STR DEX CON INT WIS CHA
Level 14: Crunch, Outrage 8 (-1) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
Level 18: Fire Spin, Extreme Speed
Skills: Acrobatics
Learnable Moves:
Saving Throws: Dexterity
TM: 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20, 21, Vulnerabilities: Electric, Grass
23, 24, 27, 28, 32, 34, 35, 38, 39, 44, 45 Resistances: Water, Fire, Ice, Steel

Water Weight: This Pokémon gains temporary hit


points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.
Evolution: Poliwag can evolve into Poliwhirl at level
9 and above.

Moves
Starting Moves: Water Gun
Level 2: Bubble, Hypnosis
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam
Level 14: Mud Slap, Belly Drum
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
29, 32, 34, 35, 40, 44, 45, 46
HM: 03, 06, 07

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Poliwhirl
Medium Water Type | Level 5 | CR 3

Armor Class: 12
Hit Points: 34
Hit Dice: d8
Speed: 25ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Acrobatics, Athletics


Saving Throws: Dexterity, Strength
Vulnerabilities: Electric, Grass
Resistances: Water, Fire, Ice, Steel

Water Weight: This Pokémon gains temporary hit


points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.
Evolution: At level 15 and above, Poliwhirl can
evolve into Poliwrath with the help of a Water
Stone, or Politoed with a Loyalty level of +2 or Poliwrath
higher. Medium Water/Fighting Type | Level 10 | CR 11

Armor Class: 15
Moves Hit Points: 94
Starting Moves: Water Gun, Bubble, Hypnosis Hit Dice: d12
Speed: 30ft. walking | 30ft swimming
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam STR DEX CON INT WIS CHA
Level 14: Mud Slap, Belly Drum 18 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Hydro Pump
Learnable Moves: Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
TM: 02, 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 21, Vulnerabilities: Electric, Grass, Psychic, Fairy, Flying
27, 29, 31, 32, 33, 34, 35, 40, 43, 44, 45, 46 Resistances: Water, Fire, Ice, Steel, Rock, Bug, Dark
HM: 03, 04, 06, 07
Water Weight: This Pokémon gains temporary hit
points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.

Moves
Starting Moves: Water Gun, Bubble, Hypnosis,
Double Slap, Rain Dance, Body Slam
Level 14: Mud Slap, Bubblebeam
Level 18: Hydro Pump, Belly Drum
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 29, 31, 32, 33, 34, 35, 40, 43, 44,
45, 46
HM: 03, 04, 06, 07

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Abra
Small Psychic Type | Level 1 | CR 1/4

Armor Class: 10
Hit Points: 6
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)

Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Resistances: Psychic, Fighting

Inner Focus: This Pokémon is immune to flinching.


Evolution: Abra can evolve into Kadabra at level 8
and above. Kadabra
Medium Psychic Type | Level 5 | CR 5
Moves Armor Class: 14
Starting Moves: Teleport, Scratch Hit Points: 34
Hit Dice: d8
Learnable Moves: Speed: 30ft. walking
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, 46,
STR DEX CON INT WIS CHA
48, 50
HM: 05 10 (+0) 10 (+0) 10 (+0) 15 (+2) 14 (+2) 10 (+0)

Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Resistances: Psychic, Fighting

Inner Focus: This Pokémon is immune to flinching.


Magic Guard: If this Pokémon succeeds on a saving
throw to take damage, the Pokémon takes no
damage instead of half.
Evolution: Kadabra can evolve into Alakazam at level
16 and above.

Moves
Starting Moves: Teleport, Scratch, Confusion
Level 6: Disable
Level 10: Psybeam, Reflect
Level 14: Recover, Future Sight
Level 18: Psychic
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 28, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45,
46, 48, 50
HM: 05

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Alakazam
Medium Psychic Type | Level 10 | CR 12

Armor Class: 16
Hit Points: 84
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 10 (+0)

Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Resistances: Psychic, Fighting

Inner Focus: This Pokémon is immune to flinching.


Machop
Magic Guard: If this Pokémon succeeds on a saving Small Fighting Type | Level 1 | CR 1/2
throw to take damage, the Pokémon takes no
damage instead of half. Armor Class: 12
Hit Points: 6
Hit Dice: d6
Moves Speed: 25ft. walking
Starting Moves: Teleport, Scratch, Confusion,
Disable, Psybeam, Reflect
STR DEX CON INT WIS CHA
Level 14: Recover 15 (+2) 12 (+) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 18: Psychic, Future Sight
Learnable Moves: Skills: Athletics, Acrobatics
Saving Throws: Strength, Dexterity
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, Vulnerabilities: Psychic, Fairy, Flying
20, 21, 27, 28, 29, 30, 32, 33, 34, 35, 41, 42, 44, Resistances: Bug, Dark, Rock
45, 46, 48, 50
HM: 05 Guts: This Pokémon does an additional 1d6
damage on attacks when suffering from a negative
status effect.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage on its next
attack.
Evolution: Machop can evolve into Machoke at level
9 and above.

Moves
Starting Moves: Low Kick, Leer
Level 2: Karate Chop, Focus Energy
Level 6: Seismic Toss, Foresight
Level 10: Submission, Vital Throw
Level 14: Cross Chop, Scary Face
Level 18: Dynamic Punch
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26,
27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45, 46,
48
HM: 04

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Machoke
Medium Fighting Type | Level 5 | CR 4

Armor Class: 13
Hit Points: 34
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics, Acrobatics


Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Fairy, Flying
Resistances: Bug, Dark, Rock

Guts: This Pokémon does an additional 1d6


damage on attacks when suffering from a negative
status effect.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage to its next
attacks. Machamp
Evolution: Machoke can evolve into Machamp at Large Fighting Type | Level 10 | 10
level 16 and above.
Armor Class: 15
Hit Points: 89
Moves Hit Dice: d12
Speed: 30ft. walking
Starting Moves: Low Kick, Leer, Focus Energy, Karate
Chop
STR DEX CON INT WIS CHA
Level 6: Seismic Toss
20 (+5) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 10: Submission, Vital Throw
Level 14: Cross Chop Skills: Athletics, Acrobatics
Level 18: Scary Face, Dynamic Punch Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Fairy, Flying
Learnable Moves: Resistances: Bug, Dark, Rock
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26,
27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45, 46, Guts: This Pokémon does an additional 1d6
48 damage on attacks when suffering from a negative
HM: 04 status effect.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage to its next
attacks.

Moves
Starting Moves: Low Kick, Leer, Focus Energy, Karate
Chop, Seismic Toss, Submission, Vital Throw, Scary
Face
Level 18: Cross Chop, Dynamic Punch
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21,
26, 27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45,
46, 48
HM:04

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Bellsprout
Tiny Grass/Poison Type | Level 1 | CR 1/4

Armor Class: 11
Hit Points: 7
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Psychic, Fire, Flying, Ice
Resistances: Fighting, Fairy, Electric, Grass, Water

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Evolution: Bellsprout can evolve into Weepinbell at
level 9 and above.

Moves
Weepinbell
Medium Grass/Poison Type | Level 5 | CR 3
Starting Moves: Vine Whip
Armor Class: 12
Level 2: Growth Hit Points: 35
Level 6: Wrap, Sleep Powder, Poison Powder Hit Dice: d8
Speed: 20ft. walking
Level 10: Stun Spore, Acid
Level 14: Razor Leaf, Sweet Scent STR DEX CON INT WIS CHA
Level 18: Slam 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27, Skills: Nature, Survival
32, 34, 35, 36, 44, 45 Saving Throws: Constitution
Vulnerabilities: Psychic, Fire, Flying, Ice
HM: 01, 05 Resistances: Fighting, Fairy, Electric, Grass, Water

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Evolution: At level 15 and above, Weepinbell can be
evolved into Victreebell with the help of a Leaf
Stone.

Moves
Starting Moves: Vine Whip, Growth, Wrap
Level 6: Sleep Powder, Poison Powder
Level 10: Stun Spore, Acid
Level 14: Sweet Scent
Level 18: Slam, Razor Leaf
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 36, 44, 45
HM: 01, 05

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Victreebell
Large Grass/Poison Type | Level 10 | CR 10

Armor Class: 14
Hit Points: 87
Hit Dice: d12
Speed: 20ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Psychic, Fire, Flying, Ice
Resistances: Fighting, Fairy, Electric, Grass, Water

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Tentacool
Small Water/Poison Type | Level 1 | CR 1/2
Moves
Starting Moves: Vine Whip, Growth, Wrap, Sleep Armor Class: 12
Powder, Poison Powder, Stun Spore Hit Points: 8
Hit Dice: d6
Level 14: Sweet Scent, Acid Speed: 5ft. walking | 30ft swimming
Level 18: Slam, Razor Leaf
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22, 10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
27, 32, 34, 35, 36, 44, 45
HM: 01, 05 Skills: Sleight of Hand
Saving Throws: Constitution
Vulnerabilities: Psychic, Electric, Ground
Resistances: Fighting, Fairy, Ice, Steel, Poison, Bug,
Fire, Water

Liquid Ooze: If an enemy uses a leeching or absorb


move against this Pokémon, the Pokémon takes
damage equal to the amount they would normally
heal.
Evolution: Tentacool can evolve into Tentacruel at
level 12 and above.

Moves
Starting Moves: Poison Sting
Level 2: Supersonic, Constrict
Level 6: Acid
Level 10: Bubble Beam
Level 14: Barrier, Screech
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 19, 20, 21, 27,
32, 34, 35, 36, 44, 45
HM: 01, 03, 06

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Tentacruel
Large Water/Poison Type | Level 8 | CR 7

Armor Class: 15
Hit Points: 62
Hit Dice: d10
Speed: 20ft. walking | 40ft swimming

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

Skills: Sleight of Hand


Saving Throws: Constitution, Strength
Vulnerabilities: Psychic, Electric, Ground
Resistances: Fighting, Fairy, Ice, Steel, Poison, Bug,
Fire, Water

Liquid Ooze: If an enemy uses a leeching or absorb


move against this Pokémon , the Pokémon takes
damage equal to the amount they would normally Geodude
heal. Small Rock/Ground Type | Level 1 | CR 1/2

Armor Class: 14
Moves Hit Points: 8
Hit Dice: d6
Starting Moves: Poison Sting, Supersonic, Constrict Speed: 25ft. walking
Level 6: Acid
Level 10: Bubble Beam STR DEX CON INT WIS CHA
Level 14: Barrier 13 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Screech, Hydro Pump
Skills: Athletics, Survival
Learnable Moves: Saving Throws: Constitution
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, Vulnerabilities: Ice, Ground, Steel, Fighting, Water,
27, 32, 34, 35, 36, 44, 45 Grass
Resistances: Flying, Normal, Rock, Fire
HM: 01, 03, 06 Immunities: Electric

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers it to 1HP instead.
Evolution: Geodude can evolve into Graveler at level
10 and above.

Moves
Starting Moves: Tackle
Level 2: Defense Curl
Level 6: Magnitude, Rollout
Level 10: Rock Throw, Rock Slide
Level 14: Self Destruct, Stone Edge, Earthquake
Level 18: Explosion, Double Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21,
26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45, 48
HM: 04

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Graveler
Medium Rock/Ground Type | Level 5 | CR 6

Armor Class: 16
Hit Points: 40
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics, Survival


Saving Throws: Constitution, Strength
Vulnerabilities: Ice, Ground, Steel, Fighting, Water,
Grass
Resistances: Flying, Normal, Rock, Fire
Immunities: Electric

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers it to 1HP instead.
Stone Veil: This Pokémon’s AC increases by 2 in
Golem
Large Rock/Ground Type | Level 10 | CR 12
rocky terrain.
Evolution: Graveler can evolve into Golem at level Armor Class: 18
16 and above. Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Tackle, Defense Curl STR DEX CON INT WIS CHA
Level 6: Magnitude, Rollout 18 (+4) 10 (+0) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 10: Rock Throw, Rock Slide
Skills: Athletics, Survival
Level 14: Self Destruct, Stone Edge
Saving Throws: Constitution, Strength
Level 18: Earthquake, Double Edge, Explosion Vulnerabilities: Ice, Ground, Steel, Fighting, Water,
Learnable Moves: Grass
Resistances: Flying, Normal, Rock, Fire
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, Immunities: Electric
26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45, 48
HM: 04 Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP
to 0, it lowers it to 1HP instead.
Stone Veil: This Pokémon’s AC increases by 2 in
rocky terrain.

Moves
Starting Moves: Tackle, Defense Curl, Magnitude,
Rock Throw, Rock Slide, Rollout
Level 14: Self Destruct, Stone Edge
Level 18: Earthquake, Double Edge, Explosion
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 15, 17, 20,
21, 26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45,
48, 49
HM: 04

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Ponyta
Medium Fire Type | Level 1 | CR 1

Armor Class: 13
Hit Points: 8
Hit Dice: d8
Speed: 35ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Dexterity
Vulnerabilities: Ground, Water, Rock
Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Flame Body: When hit by a melee attack, roll a d10.
On a 10, the attacker is burned.
Evolution: Ponyta can evolve into Rapidash at level
16 and above.
Rapidash
Large Fire Type | Level 10 | CR 8

Moves Armor Class: 16


Hit Points: 68
Starting Moves: Tackle, Growl Hit Dice: d10
Speed: 45ft. walking
Level 2: Tail Whip, Ember
Level 6: Stomp, Flame Wheel
STR DEX CON INT WIS CHA
Level 10: Fire Blast, Take Down
14 (+2) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Level 14: Fire Spin, Agility
Learnable Moves: Skills: Athletics
TM: 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27, 32, Saving Throws: Dexterity
34, 35, 38, 39, 44, 45 Vulnerabilities: Ground, Water, Rock
Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Flame Body: When hit by a melee attack, roll a d10.
On a 10, the attacker is burned.

Moves
Starting Moves: Tackle, Growl, Fury Attack, Quick
Attack, Tail Whip, Ember,Stomp, Fire Blast, Take
Down
Level 14: Fire Spin, Agility
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 20, 21, 23, 27,
32, 34, 35, 38, 39, 44, 45

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Slowpoke
Medium Water/Psychic Type | Level 1 | CR 2

Armor Class: 14
Hit Points: 9
Hit Dice: d8
Speed: 15ft. walking | 25ft swimming

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Insight, History


Saving Throws: Constitution, Wisdom
Vulnerabilities: Dark, Grass, Electric, Ghost, Bug
Resistances: Fire, Ice, Steel, Fighting, Water, Psychic

Own Tempo: This Pokémon is immune to


confusion.
Evolution: Slowpoke can evolve into Slowbro at
level 12 and above or Slowking at level 12 and
above while holding a King’s Rock.

Moves Slowbro
Large Water/Psychic Type | Level 8 | CR 9
Starting Moves: Tackle
Armor Class: 16
Level 2: Growl, Water Gun
Hit Points: 70
Level 6: Confusion, Disable Hit Dice: d10
Level 10: Headbutt Speed: 25ft. walking | 35ft swimming

Level 14: Amnesia, Psychic, Rain Dance


STR DEX CON INT WIS CHA
Level 18: Psych Up
15 (+2) 8 (-1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 14, 16, 17, 18, Skills: Insight, History
20, 21, 23, 26, 27, 28, 29, 30, 31, 32, 34, 35, 38, Saving Throws: Constitution, Wisdom
39, 42, 44, 45, 50 Vulnerabilities: Dark, Grass, Electric, Ghost, Bug
HM: 03, 04, 05 Resistances: Fire, Ice, Steel, Fighting, Water, Psychic

Own Tempo: This Pokémon is immune to


confusion.

Moves
Starting Moves: Tackle, Growl, Water Gun,
Confusion, Disable
Level 10: Headbutt
Level 14: Amnesia, Rain Dance
Level 18: Psych Up, Psychic
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 26, 27, 28, 29, 30, 31, 32,
33, 34, 35, 38, 39, 42, 44, 45, 49, 50
HM: 03, 04, 05

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Magnemite
Medium Electric/Steel Type | Level 1 | CR 1/4

Armor Class: 12
Hit Points: 8
Hit Dice: d6
Speed: 0ft. walking | 20ft flying (hovering)

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0)

Skills: Insight, Acrobatics


Saving Throws: Constitution
Vulnerabilities: Fire, Fighting, Ground
Resistances: Psychic, Electric, Ice, Grass, Fairy,
Dragon, Normal, Rock, Bug
Immunities: Poison

Sturdy This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers to 1 HP instead.
Magneton
Medium Electric/Steel Type | Level 8 | CR 10
Magnet Pull: Steel opponents in battle with this
Pokémon may not switch out or flee. Armor Class: 16
Hit Points: 76
Evolution: Magnemite can evolve into Magneton at Hit Dice: d10
level 12 and above. Speed: 0ft. walking | 30ft flying (hovering)

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Supersonic
12 (+1) 14 (+2) 17 (+3) 8 (-1) 12 (+1) 10 (+0)
Level 2: Thunder Shock, Thunder Wave
Level 6: Light Screen, Spark Skills: Insight, Acrobatics
Saving Throws: Constitution
Level 10: Screech, Bide Vulnerabilities: Fire, Fighting, Ground
Level 14: Sonic Boom, Lock-On Resistances: Psychic, Electric, Ice, Grass, Fairy,
Dragon, Normal, Rock, Bug
Level 18: Zap Cannon Immunities: Poison
Learnable Moves:
Sturdy This Pokémon cannot be KO’d from full
TM: 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 25, 27, health. If a move takes this Pokémon from full HP
32, 34, 35, 39, 44 to 0, it lowers to 1 HP instead.
HM: 05
Magnet Pull: Steel opponents in battle with this
Pokémon may not switch out or flee.

Moves
Starting Moves: Tackle, Supersonic, Thunder Shock,
Thunder Wave
Level 6: Light Screen, Spark
Level 10: Screech, Bide, Tri-Attack
Level 14: Sonic Boom, Lock-On
Level 18: Zap Cannon
Learnable Moves:
TM: 03, 04, 06, 07, 10, 13, 15, 17, 18, 20, 21, 25,
27, 32, 34, 35, 39, 44
HM: 05

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Farfetch’d
Small Normal/Flying Type | Level 3 | CR 3

Armor Class: 12
Hit Points: 34
Hit Dice: d8
Speed: 25ft. walking | 30ft flying

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Intimidation


Saving Throws: Dexterity
Vulnerabilities: Rock, Ice, Electric
Resistances: Bug, Grass
Immunities: Ground, Ghost

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Doduo
Anger Point: After Suffering a critical it, this Small Normal/Flying Type | Level 1 | CR 1/2
Pokémon deals an extra 1d6 damage if its next
attack hits. Armor Class: 12
Hit Points: 7
Hit Dice: d6
Moves Speed: 30ft. walking
Starting Moves: Peck, Sand Attack, Leer, Fury Attack
Level 6: Slash, False Swipe STR DEX CON INT WIS CHA
Level 10: Swords Dance 9 (-1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Agility
Skills: Perception, Acrobatics
Learnable Moves: Saving Throws: Dexterity
TM: 02, 03, 06, 09, 10, 11, 13, 17, 20, 21, 23, 27, Vulnerabilities: Rock, Ice, Electric
31, 32, 34, 35, 39, 43, 44, 45, 46, 47 Resistances: Bug, Grass
Immunities: Ground, Ghost
HM: 01, 02
Quick Getaway: While this Pokémon is active, the
trainer automatically succeeds on their DEX roll to
run away.
Evolution: Doduo can evolve into Dodrio at level 12
and above.

Moves
Starting Moves: Peck, Growl
Level 2: Quick Attack, Rage
Level 6: Fury Attack, Pursuit
Level 10: Agility
Level 14: Swords Dance, Jump Kick
Level 18: Drill Peck, Thrash
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 44, 45, 46, 47
HM: 02

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Dodrio
Medium Normal/Flying Type | Level 8 | CR 7

Armor Class: 14
Hit Points: 54
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


12 (+1) 19 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Rock, Ice, Electric
Resistances: Bug, Grass
Immunities: Ground, Ghost

Early Bird: This Pokémon has advantage on rolls to


wake up from sleep.
Quick Getaway: While this Pokémon is active, the
trainer automatically succeeds on their DEX roll to
run away. Seel
Medium Water Type | Level 1 | CR 1/2
Moves Armor Class: 12
Starting Moves: Peck, Growl, Quick Attack, Rage, Tri Hit Points: 7
Attack Hit Dice: d6
Speed: 10ft. walking | 40ft swimming
Level 6: Fury Attack
Level 10: Agility, Pursuit STR DEX CON INT WIS CHA
Level 14: Swords Dance, Jump Kick 10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)
Level 18: Drill Peck, Thrash
Learnable Moves: Skills: Acrobatics
Saving Throws: Dexterity
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32, Vulnerabilities: Grass, Electric
34, 35, 39, 44, 45, 46, 47 Resistances: Steel, Fire, Water, Ice
HM: 02
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Evolution: Seel can evolve into Dewgong at level 12
and above.

Moves
Starting Moves: Headbutt
Level 2: Growl
Level 6: Rest, Bubble, Icy Wind
Level 10: Body Slam, Encore
Level 14: Aurora Beam, Take Down
Level 18: Ice Beam, Safeguard
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
32, 34, 35, 44, 45
HM: 03, 06, 07

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Dewgong
Medium Water/Ice Type | Level 5 | CR 8

Armor Class: 14
Hit Points: 54
Hit Dice: d10
Speed: 15ft. walking | 50ft swimming

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 14 (+2)

Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Hydration: This Pokémon is unaffected by negative Grimer
status ailments during rainy conditions. Small Poison Type | Level 1 | CR 1/2

Armor Class: 11
Moves Hit Points: 9
Starting Moves: Headbutt, Growl Hit Dice: d6
Speed: 20ft. walking
Level 6: Rest, Bubble
Level 10: Body Slam, Encore
STR DEX CON INT WIS CHA
Level 14: Aurora Beam, Take Down
14 (+2) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
Level 18: Ice Beam, Safeguard
Learnable Moves: Skills: Stealth
Saving Throws: Constitution
TM: 02, 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, Vulnerabilities: Ground, Psychic
27, 32, 34, 35, 44, 45 Resistances: Fighting, Fairy, Poison, Grass, Bug
HM: 03, 06, 07
Poison Touch: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the
attacker takes 1d6 poison damage.
Sticky Touch: Held items cannot be stolen from this
Pokémon.
Evolution: Grimer can evolve into Mux at level 14
and above.

Moves
Starting Moves: Pound
Level 2: Harden, Mud Slap
Level 6: Disable
Level 10: Minimize, Lick
Level 14: Screech, Sludge Bomb
Level 18: Acid Armor
Learnable Moves:
TM: 01, 03, 06, 07, 10, 11, 13, 17, 19, 20, 21, 25,
27, 31, 32, 33, 34, 36, 38, 41, 44, 45, 46, 48

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Muk
Large Poison Type | Level 10 | CR 9

Armor Class: 14
Hit Points: 87
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 8 (-1)

Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fighting, Fairy, Poison, Grass, Bug

Poison Touch: When this Pokémon is hit with a


melee attack, roll a 1d4. On a result of 4, the
attacker takes 1d6 poison damage.
Sticky Touch: Held items cannot be stolen from this
Pokémon.
Shellder
Small Water Type | Level 1 | CR 1/2
Moves
Starting Moves: Pound, Harden, Mud Slap, Disable, Armor Class: 14
Acid Armor, Minimize, Lick Hit Points: 8
Hit Dice: d6
Level 14: Screech Speed: 5ft. walking | 15ft swimming
Level 18: Acid Armor, Sludge Bomb
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 03, 06, 07, 10, 11, 13, 15, 17, 19, 20, 21, 10 (+0) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
25, 27, 31, 32, 33, 34, 35, 36, 38, 41, 44, 45, 46,
48 Skills: Survival
Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Resistances: Steel, Fire, Water, Ice

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Evolution: At level 10 and above, Shellder can
evolve into Cloyster with the help of a Water Stone.

Moves
Starting Moves: Tackle, Water Gun
Level 2: Withdraw
Level 6: Supersonic, Protect
Level 10: Leer, Clamp
Level 14: Aurora Beam, Whirlpool
Level 18: Hydro Pump, Ice Beam
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, 32,
34, 35, 39, 44, 45
HM: 03, 06

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Cloyster
Large Water/Ice Type | Level 8 | CR 10

Armor Class: 18
Hit Points: 62
Hit Dice: d12
Speed: 10ft. walking | 30ft swimming

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.

Moves Gastly
Small Ghost/Poison Type | Level 1 | CR 1/2
Starting Moves: Tackle, Water Gun, Withdraw,
Supersonic, Protect Armor Class: 12
Hit Points: 7
Level 10: Leer, Clamp Hit Dice: d6
Level 14: Aurora Beam Speed: 0ft. walking | 25ft flying (hovering)
Level 18: Hydro Pump, Whirlpool, Ice Beam
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27, 10 (+0) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 12 (+1)
32, 34, 35, 39, 44, 45
HM: 03, 06 Skills: Stealth, Deception
Saving Throws: Constitution
Vulnerabilities: Ghost, Psychic, Ground, Dark
Resistances: Grass, Fairy, Bug, Poison
Immunities: Normal, Fighting

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your
choice.
Levitate: This Pokemon is immune to ground
moves.
Evolution: Gastly can evolve into Haunter at level
10 and above.

Moves
Starting Moves: Hypnosis, Lick
Level 2: Leer, Spite
Level 6: Night Shade, Screech, Mean Look
Level 10: Confusion, Curse
Level 14: Dream Eater, Confuse Ray, Shadow Ball
Level 18: Destiny Bond, Nightmare
Learnable Moves:
TM: 03, 06, 07, 09, 10, 11, 13, 17, 18, 19, 20, 21,
25, 27, 29, 30, 32, 34, 35, 42, 44, 45, 46, 50

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Haunter
Medium Ghost/Poison Type | Level 5 | CR 4

Armor Class: 13
Hit Points: 35
Hit Dice: d10
Speed: 0ft. walking | 30ft flying (hovering)

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 13 (+1) 6 (-2) 14 (+2) 12 (+1)

Skills: Stealth, Deception


Saving Throws: Constitution
Vulnerabilities: Ghost, Psychic, Ground, Dark
Resistances: Grass, Fairy, Bug, Poison
Immunities: Normal, Fighting

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your
choice.
Levitate: This Pokemon is immune to ground
moves. Gengar
Evolution: Haunter can evolve into Gengar at level Medium Ghost/Poison Type | Level 10 | CR 11
16 and above.
Armor Class: 15
Hit Points: 82
Moves Hit Dice: d12
Speed: 30ft. walking | 30ft flying (hovering)
Starting Moves: Hypnosis, Lick, Leer, Spite
Level 6: Night Shade, Screech, Mean Look STR DEX CON INT WIS CHA
Level 10: Confusion, Curse 16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 12 (+1)
Level 14: Dream Eater, Confuse Ray, Shadow Ball
Level 18: Destiny Bond, Nightmare Skills: Stealth, Deception
Saving Throws: Constitution, Charisma
Learnable Moves: Vulnerabilities: Ghost, Psychic, Ground, Dark
TM: 03, 06, 07, 09, 10, 11, 13, 17, 18, 19, 20, 21, Resistances: Grass, Fairy, Bug, Poison
25, 27, 29, 30, 32, 34, 35, 42, 44, 45, 46, 50 Immunities: Normal, Fighting

Intimidate: Once per combat, you can impose


disadvantage on an enemy attack roll of your
choice.

Moves
Starting Moves: Hypnosis, Lick, Leer, Nightshade,
Screech, Confusion, Mean Look, Curse, Spite
Level 14: Dream Eater, Confuse Ray
Level 18: Destiny Bond, Nightmare, Shadow Ball
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 19, 20, 21, 25, 27, 29, 30, 32, 33, 34, 35, 41,
42, 44, 45, 46, 50
HM: 04

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Onix
Huge Rock/Ground Type | Level 5 | CR 10

Armor Class: 18
Hit Points: 55
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Fighting, Ice, Ground, Steel,
Water
Resistances: Flying, Normal, Rock, Fire
Immunities: Electric

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers to 1HP instead.
Burrower: This Pokémon can burrow underground, Drowzee
traveling a distance equal to its walking speed Small Psychic Type | Level 1 | CR 1
before re-emerging.
Evolution: At level 16 and above, Onix can evolve Armor Class: 12
into Steelix if holding a Metal Coat. Hit Points: 9
Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Tackle, Harden, Bind, Rock Throw STR DEX CON INT WIS CHA
Level 10: Rage, Slam, Curse, Iron Tail 10 (+0) 10 (+0) 12 (+1) 8 (-1) 14 (+2) 10 (+0)
Level 14: Screech, Rock Slide, Dragon Breath
Skills: Insight, Persuasion
Level 18: Dig, Stone Edge, Double-Edge, Sandstorm Saving Throws: Intelligence, Wisdom
Learnable Moves: Vulnerabilities: Bug, Ghost, Dark
Resistances: Fighting, Psychic
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 23,
26, 27, 28, 31, 32, 34, 35, 37, 44, 45
Inner Focus: This Pokémon is immune to flinching.
HM: 04
Insomnia: This Pokémon is immune to sleep.
Evolution: Drowzee can evolve into Hypno at level
10 and above.

Moves
Starting Moves: Pound, Hypnosis
Level 2: Disable, Confusion, Meditate
Level 6: Headbutt, Low Kick, Swagger
Level 10: Psybeam, Psywave, Psych Up
Level 14: Psychic, Future Sight
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, 48,
50
HM: 05

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Hypno
Medium Psychic Type | Level 5 | CR 8

Armor Class: 14
Hit Points: 41
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 10 (+0)

Skills: Insight, Persuasion


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Ghost, Dark
Resistances: Fighting, Psychic

Inner Focus: This Pokémon is immune to flinching.


Insomnia: This Pokémon is immune to sleep.

Moves
Starting Moves: Pound, Hypnosis, Disable,
Confusion Krabby
Small Water Type | Level 1 | CR 1/8
Level 6: Headbutt, Low Kick, Meditate
Level 10: Psybeam, Psywave, Swagger, Psych Up Armor Class: 13
Level 14: Psychic, Future Sight Hit Points: 7
Hit Dice: d6
Learnable Moves: Speed: 25ft. walking | 30ft Swimming
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18,
20, 21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, STR DEX CON INT WIS CHA
48, 50
14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
HM: 05
Skills: Survival, Sleight of Hand
Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Water, Steel

Shell Armor: This Pokémon is immune to Critical


Hits.
Evolution: Krabby can evolve into Kingler at level 10
and above.

Moves
Starting Moves: Bubble
Level 2: Leer
Level 6: Harden, Bubble Beam, Mud Slap
Level 10: Stomp, Vice Grip, Protect
Level 14: Slam, Guillotine
Learnable Moves:
TM: 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 44, 45, 46, 49
HM: 01, 03, 04. 06

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Kingler
Large Water Type | Level 5 | CR 6

Armor Class: 16
Hit Points: 35
Hit Dice: d10
Speed: 30ft. walking | 30ft Swimming

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 8 (-1)

Skills: Survival, Sleight of Hand


Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Water, Steel

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.

Moves
Starting Moves: Bubble, Leer
Voltorb
Small Electric Type | Level 1 | CR 1/2
Level 6: Harden, Bubble Beam
Armor Class: 12
Level 10: Mud Slap, Stomp, Vice Grip Hit Points: 7
Level 14: Slam, Guillotine, Protect Hit Dice: d6
Speed: 20ft. walking
Learnable Moves:
TM: 03, 06, 08, 10, 13, 14, 15, 16, 17, 18, 20, 21,
27, 31, 32, 34, 35, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 03, 04. 06 10 (+0) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric

Static: When this Pokémon is hit by a melee Attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Evolution: Voltorb can evolve into Electrode at level
12 and above.

Moves
Starting Moves: Tackle
Level 2: Leer, Spark
Level 6: Screech, Rollout
Level 10: Swift, Light Screen
Level 14: Self Destruct, Sonic Boom
Level 18: Explosion, Mirror Coat
Learnable Moves:
TM: 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 25,
27, 32, 34, 35, 39, 44
HM: 05

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Electrode
Medium Electric Type | Level 8 | CR 7

Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric

Static: When this Pokémon is hit by a melee Attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Exeggcute
Aftermath: This Pokémon deals damage to an Medium Grass/Psychic Type | Level 1 | CR 1
attacker equal to half of the damage received when
knocked out by a melee move. Armor Class: 12
Hit Points: 8
Hit Dice: d8
Moves Speed: 25ft. walking
Starting Moves: Tackle, Sonic Boom, Leer, Screech,
Spark
STR DEX CON INT WIS CHA
Level 10: Swift, Light Screen, Rollout
12 (+1) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Self Destruct
Level 18: Explosion, Mirror Coat Skills: Nature
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Ghost, Ice, Fire, Dark, Flying, Poison,
TM: 02, 03, 04, 06, 07, 10, 13, 15, 17, 18, 20, 21, Bug
25, 27, 32, 34, 35, 39, 44 Resistances: Fighting, Ground, Psychic, Grass,
Electric, Water
HM: 05
Chlorophyll: Damage rolls for this Pokémon get an
additional +2during conditions of strong sunlight.
Evolution: At level 10 and above, Exeggcute can be
evolved into Exeggcutor with the help of a Leaf
Stone.

Moves
Starting Moves: Barrage, Hypnosis
Level 2: Reflect, Leech Seed
Level 6: Stun Spore, Poison Powder, Sleep Powder
Level 10: Confusion
Level 14: Solar Beam
Learnable Moves:
TM: 03, 04, 06, 09, 10, 11, 13, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 36, 42, 44, 45, 46, 50
HM: 04, 05

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Exeggcutor
Medium Grass/Psychic Type | Level 5 | CR 7

Armor Class: 14
Hit Points: 36
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Nature
Saving Throws: Dexterity
Vulnerabilities: Ghost, Ice, Fire, Dark, Flying, Poison,
Bug
Resistances: Fighting, Ground, Psychic, Grass,
Electric, Water

Chlorophyll: Damage rolls for this Pokémon get an


additional +2during conditions of strong sunlight.
Cubone
Small Ground Type | Level 1 | CR 1/4
Moves
Starting Moves: Barrage, Hypnosis, Reflect, Leech Armor Class: 11
Seed, Stomp Hit Points: 7
Hit Dice: d6
Level 6: Stun Spore, Poison Powder Speed: 25ft. walking
Level 10: Confusion, Sleep Powder
Level 14: Solar Beam STR DEX CON INT WIS CHA
Learnable Moves: 11 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
TM: 03, 04, 06, 09, 10, 11, 13, 15, 17, 19, 20, 21,
22, 27, 29, 32, 34, 35, 36, 42, 44, 45, 46, 50 Skills: Survival
Saving Throws: Constitution
HM: 04, 05 Vulnerabilities: Grass, Water, Ice
Resistances: Rock, Poison
Immunities: Electric

Battle Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Evolution: Cubone can evolve into Marowak at level
12 and above.

Moves
Starting Moves: Growl, Tail Whip, Bone Club
Level 2: Headbutt
Level 6: Leer, Focus Energy
Level 10: Bonemerang
Level 14: Rage, Thrash, Bone Rush
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 14, 16, 17, 20,
21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 38, 41, 43,
44, 45, 46, 48
HM: 04

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Marowak
Medium Ground Type | Level 8 | CR 7

Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival, Athletics


Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Water, Ice
Resistances: Rock, Poison
Immunities: Electric

Battle Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.

Moves
Starting Moves: Growl, Tail Whip, Bone Club, Hitmonlee
Headbutt Medium Fighting Type | Level 5 | CR 7
Level 6: Leer, Focus Energy Armor Class: 14
Level 10: Bonemerang Hit Points: 41
Hit Dice: d10
Level 14: Rage, Thrash Speed: 30ft. walking
Level 18: Double Edge, Bone-Rush
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 08, 10, 11, 13, 14, 15, 16, 17, 15 (+2) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
20, 21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 38, 41,
43, 44, 45, 46, 48 Skills: Athletics, Acrobatics
HM: 04 Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Flying, Fairy
Resistances: Dark, Rock, Bug

Guts: This Pokémon does and additional 1d6


damage on attacks when suffering from a negative
status effect.
Limber: This Pokémon is immune to paralysis.

Moves
Starting Moves: Double Kick, Mega Kick
Level 6: Rolling Kick, Jump Kick, Reversal
Level 10: Meditate, Focus Energy
Level 14: Hi Jump Kick, Foresight
Level 18: Reversal
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 34, 35, 39, 43, 44, 45, 46
HM: 04

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Hitmonchan
Medium Fighting Type | Level 5 | CR 7

Armor Class: 14
Hit Points: 41
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Acrobatics


Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Flying, Fairy
Resistances: Dark, Rock, Bug

Guts: This Pokémon does and additional 1d6


damage on attacks when suffering from a negative
status effect.
Inner Focus:This Pokémon is immune to flinching.

Moves
Starting Moves: Comet Punch, Counter
Level 6: Mega Punch, Agility, Pursuit
Lickitung
Medium Normal Type | Level 5 | CR 7
Level 10: Ice Punch, Thunder Punch, Fire Punch
Level 14: Focus Energy, Mach Punch Armor Class: 14
Hit Points: 60
Level 18: Detect Hit Dice: d10
Learnable Moves: Speed: 30ft. walking
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 33, 34, 35, 39, 41, 43, 44, 45, 46, 48 STR DEX CON INT WIS CHA
HM: 04 16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Fighting
Immunities: Ghost

Own Tempo: This Pokémon is immune to


confusion.

Moves
Starting Moves: Lick, Supersonic
Level 6: Defense Curl, Rollout
Level 10: Wrap, Stomp, Disable
Level 14: Slam, Screech
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33,
34, 35, 37, 38, 40, 41, 42, 44, 45, 46, 48, 50
HM: 01, 03, 04

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Koffing
Medium Poison Type | Level 1 | CR 1/2

Armor Class: 11
Hit Points: 8
Hit Dice: d6
Speed: 0ft. walking | 20ft flying (hovering)

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

Skills: Deception
Saving Throws: Constitution
Vulnerabilities: Psychic, Ground
Resistances: Fighting, Fairy, Poison, Grass, Bug

Poison Touch: When this Pokémon is hit with a


melee attack, roll a 1d6. On a result of 6, the
attacker takes 1d6 poison damage.
Levitate: This Pokemon is immune to ground
moves.
Evolution: Koffing can evolve into Weezing at level
14 and above.
Weezing
Large Poison Type | Level 10| CR 8
Moves
Armor Class: 13
Starting Moves: Tackle
Hit Points: 77
Level 2: Smog, Smokescreen Hit Dice: d10
Speed: 0ft. walking | 30ft flying (hovering)
Level 6: Sludge
Level 10: Self Destruct, Sludge Bomb
STR DEX CON INT WIS CHA
Level 14: Haze, Explosion
12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Level 18: Destiny Bond
Learnable Moves: Skills: Deception
Saving Throws: Constitution
TM: 03, 04, 06, 07, 10, 11, 13, 17, 20, 21, 25, 27,
Vulnerabilities: Psychic, Ground
32, 34, 35, 36, 38, 44, 45, 46
Resistances: Fighting, Fairy, Poison, Grass, Bug

Poison Touch: When this Pokémon is hit with a


melee attack, roll a 1d6. On a result of 6, the
attacker takes 1d6 poison damage.
Levitate: This Pokemon is immune to ground
moves.

Moves
Starting Moves: Tackle, Smog, Smokescreen
Level 6: Sludge
Level 10: Self Destruct
Level 14: Haze, Sludge Bomb
Level 18: Destiny Bond, Explosion
Learnable Moves:
TM: 03, 04, 06, 07, 10, 11, 13, 15, 17, 20, 21, 25,
27, 32, 34, 35, 36, 38, 44, 45, 46

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Rhyhorn
Large Ground/Rock Type | Level 5 | CR 5

Armor Class: 16
Hit Points: 35
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water
Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric

Sturdy: This Pokémon cannot be KO'd from full


health. If a move takes this Pokémon from full HP
to 0, it lowers it to 1 HP instead.
Rock Head: This Pokémon takes no recoil damage.
Evolution: Rhyhorn can evolve into Rhydon at level
Rhydon
Large Ground/Rock Type | Level 10 | CR 12
14 and above.
Armor Class: 17
Hit Points: 87
Moves Hit Dice: d12
Starting Moves: Horn Attack, Tail Whip Speed: 40ft. walking
Level 2: Fury Attack
Level 6: Scary Face, Stomp STR DEX CON INT WIS CHA
Level 10: Take Down 19 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 14: Stone Edge, Earthquake Skills: Athletics
Level 18: Megahorn, Horn Drill Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Learnable Moves:
Water
TM: 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 14, 16, Resistances: Fire, Flying, Normal, Poison, Rock
17, 20, 21, 23, 25, 26, 27, 28, 31, 32, 34, 35, 37, Immunities: Electric
38, 44, 45
HM: 04 Sturdy: This Pokémon cannot be KO'd from full
health. If a move takes this Pokémon from full HP
to 0, it lowers it to 1 HP instead.
Rock Head: This Pokémon takes no recoil damage.

Moves
Starting Moves: Horn Attack, Tail Whip, Fury Attack,
Rage, Stomp, Take Down, Scary Face
Level 14: Stone Edge, Rock Slide
Level 18: Earthquake, Horn Drill, Megahorn
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 14,
15, 16, 17, 20, 21, 23, 25, 26, 27, 28, 31, 32, 34,
35, 37, 38, 41, 44, 45, 48, 49
HM: 03, 04

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Chansey
Medium Normal Type | Level 1 | CR 9

Armor Class: 13
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 16 (+3)

Skills: Arcana, Medicine


Saving Throws: Wisdom, Charisma
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Healer: As an action, this Pokémon can touch an


ally to restore a negative status effect.
Evolution: Chansey can evolve into Blissey at level
10 and above if its Loyalty level is +2 or higher.
Tangela
Medium Grass Type | Level 1 | CR 4
Moves
Starting Moves: Pound, Defense Curl, Growl Armor Class: 14
Hit Points: 18
Level 2: Tail Whip, Refresh Hit Dice: d8
Level 6: Double Slap Speed: 30ft. walking
Level 10: Soft-Boiled, Minimize
STR DEX CON INT WIS CHA
Level 14: Take Down, Sing, Egg Bomb
14 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Light Screen, Double-Edge
Learnable Moves: TM: 01, 02, 03, 04, 06, 07, 08, Skills: Nature
09, 10, 11, 13, 14, 15, 16, 17, 18, 20, 21, 22, 23, Saving Throws: Constitution
25, 27, 29, 30, 31, 32, 34, 35, 37, 38, 40, 42, 44, Vulnerabilities: Bug, Fire, Flying, Ice, Poison
45 Resistances: Electric, Grass, Ground, Water
HM: 04, 05
Chlorophyll: Damage rolls for this Pokémon get an
additional +2 during strong sunlight.
Leaf Guard: This Pokémon is does not suffer from
any negative status ailments in strong sunlight.

Moves
Starting Moves: Constrict, Sleep Powder
Level 2: Vine Whip
Level 6: Absorb, Poison Powder, Bind
Level 10: Growth, Mega Drain
Level 14: Stun Spore, Giga Drain, Slam
Level 18: Ancient Power
Learnable Moves: TM: 02, 03, 06, 09, 10, 11, 12,
13, 15, 17, 19, 20, 21, 22, 27, 32, 34, 35, 36, 44,
45, 46
HM: 01, 05

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Kangaskhan
Large Normal Type | Level 5 | CR 8

Armor Class: 16
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Intimidation, Perception


Saving Throws: Strength, Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Inner Focus: This Pokémon is immune to flinching.


Scrappy This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon.

Moves
Starting Moves: Comet Punch, Leer, Tail Whip
Level 6: Bite, Rage
Horsea
Tiny Water Type | Level 1 | CR 1/2
Level 10: Mega Punch, Dizzy Punch
Level 14: Endure, Crunch Armor Class: 12
Hit Points: 7
Level 18: Outrage, Reversal Hit Dice: d6
Learnable Moves: Speed: 5ft. walking | 30ft. swimming
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33, STR DEX CON INT WIS CHA
34, 35, 37, 38, 41, 44, 45, 48, 49
8 (-1) 15 (+2) 12 (+1) 6 (-2) 10 (+2) 12 (+1)
HM: 03, 04
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water

Sniper: This Pokémon's critical hits score 3x the


dice instead of 2x.
Evolution: Horsea can evolve into Seadra at level 12
and above.

Moves
Starting Moves: Bubble, Smokescreen
Level 2: Leer, Water Gun
Level 6: Twister, Focus Energy
Level 10: Bubble Beam
Level 14: Agility, Hydro Pump
Learnable Moves: TM: 02, 03, 06, 10, 13, 14, 16,
17, 18, 20, 21, 24, 27, 32, 34, 35, 39, 44, 45
HM: 03, 06, 07

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Seadra
Medium Water Type | Level 8 | CR 6

Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 5ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water

Sniper: This Pokémon's critical hits score 3x the


dice instead of 2x.
Evolution: Seadra can evolve into Kingdra at level 16
and above if holding a Dragon Scale.

Moves Goldeen
Starting Moves: Bubble, Smokescreen, Leer, Water Small Water Type | Level 1| CR 1/4
Gun
Armor Class: 12
Level 6: Twister
Hit Points: 7
Level 10: Bubble Beam, Focus Energy Hit Dice: d6
Level 14: Agility Speed: 5ft. walking | 30ft. swimming

Level 18: Hydro Pump


STR DEX CON INT WIS CHA
Learnable Moves: TM: 02, 03, 06, 10, 13, 14, 15,
16, 17, 18, 20, 21, 24, 27, 32, 34, 35, 39, 44, 45 8 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (+10) 12 (+1)
HM: 03, 06, 07
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass

Water Veil: This Pokémon is immune to burning


Evolution: Goldeen can evolve into Seaking at level
12 and above.

Moves
Starting Moves: Peck, Tail Whip
Level 2: Supersonic, Horn Attack
Level 6: Flail, Fury Attack
Level 10: Agility, Waterfall
Level 14: Horn Drill, Megahorn
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, 32,
34, 35, 39, 44, 45
HM: 03, 07

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Seaking
Medium Water Type | Level 8| CR 8

Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 5ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 13 (+1)

Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass

Water Veil: This Pokémon is immune to burning


Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.

Moves Staryu
Small Water Type | Level 1| CR 1/2
Starting Moves: Peck, Tail Whip, Supersonic, Horn
Attack Armor Class: 12
Hit Points: 6
Level 6: Flail, Fury Attack Hit Dice: d6
Level 10: Agility Speed: 20ft. walking | 30ft. swimming
Level 14: Waterfall, Horn Drill
Level 18: Megahorn STR DEX CON INT WIS CHA
Learnable Moves: 10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27,
32, 34, 35, 39, 44, 45 Skills: Acrobatics
Saving Throws: Dexterity
HM: 03, 07 Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass

Water Weight: This Pokémon gains temporary hit


points equal to its level when in swampy or coastal
areas.
Evolution: Starting at level 10, Staryu can evolve
into Starmie with the help of a Water Stone.

Moves
Starting Moves: Tackle, Harden
Level 2: Water Gun
Level 6: Recover, Psywave, Rapid Spin
Level 10: Swift, Bubblebeam, Reflect
Level 14: Minimize, Confuse Ray, Psybeam
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 09, 10, 13, 14, 16, 17, 18, 20, 21,
25, 27, 29, 32, 34, 35, 39, 44, 45
HM: 03, 05, 06, 07

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Starmie
Medium Water/Psychic Type | Level 5| CR 6

Armor Class: 15
Hit Points: 30
Hit Dice: d10
Speed: 30ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fighting, Fire, Ice, Psychic, Steel, Water
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass

Water Weight: This Pokémon gains temporary hit


points equal to its level when in swampy or coastal
areas.
Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball.
Mr. Mime
Medium Psychic/Fairy Type | Level 5| CR 6
Moves
Starting Moves: Tackle, Harden, Water Gun Armor Class: 14
Hit Points: 32
Level 6: Recover, Psywave Hit Dice: d8
Level 10: Swift, Bubblebeam, Rapid Spin Speed: 30ft. walking
Level 14: Minimize, Confuse Ray, Reflect
STR DEX CON INT WIS CHA
Level 18: Hydro Pump, Psybeam
10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 14 (+2)
Learnable Moves:
TM: 03, 06, 07, 09, 10, 13, 14, 15, 16, 17, 18, 20, Skills: Performance
21, 25, 27, 29, 32, 34, 35, 39, 44, 45 Saving Throws: Charisma
HM: 03, 05, 06, 07 Resistances: Fighting, Psychic
Vulnerabilities: Ghost, Poison, Steel
Immunities: Dragon

Magic Guard: If this Pokémon succeeds on a saving


throw to take damage, the Pokémon takes no
damage instead of half.

Moves
Starting Moves: Barrier, Confusion
Level 6: Double Slap, Mimic
Level 10: Psywave, Encore, Light Screen
Level 14: Reflect, Psybeam, Substitute, Baton Pass
Level 18: Psychic, Safeguard
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 20,
21, 22, 25, 27, 29, 30, 31, 32, 33, 34, 35, 41, 42,
44, 45, 46, 48, 50
HM: 05

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Scyther
Medium Bug/Flying Type | Level 5| CR 7

Armor Class: 16
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking | 30ft. flying

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 11 (+1) 6 (-2) 10 (+0) 14 (+2)

Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground

Steadfast: Once per long rest, this Pokémon can


choose to ignore a status effect that would
normally affect it.
Evolution: Scyther can evolve into Scizor at level 14
and above if holding a Metal Coat.

Moves Jynx
Starting Moves: Quick Attack, Leer, Focus Energy Medium Ice/Psychic Type | Level 5| CR 7

Level 6: Pursuit, False Swipe, Agility Armor Class: 14


Hit Points: 50
Level 10: Wing Attack, Fury Cutter Hit Dice: d10
Level 14: Slash, Razor Wind Speed: 30ft. walking
Level 18: Double Team, Swords Dance
Learnable Moves: STR DEX CON INT WIS CHA
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27, 10 (+0) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 16 (+3)
32, 34, 35, 39, 43, 44, 45, 46, 47, 49
HM: 01 Skills: Deception, Insight
Saving Throws: Charisma
Resistances: Ice, Psychic
Vulnerabilities: Bug, Dark, Fire, Ghost, Rock, Steel

Magic Guard: If this Pokémon succeeds on a saving


throw to take damage, the Pokémon takes no
damage instead of half.

Moves
Starting Moves: Pound, Lick, Powder Snow
Level 6: Double Slap, Ice Punch
Level 10: Mean Look
Level 14: Body Slam, Perish Song
Level 18: Blizzard
Learnable Moves:
TM: 01, 02, 03, 06, 09, 10, 12, 13, 14, 15, 16, 17,
18, 20, 21, 27, 29, 30, 31, 32, 33, 34, 35, 42, 44,
45, 46, 50

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Electabuzz
Medium Electric Type | Level 5| CR 7

Armor Class: 14
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics
Saving Throws: Constitution
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground

Static: When hit by a melee attack, roll a d10. On a


10, the attacker is paralyzed.
Vital Spirit: This Pokémon is immune to sleep

Moves Magmar
Starting Moves: Quick Attack, Leer, Thunder Shock Medium Fire Type | Level 5| CR 7
Level 6: Swift, Thunder Wave Armor Class: 14
Level 10: Light Screen, Thunder Punch Hit Points: 50
Hit Dice: d10
Level 14: Discharge, Screech Speed: 30ft. walking
Level 18: Thunderbolt, Thunder
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 07, 08, 10, 13, 15, 17, 18, 20, 15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
21, 23, 25, 27, 29, 31, 32, 33, 34, 35, 39, 41, 43,
44, 45, 46, 48 Skills: Athletics
HM: 04, 05 Saving Throws: Constitution
Resistances: Bug, Grass, Fairy, Fire, Ice, Steel
Vulnerabilities: Ground, Rock, Water

Flame Body: When hit by a melee attack, roll a d10.


On a 10, the attacker is burned.
Vital Spirit: This Pokémon is immune to sleep

Moves
Starting Moves: Smog, Leer, Ember
Level 6: Smokescreen, Feint Attack
Level 10: Fire Spin, Confuse Ray
Level 14: Fire Punch, Sunny Day
Level 18: Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21,
23, 27, 29, 31, 32, 34, 35, 38, 41, 43, 44, 45, 46,
48
HM: 04

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Pinsir
Medium Bug Type | Level 5| CR 7

Armor Class: 14
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics
Saving Throws: Constitution
Resistances: Fighting, Grass, Ground
Vulnerabilities: Fire, Flying, Rock

Vital Spirit: This Pokémon is immune to sleep


Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.
Tauros
Moves Large Normal Type | Level 5| CR 8
Starting Moves: Vice Grip, Focus Energy, Bind Armor Class: 14
Level 6: Seismic Toss, Harden Hit Points: 60
Hit Dice: d10
Level 10: Vital Throw Speed: 40ft. walking
Level 14: Submission, Swords Dance
Level 18: Thrash, Guillotine STR DEX CON INT WIS CHA
Learnable Moves: 16 (+3) 15 (+2) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27,
32, 34, 35, 44, 45, 46, 49 Skills: Athletics, Intimidation
Saving Throws: Strength, Constitution
HM: 01 Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Intimidate: Once per combat, this Pokémon may


impose disadvantage on an enemy attack of their
choice.
Anger Point: After suffering a critical hit, this
Pokémon deals an extra 1d6 damage if its next
attack hits.

Moves
Starting Moves: Tackle, Tail Whip, Rage, Horn Attack
Level 6: Scary Face, Pursuit
Level 10: Rest, Take Down
Level 14: Swagger, Thrash
Level 18: Double-Edge
Learnable Moves:
TM: 02, 03, 06, 07, 08, 10, 11, 13, 14, 15, 16, 17,
20, 21, 23, 25, 26, 27, 32, 34, 35, 38, 44, 45
HM: 03, 04

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Magikarp
Small Water Type | Level 1| CR 1/8

Armor Class: 10
Hit Points: 8
Hit Dice: d6
Speed: 5ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 10 (+0)

Resistances: Fire, Ice, Steel, Water


Vulnerabilities: Electric, Grass

Evolution: Magikarp can evolve into Gyarados at


level 10 and above. When it does, it gains an
additional 10 points to apply towards Ability Score
Improvements.

Moves
Starting Moves: Splash
Level 2: Tackle
Gyarados
Large Water/Flying Type | Level 8| CR 11
Level 6: Flail
Armor Class: 18
Hit Points: 62
Hit Dice: d12
Speed: 30ft. walking | 40ft. swimming | 30ft. flying

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics, Intimidation


Saving Throws: Constitution, Strength
Resistances: Bug, Fire, Fighting, Steel, Water
Vulnerabilities: Electric, Rock
Immunities: Ground

Intimidate Once per combat, this Pokémon may


impose disadvantage on an enemy attack of their
choice.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Bite, Thrash, Leer
Level 10: Twister, Scary Face
Level 14: Dragon Rage, Crunch
Level 18: Hyrdo Pump, Rain Dance, Hyper Beam
Learnable Moves:
TM: 02, 03, 05, 06, 07, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 24, 25, 27, 32, 34, 35, 37, 38, 44, 45
HM: 03, 04, 06, 07

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Lapras
Large Water/Ice Type | Level 5| CR 8

Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 25ft. walking | 50ft. swimming

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Skills: Survival, Persuasion


Saving Throws: Dexterity, Charisma
Resistances: Water, Ice
Vulnerabilities: Grass, Fighting, Electric, Rock
Immunities: Fire

Water Absorb Water type moves do not damage


this Pokémon. Instead, half of any water damage
done is absorbed, restoring the Pokémon's HP.
Shell Armor: This Pokémon is immune to the extra
damage from a critical hit.
Hydration: This Pokémon is immune to negative
status effects during rainy conditions.

Moves
Starting Moves: Sing, Growl, Mist, Confuse Ray,
Water Gun
Level 6: Body Slam
Level 10: Rain Dance, Perish Song Ditto
Level 14: Ice Beam, Safeguard Small Normal Type | Level 5| CR 4
Level 18: Hydro Pump
Armor Class: 10
Learnable Moves: Hit Points: 30
TM: 02, 03, 06, 07, 08, 10, 13, 14, 15, 16, 17, 18, Hit Dice: d8
20, 21, 23, 24, 25, 27, 29, 32, 34, 35, 42, 44, 45, Speed: 25ft. walking
50
HM: 03, 04, 06 STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 13 (+2) 11 (+0) 11 (+0) 11 (+0)

Skills: Deception, Inisight


Saving Throws: Contitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Limber This Pokémon is immune to paralysis.


Imposter: This Pokémon can use Transform as a
bonus action.

Moves
Starting Moves: Transform

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Eevee
Small Normal Type | Level 1| CR 1/4

Armor Class: 11
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 15 (+2)

Skills: Perception, Investigation


Saving Throws: Dexterity, Charisma
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Quick Getaway While this Pokémon is active, a


trainer automatically succeeds on their DEX check
to flee from battle.
Evolution: At a minimum of level 8, Eeeve can
evolve into Vaporeon with a Water Stone, Jolteon
Vaporeon
Medium Water Type | Level 5| CR 6
with a Thunder Stone, Flareon with a Fire Stone,
Espeon during the day with a loyalty level of +2 or Armor Class: 14
higher, or Umbreon at night with a loyalty level of Hit Points: 30
+2 or higher. Hit Dice: d10
Speed: 40ft. walking | 30ft. swimming
Moves
Starting Moves: Tackle, Growl, Tail Whip STR DEX CON INT WIS CHA
Level 2: Sand Attack 12 (+1) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 14 (+2)
Level 6: Quick Attack, Bite, Swift Skills: Perception, Investigation
Level 10: Refresh, Take Down, Charm Saving Throws: Dexterity, Charisma
Resistances: Fire, Ice, Steel, Water
Level 14: Baton Pass, Double-Edge
Vulnerabilities: Electric, Grass
Learnable Moves: Immunities: Water
TM: 02, 03, 06, 10, 11, 13, 17, 18, 20, 21, 23, 27,
30, 31, 32, 34, 35, 39, 43, 44, 45 Water Absorb Water type moves do not damage
this Pokémon. Instead, half of any water damage
done is absorbed, restoring the Pokémon's HP.
Aqua Camoflauge: This Pokémon can cast Invisibility
while under water.

Moves
Starting Moves: Tackle, Water Gun, Tail Whip,
Growl, Sand Attack
Level 6: Quick Attack, Bubble
Level 10: Aurora Beam
Level 14: Acid Armor, Haze
Level 18: Hydro Pump
Learnable Moves: TM: 02, 03, 05, 06, 10, 11, 13,
14, 15, 16, 17, 18, 20, 21, 23, 27, 30, 31, 32, 34,
35, 39, 43, 44, 45
HM: 03, 06, 07

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Jolteon
Medium Lightning Type | Level 5| CR 6

Armor Class: 14
Hit Points: 30
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 14 (+2)

Skills: Perception, Investigation


Saving Throws: Dexterity, Charisma
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
Immunities: Electric

Quick Feet Once per combat, this Pokémon can


dash as a bonus action
Volt Absorb: Electric type moves do not damage Flareon
this Pokémon. Instead, half of any electric damage Medium Fire Type | Level 5| CR 6
done is absorbed, restoring the Pokémon's HP.
Armor Class: 14
Hit Points: 30
Moves Hit Dice: d10
Starting Moves: Tackle, Growl, Tail Whip, Thunder Speed: 40ft. walking
Shock, Sand Attack
Level 6: Quick Attack, Double Kick STR DEX CON INT WIS CHA
Level 10: Pin Missile, Agility 15 (+2) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 14 (+2)
Level 14: Thunder Wave, Discharge
Skills: Perception, Investigation
Level 18: Thunder Saving Throws: Dexterity, Charisma
Learnable Moves: Resistances: Bug, Fairy, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
TM: 02, 03, 05, 06, 07, 10, 11, 13, 15, 17, 18, 20, Immunities: Fire
21, 23, 25, 27, 30, 31, 32, 34, 35, 39, 43, 44, 45
HM: 05 Flash Fire This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Guts: This Pokémon rolls an additional 1d6 to add
to damage when suffering from a negative status
effect.

Moves
Starting Moves: Tackle, Growl, Tail Whip, Ember,
Sand Attack
Level 6: Quick Attack, Bite
Level 10: Fire Spin, Scary Face
Level 14: Smog
Level 18: Fire Blast
Learnable Moves:
TM: 02, 03, 05, 06, 07, 10, 11, 13, 15, 17, 18, 20,
21, 23, 27, 30, 31, 32, 34, 35, 38, 39, 43, 44, 45

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Porygon
Small Normal Type | Level 1| CR 4

Armor Class: 13
Hit Points: 25
Hit Dice: d8
Speed: 20ft. walking | 20ft. flying (hovering)

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Skills: Nature
Saving Throws: Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Download: Once per combat, this Pokémon can


choose a different damage type for one of their
normal attacks.
Evolution: Porygon can evolve into Porygon2 at
level 10 and above if it is holding an Up-Grade. Omanyte
Small Water/Rock Type | Level 1| CR 2
Moves Armor Class: 14
Starting Moves: Tackle, Conversion, Sharpen Hit Points: 18
Hit Dice: d8
Level 2: Psybeam Speed: 15ft. walking | 30ft. swimming
Level 6: Agility, Recover
Level 10: Discharge, Lock-On STR DEX CON INT WIS CHA
Level 14: Tri-Attack, Magic Coat 13 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Zap Cannon
Skills: Survival
Learnable Moves: Saving Throws: Constitution
TM: 03, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18, Resistances: Fire, Flying, Ice, Normal, Poison
20, 21, 23, 25, 27, 29, 32, 34, 35, 39, 42, 44, 46, Vulnerabilities: Electric, Fighting, Grass, Ground
50
HM: 05 Shell Armor: This Pokémon is immune to the extra
damage from a critical hit.
Evolution: Omanyte can evolve into Omastar at
level 14 and above.

Moves
Starting Moves: Constrict, Withdraw
Level 2: Bite
Level 6: Water Gun
Level 10: Leer, Rollout
Level 14: Ancient Power, Protect
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 27, 32, 34, 35, 37, 44, 45, 46
HM: 03, 06

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Omastar
Medium Water/Rock Type | Level 10| CR 12

Armor Class: 16
Hit Points: 105
Hit Dice: d12
Speed: 25ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival, Intimidation


Saving Throws: Constitution
Resistances: Fire, Flying, Ice, Normal, Poison
Vulnerabilities: Electric, Fighting, Grass, Ground

Shell Armor: This Pokémon is immune to the extra


damage from a critical hit.
Swift Swim: This Pokémon's swim speed is doubled
during rainy conditions.

Moves
Kabuto
Small Water/Rock Type | Level 1| CR 2
Starting Moves: Spike Cannon, Constrict, Withdraw,
Bite, Water Gun, Rollout, Leer Armor Class: 14
Hit Points: 18
Level 14: Protect Hit Dice: d8
Level 18: Ancient Power, Hydro Pump Speed: 25ft. walking | 30ft. swimming
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 27, 32, 34, 35, 37, 44, 45, 46 12 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
HM: 03, 06
Skills: Survival
Saving Throws: Constitution
Resistances: Fire, Flying, Ice, Normal, Poison
Vulnerabilities: Electric, Fighting, Grass, Ground

Shell Armor: This Pokémon is immune to the extra


damage from a critical hit.
Evolution: Kabuto can evolve into Kabutops at level
14 and above.

Moves
Starting Moves: Scratch, Harden
Level 2: Absorb
Level 6: Leer
Level 10: Sand Attack, Endure
Level 14: Mega Drain
Level 18: Ancient Power
Learnable Moves:
TM: 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, 19, 20,
21, 27, 32, 34, 35, 37, 44, 45, 46

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Kabutops
Medium Water/Rock Type | Level 10| CR 12

Armor Class: 16
Hit Points: 105
Hit Dice: d12
Speed: 30ft. walking | 40ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival, Intimidation


Saving Throws: Constitution
Resistances: Fire, Flying, Ice, Normal, Poison
Vulnerabilities: Electric, Fighting, Grass, Ground

Shell Armor: This Pokémon is immune to the extra


damage from a critical hit.
Swift Swim: This Pokémon's swim speed is doubled
during rainy conditions.

Moves Aerodactyl
Starting Moves: Slash, Scratch, Harden, Absorb, Large Rock/Flying Type | Level 10 | CR 11
Leer, Sand Attack, Endure
Armor Class: 16
Level 14: Mega Drain
Hit Points: 92
Level 18: Ancient Power Hit Dice: d12
Learnable Moves: Speed: 15ft. walking | 50ft. flying

TM: 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17, 18,
19, 20, 21, 27, 32, 34, 35, 37, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 03, 06 18 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills: Perception, Investigation


Saving Throws: Strength, Constitution
Resistances: Bug, Fire, Flying, Normal, Poison
Vulnerabilities: Electric, Ice, Rock, Steel, Water
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP. Unnerve: Opponents in
combat with this Pokémon cannot eat held berries.

Moves
Starting Moves: Wing Attack, Supersonic, Bite, Scary
Face, Roar, Agility, Ancient Power
Level 14: Crunch, Take Down
Level 18: Hyper Beam, Rock Slide
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 15, 17, 18, 20, 21,
23, 24, 26, 27, 32, 34, 35, 37, 38, 39, 43, 44, 45,
47
HM: 02

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Snorlax
Large Normal Type | Level 10| CR 12

Armor Class: 16
Hit Points: 122
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Skills: Survival
Saving Throws: Strength, Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Immunity This Pokémon is immune to becoming


poisoned.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.

Moves
Starting Moves: Tackle, Amnesia, Lick, Body Slam,
Rest
Articuno
Large Ice/Flying Type | Level 15 | CR 15
Level 14: Snore, Rollout, Sleep Talk
Armor Class: 19
Level 18: Belly Drum, Crunch Hit Points: 154
Learnable Moves: Hit Dice: d12
Speed: 20ft. walking | 60ft. flying
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 14,
15, 16, 17, 18, 20, 21, 22, 25, 26, 27, 29, 30, 31,
32, 33, 34, 35, 37, 38, 40, 41, 44, 45, 48 STR DEX CON INT WIS CHA
HM: 03, 04 14 (+4) 16 (+3) 18 (+2) 6 (-2) 14 (+2) 16 (+3)

Skills: Arcana, Insight, Intimidation


Saving Throws: Dexterity, Constitution
Resistances: Bug, Grass
Vulnerabilities: Electric, Fire, Rock, Steel
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Snow Cloak: This Pokémon's AC is increased by 2 in
snowy conditions.

Moves
Starting Moves: Gust, Powder Snow, Mist, Ancient
Power, Agility, Reflect, Ice Beam
Level 18: Blizzard
Learnable Moves:
TM: 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 27, 31, 32, 34, 35, 37, 39, 43, 44, 47
HM: 02

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Zapdos
Large Electric/Flying Type | Level 15 | CR 15

Armor Class: 19
Hit Points: 145
Hit Dice: d12
Speed: 20ft. walking | 60ft. flying

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 16 (+3)

Skills: Arcana, Insight, Intimidation


Saving Throws: Dexterity, Strength
Resistances: Bug, Fighting, Flying, Grass, Steel
Vulnerabilities: Ice, Rock
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6
electric damage.

Moves Moltres
Starting Moves: Peck, Thunder Shock, Thunder Large Fire/Flying Type | Level 15 | CR 15
Wave, Detect, Ancient Power, Agility, Discharge,
Rain Dance, Light Screen, Drill Peck Armor Class: 19
Hit Points: 167
Level 18: Thunder, Zap Cannon Hit Dice: d12
Speed: 20ft. walking | 60ft. flying
Learnable Moves:
TM: 03, 05, 06, 07, 08, 10, 11, 13, 15, 17, 18, 20,
21, 25, 27, 31, 32, 34, 35, 37, 39, 43, 44, 47 STR DEX CON INT WIS CHA
HM: 02, 05 16 (+3) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 16 (+3)

Skills: Arcana, Insight, Intimidation


Saving Throws: Constitution, Strength
Resistances: Bug, Fighting, Fire, Grass
Vulnerabilities: Electric, Rock, Steel, Water
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Flame Body: When hit by a melee attack, roll a d10.
On a result of 10, the attacker is burned.

Moves
Starting Moves: Wing Attack, Ember, Fire Spin,
Agility, Endure, Ancient Power, Flamethrower,
Safeguard, Sunny Day
Level 18: Solar Beam, Sky Attack
Learnable Moves:
TM: 03, 05, 06, 08, 10, 11, 13, 15, 17, 18, 20, 21,
27, 31, 32, 34, 35, 37, 38, 39, 43, 44, 47
HM: 02

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Dratini
Small Dragon Type | Level 1| CR 1

Armor Class: 13
Hit Points: 10
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills: Arcana
Saving Throws: Wisdom
Resistances: Electric, Fire, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice

Shed Skin: If this Pokémon is affected by a negative


status effect, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured of
that effect.
Evolution: Dratini can evolve into Dragonair at level
10 and above.
Dragonair
Medium Dragon Type | Level 8| CR 7

Moves Armor Class: 15


Hit Points: 64
Starting Moves: Wrap, Leer Hit Dice: d10
Speed: 30ft. walking | 30ft. flying
Level 2: Thunder Wave
Level 6: Twister, Slam
STR DEX CON INT WIS CHA
Level 10: Dragon Rage, Agility
16 (+3) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
Level 14: Safeguard, Outrage
Level 18: Hyper Beam Learnable Moves: Skills: Arcana
TM: 02, 03, 06, 07, 10, 13, 14, 16, 17, 18, 20, 21, Saving Throws: Wisdom
23, 24, 25, 27, 32, 34, 35, 38, 39, 43, 44, 45 Resistances: Electric, Fire, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice
HM: 03, 07
Shed Skin: If this Pokémon is affected by a negative
status effect, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured of
that effect.
Multiscale: This Pokémon's AC increases by 2 while
effected by a negative status ailment.
Evolution: Dragonair can evolve into Dragonite at
level 16 and above.

Moves
Starting Moves: Wrap, Leer, Thunder Wave, Twister
Level 10: Slam, Agility
Level 14: Safeguard, Dragon Rage, Outrage
Level 18: Hyper Beam Learnable Moves: TM: 02, 03,
06, 07, 10, 13, 14, 16, 17, 18, 20, 21, 23, 24, 25,
27, 32, 34, 35, 38, 39, 43, 44, 45
HM: 03, 07

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Dragonite
Large Flying/Dragon Type | Level 12| CR 14

Armor Class: 18
Hit Points: 116
Hit Dice: d12
Speed: 30ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 14 (+2)

Skills: Arcana
Saving Throws: Wisdom
Resistances: Bug, Fire, Fighting, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice, Rock
Immunities: Ground

Inner Focus: This Pokémon is immune to flinching


Multiscale: This Pokémon's AC increases by 2 while
effected by a negative status ailment.

Moves
Starting Moves: Wing Attack, Fire Punch, Thunder
Punch, Wrap, Leer, Thunder Wave, Twister, Dragon
Rage, Slam, Agility, Safeguard, Outrage
Mewtwo
Level 18: Hyper Beam Learnable Moves: Large Psychic Type | Level 20 | CR 15
TM: 01, 02, 03, 06, 07, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 24, 25, 27, 31, 32, 33, 34, 35, 37, Armor Class: 22
38, 39, 43, 44, 45, 47, 48, 49 Hit Points: 227
Hit Dice: d12
HM: 02, 03, 04, 06, 07 Speed: 30ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 18 (+4) 20 (+5) 16 (+3) 18 (+4)

Skills: Arcana, Insight, History, Religion


Saving Throws: Intelligence, Wisdom
Resistances: Fighting, Psychic
Vulnerabilities: Bug, Ghost

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Psywave, Confusion, Disable,
Safeguard, Swift, Future Sight, Psych Up, Recover,
Psychic, Barrier, Amnesia, Mist
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 22, 23, 25, 27, 29, 30, 31, 32,
33, 34, 35, 38, 39, 41, 42, 43, 44, 48, 50
HM: 04, 05

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Mew
Small Psychic Type | Level 20| CR 15

Armor Class 24
Hit Points 187
Hit Dice d12
Speed 30ft. walking | 50ft. flying

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 14 (+2) 16 (+3) 20 (+5) 20 (+5)

Skills: Arcana, Insight, History, Religion


Saving Throws: Intelligence, Wisdom
Resistances: Fighting, Psychic
Vulnerabilities: Bug, Ghost

Synchronize: When this Pokémon is affected by a


negative status effect, so is the attacker.

Moves
Starting Moves: Pound, Transform, Mega Punch,
Metronome, Psychic, Barrier, Ancient Power,
Chikorita
Small Grass Type | Level 1 | CR 1/2
Amnesia, Baton Pass
Learnable Moves: Armor Class 12
Hit Points 6
All TMs and HMs Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Evolution: Chikorita can evolve into Bayleef at level
8 and above.

Moves
Starting Moves: Tackle, Growl
Level 2: Razor Leaf, Poison Powder
Level 6: Synthesis, Reflect
Level 10: Sweet Scent, Light Screen
Level 14: Body Slam
Level 18: Solar Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
23, 27, 31, 32, 34, 35, 43, 44, 45
HM: 01, 05

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Bayleef
Medium Grass Type | Level 5| CR 5

Armor Class 14
Hit Points 30
Hit Dice d8
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Evolution: Bayleef can evolve into Meganium at
level 16 and above.

Moves
Starting Moves: Tackle, Growl, Razor Leaf, Poison
Powder
Level 6: Synthesis
Level 10: Sweet Scent, Reflect
Meganium
Large Grass Type | Level 10| CR 11
Level 14: Body Slam, Light Screen
Armor Class 17
Level 18: Solar Beam Hit Points 77
Learnable Moves: Hit Dice d12
Speed 30ft. walking
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
23, 27, 31, 32, 34, 35, 43, 44, 45, 49
HM: 01, 04, 05 STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills: Nature
Saving Throws: Constitution, Strength
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.

Moves
Starting Moves: Tackle, Growl, Razor Leaf, Poison
Powder, Synthesis, Sweet Scent, Reflect
Level 14: Light Screen
Level 18: Solar Beam, Body Slam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21,
22, 23, 27, 31, 32, 34, 35, 43, 44, 45, 49
HM: 01, 04, 05

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Cyndaquil
Small Fire Type | Level 1 | CR 1/2

Armor Class 13
Hit Points 6
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: Cyndaquil can evolve into Quilava at level Quilava
8 and above. Medium Fire Type | Level 5 | CR 5

Armor Class 15
Moves Hit Points 30
Starting Moves: Tackle, Leer Hit Dice d8
Speed 30ft. walking
Level 2: Smokescreen, Ember
Level 6: Defense Curl, Quick Attack STR DEX CON INT WIS CHA
Level 10: Swift, Flame Wheel, Flamethrower 13 (+1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Rollout, Double Edge
Learnable Moves: Skills: Athletics
Saving Throws: Dexterity
TM: 02, 03, 04, 06, 10, 11, 13, 17, 20, 21, 23, 27, Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
28, 31, 32, 34, 35, 38, 39, 40, 43, 44, 45 Vulnerabilities: Ground, Rock, Water
HM: 01
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: Quilava can evolve into Typhlosion at
level 16 and above.

Moves
Starting Moves: Tackle, Leer, Smokescreen, Ember
Level 6: Defense Curl, Quick Attack
Level 10: Swift, Flame Wheel
Level 14: Flamethrower, Rollout
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 17, 20, 21,
23, 27, 28, 31, 32, 34, 35, 38, 39, 40, 43, 44, 45,
49
HM: 01, 04

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Typhlosion
Large Fire Type | Level 10 | CR 11

Armor Class 17
Hit Points 77
Hit Dice d12
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

Skills: Athletics
Saving Throws: Dexterity, Strength
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water

Flash Fire: This Pokémon takes no damage from fire.


Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.

Moves Totodile
Small Water Type | Level 1 | CR 1/2
Starting Moves: Tackle, Leer, Smokescreen, Ember,
Defense Curl, Quick Attack, Swift, Flame Wheel Armor Class 14
Level 14: Rollout Hit Points 8
Hit Dice d6
Level 18: Double Edge, Flamethrower Speed 30ft. walking | 20ft. swimming
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, STR DEX CON INT WIS CHA
20, 21, 23, 26, 27, 28, 31, 32, 34, 35, 38, 39, 40, 12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
41, 43, 44, 45, 48, 49
HM: 01, 04 Skills: Athletics
Saving Throws: Strength
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric

Sheer Force: For moves this Pokémon makes that


have a chance to inflict negative status ailments,
the Pokémon can choose to do an extra d6 damage
instead.
Evolution: Totodile can evolve into Croconaw at
level 8 and above

Moves
Starting Moves: Scratch, Leer
Level 2: Water Gun, Rage
Level 6: Bite, Scary Face
Level 10: Flail, Slash, Crunch
Level 14: Screech, Slash, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21,
23, 27, 28, 31, 32, 33, 34, 35, 43, 44, 45
HM: 01, 03, 06

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Croconaw
Medium Water Type | Level 5 | CR 5

Armor Class 16
Hit Points 40
Hit Dice d8
Speed 30ft. walking | 25ft. swimming

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills: Athletics
Saving Throws: Strength
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric

Sheer Force: For moves this Pokémon makes that


have a chance to inflict negative status ailments,
the Pokémon can choose to do an extra d6 damage
instead.
Evolution: Croconaw can evolve into Feraligatr at
level 16 and above.

Moves Feraligatr
Starting Moves: Scratch, Leer, Water Gun, Rage Large Water Type | Level 10 | CR 11

Level 6: Bite, Scary Face Armor Class 18


Hit Points 92
Level 10: Flail Hit Dice d12
Level 14: Screech, Slash Speed 30ft. walking | 30ft. swimming
Level 18: Crunch, Hydro Pump
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 18 (+4) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
21, 23, 27, 28, 31, 32, 33, 34, 35, 43, 44, 45, 49
HM: 01, 03, 04, 06 Skills: Athletics
Saving Throws: Strength, Constitution
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric

Sheer Force: For moves this Pokémon makes that


have a chance to inflict negative status ailments,
the Pokémon can choose to do an extra d6 damage
instead.

Moves
Starting Moves: Scratch, Leer, Water Gun, Rage,
Bite, Scary Face, Flail
Level 14: Screech, Slash
Level 18: Crunch, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 43, 44,
45, 49
HM: 01, 03, 04, 06

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Sentret
Small Normal Type | Level 1 | CR 1/8

Armor Class 12
Hit Points 6
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Acrobatics, Perception


Saving Throws: Dexterity
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost

Frisk: Upon entering a battle, a single opponent’s


held item is revealed, if it has one.
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to Furret
run away. Medium Normal Type | Level 5 | CR 5
Evolution: Sentret can evolve into Furret at level 7
Armor Class 14
and above.
Hit Points 30
Hit Dice d8
Moves Speed 35ft. walking
Starting Moves: Scratch, Foresight
STR DEX CON INT WIS CHA
Level 2: Defense Curl, Quick Attack
13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Level 6: Fury Swipes
Level 10: Slam, Rest Skills: Acrobatics, Perception
Level 14: Amnesia, Baton Pass Saving Throws: Dexterity
Resistances: None
Learnable Moves: Vulnerabilities: Fighting
TM: 01, 02, 03, 04, 06, 10, 11, 13, 17, 20, 21, 23, Immunities: Ghost
27, 28, 30, 31, 32, 33, 34, 35, 39, 40, 41, 43, 44,
45, 46, 48, 49 Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one.
HM: 01, 03
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.

Moves
Starting Moves: Scratch, Foresight, Defense Curl,
Quick Attack, Fury Swipes
Level 10: Slam
Level 14: Rest, Amnesia
Level 18: Baton Pass
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 13, 15, 17, 20, 21,
23, 27, 28, 30, 31, 32, 33, 34, 35, 39, 40, 41, 43,
44, 45, 46, 48, 49
HM: 01, 03, 04

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Hoothoot
Small Normal/Flying Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 6
Hit Dice d6
Speed 15ft. walking | 25ft. flying

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 6 (-2) 14 (+2) 10 (+0)

Skills: Perception, Insight


Saving Throws: Wisdom
Resistances: Bug, Grass
Vulnerabilities: Electric, Ice, Rock
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Insomnia: This Pokémon is immune to sleep
Evolution: Hoothoot can evolve into Noctowl at
level 8 and above.
Noctowl
Medium Normal/Flying Type | Level 5 | CR 4
Moves
Starting Moves: Tackle, Growl, Foresight Armor Class 13
Hit Points 30
Level 2: Hypnosis, Peck Hit Dice d8
Level 6: Confusion Speed 20ft. walking | 30ft. flying

Level 10: Take Down, Reflect


STR DEX CON INT WIS CHA
Level 14: Dream Eater
11 (+0) 16 (+3) 10 (+0) 6 (-2) 16 (+3) 10 (+0)
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Skills: Perception, Insight
35, 39, 42, 43, 44, 45, 46, 47, 50 Saving Throws: Wisdom
HM: 02, 05 Resistances: Bug, Grass
Vulnerabilities: Electric, Ice, Rock
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Insomnia: This Pokémon is immune to sleep

Moves
Starting Moves: Tackle, Growl, Foresight, Hypnosis,
Peck, Confusion
Level 6: Confusion
Level 10: Take Down, Sky Attack
Level 14: Reflect, Dream Eater
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 42, 43, 44, 45, 46, 47, 50
HM: 02, 05

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Ledyba
Tiny Bug/Flying Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 7
Hit Dice d6
Speed 25ft. walking | 25ft. flying

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills: Nature
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground

Swarm: This Pokémon does an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Early Bird: This Pokémon has advantage on rolls to Ledian
wake from sleep. Medium Bug/Flying Type | Level 5 | CR 5
Evolution: Ledyba can evolve into Ledian at level 8
Armor Class 14
and above.
Hit Points 35
Hit Dice d8
Moves Speed 30ft.. walking | 30ft. flying
Starting Moves: Tackle
STR DEX CON INT WIS CHA
Level 2: Supersonic, Swift
10 (+0) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Level 6: Light Screen, Reflect, Mach Punch
Level 10: Comet Punch, Agility Skills: Nature
Level 14: Baton Pass, Double-Edge Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Learnable Moves: Vulnerabilities: Electric, Fire, Flying, Ice, Rock
TM: 01, 02, 03, 04, 06, 10, 11, 12, 13, 17, 19, 20, Immunities: Ground
21, 22, 27, 28, 32, 33, 34, 35, 39, 41, 44, 45, 46
Swarm: This Pokémon does an additional 1d6
HM: 05
damage on attacks when it has 10% or less of its
maximum health.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep.

Moves
Starting Moves: Tackle, Supersonic, Swift, Light
Screen, Reflect
Level 10: Comet Punch, Mach Punch
Level 14: Agility, Baton Pass
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 12, 13, 15, 17, 19,
20, 21, 22, 27, 28, 32, 33, 34, 35, 39, 41, 44, 45,
46
HM: 05

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Spinarak
Tiny Bug/Poison Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 7
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills: Stealth
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock

Swarm: This Pokémon does an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Evolution: Spinarak can evolve into Ariados at level
Ariados
9 and above. Medium Bug/Poison Type | Level 5 | CR 5

Armor Class 14
Moves Hit Points 35
Hit Dice d8
Starting Moves: Poison Sting, String Shot Speed 35ft.. walking
Level 2: Constrict, Absorb
Level 6: Scary Face STR DEX CON INT WIS CHA
Level 10: Nightshade, Fury Swipes, Spider Web 12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Level 14: Agility, Pin Missile
Skills: Stealth
Level 18: Psychic Saving Throws: Dexterity
Learnable Moves: Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock
TM: 03, 06, 10, 11, 13, 17, 19, 20, 21, 22, 27, 28,
29, 32, 34, 35, 36, 44, 45, 46
Swarm: This Pokémon does an additional 1d6
HM: 05 damage on attacks when it has 10% or less of its
maximum health.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.

Moves
Starting Moves: Poison Sting, String Shot, Constrict,
Absorb
Level 6: Scary Face
Level 10: Nightshade, Spider Web
Level 14: Fury Swipes, Pin Missile
Level 18: Psychic, Agility
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 22, 27,
28, 29, 32, 34, 35, 36, 44, 45, 46
HM: 05

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Crobat
Medium Poison/Flying Type | Level 10 | CR 11

Armor Class 16
Hit Points 92
Hit Dice d12
Speed 15ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 15 (+2) 6 (-2) 12 (+1) 8 (-1)

Skills: Stealth
Saving Throws: Dexterity, Constitution
Resistances: Bug, Fighting, Grass, Poison
Vulnerabilities: Electric, Ice, Psychic, Rock
Immunities: Ground

Inner Focus: This Pokémon is immune to flinching. Chinchou


Infiltrator: This Pokémon bypasses Light Screen and Tiny Water/Electric Type | Level 1 | CR 1/8
Reflect
Armor Class 11
Hit Points 7
Moves Hit Dice d6
Starting Moves: Leech Life, Supersonic, Bite, Wing Speed 5ft. walking | 20ft. swimming
Attack, Confuse Ray, Swift, Super Fang
Level 14: Baton Pass, Mean Look STR DEX CON INT WIS CHA

Level 18: Double-Edge, Haze 8 (-1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves: Skills: Stealth
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 27, 32, Saving Throws: Dexterity
34, 35, 39, 43, 44, 45, 46, 47 Resistances: Fire, Flying, Ice, Steel, Water
Vulnerabilities: Grass, Ground
HM: 02
Volt Absorb: This Pokémon does not take electric
damage. Instead, it absorbs half the damage done
and converts it to hit points.
Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage done
and converts it to hit points.
Evolution: Chinchou can evolve into Lanturn at level
10 and above.

Moves
Starting Moves: Bubble, Supersonic
Level 2: Thunder Wave
Level 6: Water Gun, Confuse Ray
Level 10: Bubblebeam, Spark
Level 14: Flail, Take Down
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 17, 18, 20, 21, 25, 27, 32,
34, 35, 44, 45
HM: 03, 05, 06, 07

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Lanturn
Medium Water/Electric Type | Level 8 | CR 6

Armor Class 13
Hit Points 54
Hit Dice d8
Speed 10ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 15 (+2) 6 (-2) 12(+1) 10 (+0)

Skills: Stealth
Saving Throws: Dexterity
Resistances: Fire, Flying, Ice, Steel, Water
Vulnerabilities: Grass, Ground

Volt Absorb: This Pokémon does not take electric


damage. Instead, it absorbs half the damage done
and converts it to hit points.
Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage done
and converts it to hit points.

Moves
Starting Moves: Bubble, Supersonic, Thunder Wave,
Water Gun
Level 10: Spark, Confuse Ray
Level 14: Flail, Bubblebeam
Pichu
Tiny Electric Type | Level 1 | CR 1/8
Level 18: Hydro Pump, Take Down
Armor Class 12
Learnable Moves:
Hit Points 6
TM: 03, 06, 07, 10, 13, 15, 17, 18, 20, 21, 25, 27, Hit Dice d6
32, 34, 35, 44, 45 Speed 25ft. walking
HM: 03, 05, 06, 07
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills: Acrobatics, Persuasion


Saving Throws: Dexterity, Charisma
Resistances: Electric, Flying
Vulnerabilities: Ground

Evolution: Pichu can evolve into Pikachu at level 3


and above if its Loyalty level is +2 or higher.

Moves
Starting Moves: Thundershock, Charm
Level 2: Tail Whip
Level 6: Sweet Kiss, Thunderwave
Learnable Moves:
TM: 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 39, 40, 43, 44, 45
HM: 05

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Cleffa
Tiny Fairy Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 6
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


7 (-1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 15 (+2)

Skills: Persuasion, Insight


Saving Throws: Wisdom, Charisma
Resistances: Bug, Dark, Fighting
Vulnerabilities: Poison, Steel
Immunities: Dragon

Evolution: Cleffa can evolve into Clefairy at level 3


and above if its Loyalty level is +2 or higher.

Moves
Starting Moves: Pound, Charm
Level 2: Encore, Sing
Level 6: Sweet Kiss
Learnable Moves: Igglybuff
TM: 02, 03, 04, 06, 07, 09, 10, 11, 13, 16, 17, 18, Tiny Normal/Fairy Type | Level 1 | CR 1/8
20, 21, 22, 23, 27, 29, 30, 31, 32, 34, 35, 38, 40,
42, 43, 44, 45, 50 Armor Class 11
Hit Points 6
HM: 05 Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


7 (-1) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 14 (+2)

Skills: Persuasion, Insight


Saving Throws: Wisdom, Charisma
Resistances: Bug, Dark
Vulnerabilities: Poison, Steel
Immunities: Dragon, Ghost

Evolution: Igglybuff can evolve into Jigglypuff at


level 3 and above if its Loyalty level is +2 or higher.

Moves
Starting Moves: Sing, Pound
Level 2: Charm, Defense Curl
Level 6: Sweet Kiss
Learnable Moves:
TM: 02, 03, 04, 06, 07, 09, 10, 11, 13, 16, 17, 18,
20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 40, 42,
43, 44, 45, 50
HM: 05

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Togepi
Small Fairy Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 7
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


8 (-1) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Skills:: Persuasion, Arcana


Saving Throws:: Wisdom, Charisma
Resistances:: Bug, Dark, Fighting
Vulnerabilities:: Poison, Steel
Immunities: Dragon

Super Luck: This Pokémon scores a critical hits on


19s and 20s.
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.
Togetic
Small Fairy/Flying Type | Level 5 | CR 4
Evolution: Togepi can evolve into Togetic at level 9
and above. Armor Class 13
Hit Points 35
Hit Dice d8
Moves Speed30ft. walking
Speed
Starting Moves: Growl, Charm
Level 2: Metronome STR DEX CON INT WIS CHA
Level 6: Sweet Kiss, Encore 10 (+0) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 16 (+3)
Level 10: Ancient Power, Safe Guard
Skills:: Persuasion, Arcana
Level 14: Baton Pass, Double Edge Saving Throws:: Wisdom, Charisma
Learnable Moves: Resistances:: Bug, Dark, Fighting, Grass
Vulnerabilities:: Electric, Ice, Poison, Rock, Steel
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 17, 18, Immunities: Dragon, Ground
20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 39, 40,
42, 43, 44, 45
Super Luck: This Pokémon scores a critical hits on
HM: 05 19s and 20s.
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.

Moves
Starting Moves: Growl, Charm, Metronome
Level 6: Sweet Kiss, Encore
Level 10: Ancient Power
Level 14: Baton Pass, Safe Guard
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 39,
40, 42, 43, 44, 45
HM: 02, 05

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Natu
Tiny Psychic/Flying Type | Level 1 | CR 1/8

Armor Class 12
Hit Points 6
Hit Dice d6
Speed 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 11 (+0) 6 (-2) 13 (+1) 10 (+0)

Skills:: Insight, Perception


Saving Throws:: Wisdom
Resistances:: Fighting, Grass, Psychic
Vulnerabilities:: Dark, Electric, Ghost, Ice, Rock
Immunities: Ground

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Evolution: Natu can evolve into Xatu at level 9 and
above.
Xatu
Medium Psychic/Flying Type | Level 5 | CR 5

Moves Armor Class 14


Hit Points 30
Starting Moves: Peck, Leer Hit Dice d8
Level 2: Teleport Speed 25ft. walking | 30ft. Flying
Level 6: Nightshade
STR DEX CON INT WIS CHA
Level 10: Future Sight
10 (+0) 14 (+2) 12 (+1) 8 (-1) 16 (+3) 10 (+0)
Level 14: Steel Wing, Psychic
Learnable Moves: Skills:: Insight, Perception
TM: 03, 06, 09, 10, 11, 13, 17, 19, 20, 21, 22, 27, Saving Throws:: Wisdom
29, 32, 34, 35, 39, 42, 43, 44, 45, 46, 50 Resistances:: Fighting, Grass, Psychic
Vulnerabilities:: Dark, Electric, Ghost, Ice, Rock
HM: 05 Immunities: Ground

Synchronize: If this Pokémon is burned, paralyzed,


or poisoned, its attacker receives the negative
status effect as well if not immune.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep.

Moves
Starting Moves: Peck, Leer, Teleport
Level 6: Nightshade
Level 10: Future Sight
Level 14: Steel Wing
Level 18: Psychic
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 15, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 39, 42, 43, 44, 45, 46, 50
HM: 02, 05

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Mareep
Small Electric Type | Level 1 | CR 1/2

Armor Class 12
Hit Points 7
Hit Dice d6
Speed 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills:: Survival
Saving Throws:: Constitution
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground

Static: When this Pokémon is hit by a melee attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Evolution: Mareep can evolve into Flaaffy at level 7
and above.
Flaaffy
Medium Electric Type | Level 5 | CR 4

Moves Armor Class 14


Hit Points 35
Starting Moves: Tackle, Growl Hit Dice d8
Level 2: Thunder Wave Speed 30ft. walking
Level 6: Thundershock, Cotton Spore
STR DEX CON INT WIS CHA
Level 10: Take Down, Confuse Ray
12 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Level 14: Light Screen, Thunder
Learnable Moves: Skills:: Survival
TM: 02, 03, 06, 07, 10, 13, 17, 18, 20, 21, 23, 25, Saving Throws:: Constitution
27, 32, 34, 35, 39, 40, 44, 45 Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground
HM: 05
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Evolution: Flaaffy can evolve into Ampharos at level
14 and above.

Moves
Starting Moves: Tackle, Growl, Thunder Wave
Level 6: Thundershock, Cotton Spore
Level 10: Confuse Ray
Level 14: Light Screen, Take Down
Level 18: Thunder
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 10, 13, 17, 18, 20, 21,
23, 25, 27, 32, 34, 35, 39, 40, 41, 44, 45
HM: 04, 05

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Ampharos
Large Electric Type | Level 10 | CR 11

Armor Class 17
Hit Points 87
Hit Dice d12
Speed 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Skills:: Survival
Saving Throws:: Constitution
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground

Static: When this Pokémon is hit by a melee attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.

Moves
Starting Moves: Tackle, Growl, Thunder Wave,
Thundershock, Cotton Spore, Confuse Ray
Level 14: Light Screen
Bellossom
Medium Grass Type | Level 10 | CR 10
Level 18: Take Down, Thunder
Armor Class 14
Learnable Moves: Hit Points 99
TM: 01, 02, 03, 06, 07, 08, 10, 13, 15, 17, 18, 20, Hit Dice d12
21, 23, 25, 27, 32, 34, 35, 39, 40, 41, 44, 45 Speed 30ft. walking
HM: 04, 05
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 15 (+2)

Skills:: Nature, Performance


Saving Throws:: Constitution, Charisma
Resistances:: Electric, Grass, Ground, Water
Vulnerabilities:: Bug, Fire, Flying, Ice, Poison

Chlorophyll: Damage rolls for this Pokémon get an


additional +2 during conditions of strong sunlight.
Healer: As an action, this Pokémon can touch an
ally to restore a negative status effect.

Moves
Starting Moves: Mega Drain, Sweet Scent, Stun
Spore, Sunny Day
Level 14:Petal Dance
Level 18: Solar Beam
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 32, 34, 35, 44, 45
HM: 01, 05

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Marill
Small Water/Fairy Type | Level 1 | CR 1/2

Armor Class 12
Hit Points 7
Hit Dice d6
Speed 25ft. walking | 25ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills:: Acrobatics
Saving Throws:: Constitution
Resistances:: Bug, Dark, Fighting, Fire, Ice, Water
Vulnerabilities:: Electric, Grass, Poison
Immunities: Dragon

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Evolution: Marill can evolve into Azumarill at level 9
and above.

Moves Azumarill
Medium Water/Fairy Type | Level 5 | CR 5
Starting Moves: Tackle, Water Gun
Armor Class 14
Level 2: Tail Whip, Bubble
Hit Points 35
Level 6: Defense Curl, Rollout Hit Dice d8
Level 10: Bubble Beam, Rain Dance Speed 30ft. walking | 30ft. swimming

Level 14: Double-Edge, Hydro Pump


STR DEX CON INT WIS CHA
Learnable Moves:
12 (+1) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 12 (+1)
TM: 01, 02, 03, 04, 06, 10, 13, 14, 16, 17, 18, 20,
21, 23, 27, 31, 32, 33, 34, 35, 39, 40, 44, 45
Skills:: Acrobatics
HM: 03, 06, 07 Saving Throws:: Constitution
Resistances:: Bug, Dark, Fighting, Fire, Ice, Water
Vulnerabilities:: Electric, Grass, Poison
Immunities: Dragon

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.

Moves
Starting Moves: Tackle, Water Gun, Tail Whip,
Bubble
Level 6: Defense Curl
Level 10: Rollout, Rain Dance
Level 14: Double-Edge, Bubble Beam
Level 18: Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 31, 32, 33, 34, 35, 39, 40, 44,
45
HM: 03, 04, 06, 07

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Sudowoodo
Medium Rock Type | Level 5 | CR 7

Armor Class 15
Hit Points 45
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills:: Nature, Survival


Saving Throws:: Constitution, Strength
Resistances:: Fire, Flying, Normal, Poison
Vulnerabilities:: Fighting, Grass, Ground, Steel,
Water

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers to 1 HP instead.

Moves Politoed
Medium Water Type | Level 10 | CR 11
Starting Moves: Slam, Flail, Low Kick
Level 6: Rock Throw, Mimic Armor Class 15
Hit Points 94
Level 10: Feint Attack, Rock Slide Hit Dice d12
Level 14: Stone Edge Speed 30ft. walking |30ft. swimming
Level 18: Double-Edge
STR DEX CON INT WIS CHA
Learnable Moves:
14 (+2) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
TM: 01, 02, 03, 04, 06, 08, 09, 10, 11, 13, 17, 20,
21, 26, 27, 28, 31, 32, 33, 34, 35, 37, 40, 41, 44,
45, 46, 48 Skills:: Athletics
Saving Throws:: Strength
HM: 04 Resistances:: Fire, Ice, Steel, Water
Vulnerabilities:: Grass, Electric

Water Absorb: This Pokémon does not take water


damage. Instead, it absorbs half the damage done
and converts it to hit points.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.

Moves
Starting Moves: Hypnosis, Double Slap, Bubble
Beam, Perish Song
Level 14: Swagger, Rain Dance
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 29, 31, 32, 33, 34, 35, 40, 43, 44,
45, 46
HM: 03, 04, 06, 07

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Hoppip
Tiny Grass/Flying Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 7
Hit Dice d6
Speed 20ft. walking | 20ft. flying (hovering)

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills:: Nature
Saving Throws:: Constitution
Resistances:: Fighting, Grass, Water
Vulnerabilities:: Fire, Flying, Ice, Poison, Rock
Immunities: Ground

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Infiltrator: This Pokémon bypasses Light Screen and Skiploom
Reflect Medium Grass/Flying Type | Level 5 | CR 3
Evolution: Hoppip can evolve into Skipbloom at Armor Class 13
level 8 and above. Hit Points 35
Hit Dice d8
Moves Speed 20ft. walking | 30ft. flying (hovering)
Starting Moves: Splash
STR DEX CON INT WIS CHA
Level 2: Synthesis, Tail Whip, Tackle
10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Level 6: Poison Powder, Stun Spore
Level 10: Sleep Powder, Leech Seed Skills:: Nature
Level 14: Mega Drain, Cotton Spore Saving Throws:: Constitution
Resistances:: Fighting, Grass, Water
Level 18: Giga Drain Vulnerabilities:: Fire, Flying, Ice, Poison, Rock
Learnable Moves: Immunities: Ground
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, Leaf Guard: This Pokémon is immune to negative
27, 32, 34, 35, 40, 44, 45 status effects during strong sunlight.
HM: 05
Infiltrator: This Pokémon bypasses Light Screen and
Reflect.
Evolution: Skiploom can evolve into Jumpbluff at
level 12 and above.

Moves
Starting Moves: Splash, Synthesis, Tail Whip, Tackle
Level 6: Poison Powder
Level 10: Stun Spore, Leech Seed
Level 14: Mega Drain, Sleep Powder
Level 18: Giga Drain, Cotton Spore
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 32, 34, 35, 40, 44, 45
HM: 05

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Jumplufff
Medium Grass/Flying Type | Level 10 | CR 10

Armor Class 15
Hit Points 87
Hit Dice d10
Speed 25ft. walking | 30ft. flying (hovering)

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 12 (+1)

Skills:: Nature
Saving Throws:: Constitution
Resistances:: Fighting, Grass, Water
Vulnerabilities:: Fire, Flying, Ice, Poison, Rock
Immunities: Ground

Leaf Guard: This Pokémon is immune to negative


status effects during strong sunlight.
Aipom
Infiltrator: This Pokémon bypasses Light Screen and Small Normal Type | Level 1 | CR 3
Reflect.
Armor Class 15
Hit Points 18
Moves Hit Dice d8
Starting Moves: Splash, Synthesis, Tail Whip, Tackle, Speed 30ft. walking
Poison Powder, Stun Spore, Leech Seed
Level 14: Mega Drain, Sleep Powder STR DEX CON INT WIS CHA
Level 18: Giga Drain, Cotton Spore 10 (+0) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Learnable Moves:
Skills:: Acrobatics, Sleight of Hand
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, Saving Throws:: Dexterity
22, 27, 32, 34, 35, 40, 44, 45 Resistances:: None
HM: 05 Vulnerabilities:: Fighting
Immunities: Ghost

Skill Link: On combo moves like Fury Swipes,


Comet Punch, etc., this Pokémon is guaranteed to
hit at least twice.
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.

Moves
Starting Moves: Scratch, Tail Whip
Level 2: Sand Attack
Level 6: Baton Pass, Fury Swipes
Level 10: Swift, Agility
Level 14: Screech, Triple Kick
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 10, 11, 13, 17, 20, 21,
23, 25, 27, 30, 31, 32, 33, 34, 35, 39, 40, 41, 42,
43, 44, 45, 46, 48, 49, 50
HM: 01, 04

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Sunkern
Tiny Grass Type | Level 1 | CR 1/8

Armor Class 11
Hit Points 8
Hit Dice d6
Speed 15ft. walking

STR DEX CON INT WIS CHA


8 (-1) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills:: Nature
Saving Throws:: Constitution
Resistances:: Electric, Grass, Ground, Water
Vulnerabilities:: Bug, Fire, Flying, Ice, Poison

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Evolution: Starting at level 8, Sunkern can evolve
into Sunflora with the help of a Sun Stone.

Moves Sunflora
Starting Moves: Absorb, Growth Medium Grass Type | Level 5 | CR 7

Level 2: Leech Seed Armor Class 14


Hit Points 40
Level 6: Mega Drain Hit Dice d10
Level 10: Razor Leaf, Giga Drain Speed 25ft. walking
Level 14: Synthesis, Sunny Day
Level 18: Solar Beam, Double Edge STR DEX CON INT WIS CHA
Learnable Moves: 12 (+1) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 14 (+2)
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
Skills:: Nature
32, 34, 35, 36, 44, 45
Saving Throws:: Constitution
HM: 01, 05 Resistances:: Electric, Grass, Ground, Water
Vulnerabilities:: Bug, Fire, Flying, Ice, Poison

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Chlorophyll: Damage rolls for this Pokémon get an
additional +2 during conditions of strong sunlight.

Moves
Starting Moves: Absorb, Growth, Pound, Leech Seed
Level 6: Mega Drain
Level 10: Sunny Day
Level 14: Synthesis, Giga Drain, Petal Dance
Level 18: Solar Beam, Double Edge
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 32, 34, 35, 36, 44, 45
HM: 01, 05

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Yanma
Medium Bug/Flying Type | Level 5 | CR 8

Armor Class 15
Hit Points 48
Hit Dice d10
Speed 15ft. walking | 40ft. flying (hovering)

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 14 (+2) 6 (-2) 12 (+1) 12 (+1)

Skills:: Acrobatics
Saving Throws:: Dexterity
Resistances:: Bug, Fighting, Grass
Vulnerabilities:: Electric, Fire, Flying, Ice, Rock
Immunities: Ground

Compound Eyes: Once per combat, this Pokémon


may roll an attack with advantage. Wooper
Small Water/Ground Type | Level 1 | CR 1/2
Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one. Armor Class 12
Hit Points 7
Moves Hit Dice d6
Speed 20ft. walking | 20ft. swimming
Starting Moves: Tackle, Foresight, Quick Attack
Level 6: Double Team, Sonic Boom, Hypnosis STR DEX CON INT WIS CHA
Level 10: Detect, Supersonic, Uproar 10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 11 (+0)
Level 14: Pursuit, Ancient Power
Level 18: Wing Attack, Screech Skills:: Survival
Saving Throws:: Constitution
Learnable Moves: Resistances:: Fire, Poison, Rock, Steel
TM: 02, 03, 06, 10, 11, 13, 17, 19, 20, 21, 22, 27, Vulnerabilities::Grass
Vulnerabilities::
32, 34, 35, 39, 43, 44, 45, 46 Immunities: Electric
HM: 05 Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage done
and converts it to hit points.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Evolution: Wooper can evolve into Quagsire at level
9 and above.

Moves
Starting Moves: Tackle, Water Gun
Level 2: Mud Slap
Level 6: Slam
Level 10: Amnesia, Rain Dance
Level 14: Earthquake, Haze
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 17, 18, 20, 21,
23, 26, 27, 28, 31, 32, 33, 34, 35, 36, 37, 40, 44,
45
HM: 03, 05, 06

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Quagsire
Large Water/Ground Type | Level 5 | CR 7

Armor Class 16
Hit Points 35
Hit Dice d10
Speed 30ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 11 (+0)

Skills:: Survival, Athletics


Saving Throws:: Constitution, Strength
Resistances:: Fire, Poison, Rock, Steel
Vulnerabilities::Grass
Vulnerabilities::
Immunities: Electric

Water Absorb: This Pokémon does not take water


damage. Instead, it absorbs half the damage done
and converts it to hit points.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Espeon
Medium Psychic Type | Level 5 | CR 6

Moves Armor Class 14


Hit Points 30
Starting Moves: Tackle, Water Gun, Mud Slap Hit Dice d10
Speed 30ft. walking
Level 6: Slam
Level 10: Amnesia, Rain Dance
STR DEX CON INT WIS CHA
Level 14: Haze
11 (+0) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 12 (+1)
Level 18: Earthquake
Learnable Moves: Skills:: Insight, Persuation
TM: 01, 02, 03, 04, 06, 08, 10, 13, 15, 17, 18, 20, Saving Throws:: Wisdom
21, 23, 26, 27, 28, 31, 32, 33, 34, 35, 36, 37, 40, Resistances:: Fighting, Psychic
44, 45 Vulnerabilities:: Bug, Dark, Ghost

HM: 03, 04, 05, 06 Synchronize: If this Pokémon is burned, paralyzed,


or poisoned, its attacker receives the negative
status effect as well if not immune.
Inner Focus: The Pokémon is immune to flinching.

Moves
Starting Moves: Tackle, Confusion, Tail Whip, Sand
Attack
Level 6: Quick Attack, Swift
Level 10: Psybeam, Future Sight
Level 14: Psych Up, Morning Sun
Level 18: Psychic
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, 20,
21, 23, 27, 29, 30, 31, 32, 34, 35, 39, 42, 43, 44,
45, 50
HM: 01, 05

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Umbreon
Medium Dark Type | Level 5 | CR 6

Armor Class 14
Hit Points 30
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 6 (-2) 15 (+2) 12 (+1)

Skills:: Stealth, Deception


Saving Throws:: Wisdom
Resistances:: Dark, Ghost
Vulnerabilities:: Bug, Fairy, Fighting
Immunities: Psychic

Synchronize: If this Pokémon is burned, paralyzed,


or poisoned, its attacker receives the negative
status effect as well if not immune.
Inner Focus: The Pokémon is immune to flinching. Murkrow
Medium Dark/Flying Type | Level 5 | CR 8
Moves Armor Class 14
Starting Moves: Tackle, Pursuit, Tail Whip, Sand Hit Points 40
Attack Hit Dice d10
Speed 25ft. walking | 30ft. Flying
Level 6: Quick Attack, Confuse Ray
Level 10: Feint Attack, Screech
STR DEX CON INT WIS CHA
Level 14: Mean Look
12 (+1) 16 (+3) 13 (+1) 6 (-2) 16 (+3) 8 (-1)
Level 18: Moonlight
Learnable Moves: Skills:: Insight, Deception
TM: 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, 20, Saving Throws:: Wisdom, Dexterity
21, 23, 27, 29, 30, 31, 32, 34, 35, 39, 42, 43, 44, Resistances:: Dark, Ghost, Grass
45, 50 Vulnerabilities:: Electric, Fairy, Ice, Rock
Immunities: Ground, Psychic
HM: 01, 05
Insomnia: This Pokémon is immune to sleep.
Super Luck: This Pokémon scores a critical hits on
19s and 20s.

Moves
Starting Moves: Peck, Pursuit
Level 6: Haze, Wing Attack
Level 10: Nightshade
Level 14: Feint Attack, Mean Look
Level 18: Steel Wing
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 16, 17, 20, 21, 27, 30,
31, 32, 34, 35, 39, 42, 43, 44, 45, 46, 47, 50
HM: 02

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Slowking
Large Water/Psychic Type | Level 8 | CR 9

Armor Class 16
Hit Points 70
Hit Dice d10
Speed 30ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 16 (+2) 10 (+0) 16 (+3) 10 (+0)

Skills:: Insight, History


Saving Throws:: Constitution, Wisdom
Resistances:: Fighting, Fire, Ice, Psychic, Steel,
Water
Vulnerabilities:: Bug, Dark, Ghost, Grass, Electric

Own Tempo: This Pokémon is immune to


Confusion.

Moves
Starting Moves: Tackle, Growl, Hidden Power, Curse,
Water Gun, Disable, Confusion Misdreavus
Small Ghost Type | Level 5 | CR 6
Level 10: Headbutt
Armor Class 14
Level 14: Amnesia, Swagger
Hit Points 42
Level 18: Psychic, Psych Up Hit Dice d8
Learnable Moves: Speed 30ft. flying (hovering)

TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 26, 27, 28, 29, 30, 31, 32, STR DEX CON INT WIS CHA
33, 34, 35, 38, 39, 42, 44, 45, 49, 50 8 (-1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 12 (+1)
HM: 03, 04, 05, 06
Skills:: Stealth, Deception
Saving Throws:: Wisdom, Charisma
Resistances:: Bug, Poison
Vulnerabilities:: Dark, Ghost
Immunities: Fighting, Ground, Normal

Levitate: This Pokémon is immune to Ground


moves.

Moves
Starting Moves: Growl, Psywave, Spite, Thief
Level 6: Confuse Ray, Mean Look
Level 10: Psybeam
Level 14: Pain Split
Level 18: Perish Song
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20, 21,
25, 27, 29, 30, 32, 34, 35, 39, 40, 42, 44, 45, 46,
50
HM: 05

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Unown
Tiny Psychic Type | Level 1 | CR 1

Armor Class 14
Hit Points 10
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


8 (+0) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 10 (+0)

Skills:: Arcana, History


Saving Throws:: Wisdom
Resistances:: Fighting, Psychic
Vulnerabilities:: Bug, Dark, Ghost
Immunities: Ground

Levitate: This Pokémon is immune to Ground


moves.

Moves
Starting Moves: Hidden Power

Wobbuffet
Medium Psychic Type | Level 5 | CR 9

Armor Class 15
Hit Points 60
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 10 (+0)

Skills:: Survival
Saving Throws:: Wisdom, Constitution
Resistances:: Fighting, Psychic
Vulnerabilities:: Bug, Dark, Ghost

Shadow Tag: If this Pokémon is active, an opponent


cannot flee or be switched out.

Moves
Starting Moves: Counter, Mirror Coat, Safe Guard,
Destiny Bond

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Girafarig
Medium Normal/Psychic Type | Level 5 | CR 4

Armor Class 13
Hit Points 38
Hit Dice d8
Speed 40ft. walking

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills:: Athletics
Saving Throws:: Dexterity
Resistances:: Psychic
Vulnerabilities:: Bug, Dark
Immunities: Ghost

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Inner Focus: This Pokémon is immune to flinching.

Moves Pineco
Starting Moves: Growl, Tackle, Confusion Small Bug Type | Level 1 | CR 1
Level 6: Stomp, Psybeam Armor Class 13
Level 10: Agility Hit Points 15
Hit Dice d8
Level 14: Crunch, Baton Pass Speed 15ft. walking
Level 18: Psychic
Learnable Moves: STR DEX CON INT WIS CHA
TM: 02, 03, 06, 07, 08, 09, 10, 11, 13, 17, 20, 21, 9 (-1) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
23, 25, 27, 29, 30, 31, 32, 34, 35, 39, 42, 44, 45,
46, 50 Skills:: Nature, Survival
HM: 04 Saving Throws:: Constitution
Resistances:: Fighting, Grass, Ground
Vulnerabilities:: Fire, Flying, Rock

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers to 1 HP instead.
Evolution: Pineco can evolve into Forretress at level
12 and above.

Moves
Starting Moves: Tackle, Protect
Level 2: Self Destruct
Level 6: Take Down, Rapid Spin
Level 10: Bide, Spikes
Level 14: Explosion, Double Edge
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 12, 13, 17, 19, 20,
21, 22, 27, 32, 34, 35, 40, 44, 45
HM: 04

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Forretress
Medium Bug/Steel Type| Level 8 | CR 11

Armor Class 18
Hit Points 83
Hit Dice d12
Speed 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Skills:: Nature, Survival


Saving Throws:: Constitution, Strength
Resistances:: Bug, Dragon, Fairy, Grass, Ice, Normal,
Psychic, Steel
Vulnerabilities:: Fire
Immunities: Poison Dunsparce
Small Normal Type | Level 1 | CR 1
Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP Armor Class 13
to 0, it lowers to 1 HP instead. Hit Points 10
Hit Dice d8
Shell Armor: This Pokémon is immune to the extra Speed 30ft. walking | 30ft. flying (hovering)
damage from a critical hit.
STR DEX CON INT WIS CHA
Moves 11 (+0) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
Starting Moves: Tackle, Protect, Self Destruct
Level 6: Take Down, Rapid Spin Skills:: Acrobatics, Perception
Saving Throws:: Dexterity
Level 10: Bide Resistances:: None
Level 14: Spikes, Double Edge Vulnerabilities:: Fighting
Immunities: Ghost
Level 18: Explosion
Learnable Moves: Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.
TM: 02, 03, 04, 06, 08, 10, 11, 12, 13, 15, 17, 19,
20, 21, 22, 27, 32, 34, 35, 40, 44, 45 Quick Getaway: While this Pokémon is active, a
HM: 04 trainer automatically succeeds on their DEX roll to
run away.
Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed
before emerging.

Moves
Starting Moves: Rage, Defense Curl
Level 2: Rollout, Spite
Level 6: Pursuit, Screech, Mud Slap
Level 10: Ancient Power, Body Slam
Level 14: Take Down, Dig, Double-Edge, Glare
Level 18: Flail, Endure
Learnable Moves:
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 17, 18,
20, 21, 22, 23, 25, 27, 28, 31, 32, 34, 35, 40, 42,
44, 46, 50
HM: 04

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Gligar
Small Ground/Flying Type | Level 1 | CR 3

Armor Class 14
Hit Points 12
Hit Dice d8
Speed 30ft. walking | 30ft. flying

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills:: Acrobatics, Stealth


Saving Throws:: Dexterity
Resistances:: Bug, Fighting, Poison
Vulnerabilities:: Ice, WAter
Immunities: Electric, Ground

Immunity: This Pokémon is immune to becoming


poisoned.
Hyper Cutter: This Pokémon’s attack roll modifier
cannot be decreased by an opponent’s moves.
Steelix
Huge Steel/Ground Type | Level 10 | CR 14

Armor Class 19
Moves Hit Points 117
Starting Moves: Poison Sting, Sand Attack Hit Dice d12
Speed 40ft. walking
Level 2: Harden
Level 6: Quick Attack, Fury Cutter
STR DEX CON INT WIS CHA
Level 10: Feint Attack, Slash
20 (+5) 8 (-1) 18 (+4) 6 (-2) 12 (+10) 10 (+0)
Level 14: Screech, Swords Dance
Level 18: Guillotine Skills:: Athletics
Saving Throws:: Strength, Constitution
Learnable Moves:
Resistances:: Bug, Dragon, Fighting, Flying, Normal,
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23, 27, Psychic, Rock, Steel
32, 34, 35, 36, 37, 39, 43, 44, 45, 46, 49 Vulnerabilities:: Fighting, Fire, Ground, Water
HM: 01, 04 Immunities: Electric, Poison

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers to 1 HP instead.
Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed
before re-emerging.

Moves
Starting Moves: Tackle, Harden, Bind, Curse, Rock
Throw, Rage, Dragon Breath
Level 14: Screech, Sandstorm, Slam, Stone Edge
Level 18: Dig, Rock Slide, Crunch, Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 40, 44,
45
HM: 01, 04

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Snubble
Small Fairy Type | Level 1 | CR 1/4

Armor Class 11
Hit Points 6
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills:: Intimidation
Saving Throws:: Charisma
Resistances:: Bug, Dark, Fighting
Vulnerabilities:: Poison, Steel
Immunities: Dragon

Quick Getaway: While this Pokémon is active, a


trainer automatically succeeds on their DEX roll to
run away.
Granbull
Medium Fairy Type | Level 5 | CR 5
Intimidate: Once per combat, this Pokémon can
impose disadvantage on an enemy attack. Armor Class 14
Hit Points 30
Evolution: Snubble can evolve into Granbull at level Hit Dice d8
10 and above. Speed 35ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Charm, Tail Whip 14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
Level 2: Scary Face, Bite
Skills:: Intimidation
Level 6: Lick, Headbutt
Saving Throws:: Charisma, Dexterity
Level 10: Roar, Rage Resistances:: Bug, Dark, Fighting
Vulnerabilities:: Poison, Steel
Level 14: Crunch
Immunities: Dragon
Learnable Moves:
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 17, 18, Quick Getaway: While this Pokémon is active, a
20, 21, 25, 27, 30, 31, 32, 33, 34, 35, 36, 40, 41, trainer automatically succeeds on their DEX roll to
43, 44, 45, 46, 48 run away.
HM: 04 Quick Feet: When suffering from a negative status
effect, this Pokémon’s speed increases by 15ft.

Moves
Starting Moves: Tackle, Charm, Tail Whip, Scary
Face, Bite
Level 6: Lick
Level 10: Roar, Headbutt
Level 14: Rage
Level 18: Crunch, Outrage
Learnable Moves:
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 15, 17,
18, 20, 21, 25, 27, 30, 31, 32, 33, 34, 35, 36, 40,
41, 43, 44, 45, 46, 48
HM: 04

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Qwilfish
Small Water/Poison Type | Level 1 | CR 1/2

Armor Class 14
Hit Points 10
Hit Dice d6
Speed 5ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills:: Intimidation
Saving Throws:: Dexterity
Resistances:: Bug, Fairy, Fighting, Fire, Ice Poison,
Steel, Water
Vulnerabilities:: Electric, Ground, Psychic

Intimidate: Once per combat, this Pokémon can


impose disadvantage on an enemy attack.
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, Scizor
the target is poisoned. Medium Bug/Steel Type| Level 10 | CR 12

Armor Class 18
Moves Hit Points 95
Starting Moves: Tackle, Water Gun Hit Dice d12
Speed 30ft. walking | 30ft. flying
Level 2: Destiny Bond, Spikes, Poison Sting
Level 6: Harden, Minimize, Bubble STR DEX CON INT WIS CHA
Level 10: Amnesia, Rain Dance 17 (+3) 20 (+() 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 14: Rollout, Pin Missile, Take Down
Level 18: Hydro Pump Skills:: Acrobatics, Intimidation
Saving Throws:: Dexterity, Strength
Learnable Moves: Resistances:: Bug, Dragon, Fairy, Grass, Ice, Normal,
TM: 02, 03, 04, 06, 10, 13, 14, 16, 17, 18, 20, 21, Psychic, Steel
27, 32, 34, 35, 36, 39, 40, 44, 45 Vulnerabilities:: Fire
Immunities: Poison
HM: 03, 06, 07
Steadfast: Once per long rest, this Pokémon can
choose to ignore a negative status effect it would
normally be effected by.
Swarm: This Pokémon does an additional 1d6
damage on attacks when it has 10% or less of its
maximum health.

Moves
Starting Moves: Quick Attack, Leer, Focus Energy,
Pursuit, Agility,
Level 14: Spikes, Double Edge
Level 18: Swords Dance, Razor Wind
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27,
32, 34, 35, 37, 39, 43, 44, 45, 46, 47, 49
HM: 01, 04

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Shuckle
Medium Bug/Rock Type| Level 5 | CR 9

Armor Class 16
Hit Points 60
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 10 (+0)

Skills:: Survival
Saving Throws:: Constitution
Resistances:: Normal, Poison
Vulnerabilities:: Rock, Steel, Water

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP
to 0, it lowers to 1 HP instead.
Gluttony: This Pokémon must eat its held berry
when it falls below ½ of its maximum HP.
Heracross
Medium Bug/Fighting Type| Level 5 | CR 9
Moves
Armor Class 16
Starting Moves: Withdraw, Constrict, Bide, Wrap
Hit Points 60
Level 6: Safeguard, Rollout Hit Dice d10
Speed 30ft. walking | 15ft. flying
Level 10: Rest, Rock Throw
Level 14: Rock Slide
STR DEX CON INT WIS CHA
Level 18: Stone Edge
20 (+5) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 26, Skills:: Athletics
27, 28, 31, 32, 34, 35, 36, 37, 40, 44, 45 Saving Throws:: Strength
Resistances:: Bug, Dark, Flying, Grass, Ground
HM: 04, 05 Vulnerabilities:: Fairy, Fire, Flying, Psychic

Swarm: This Pokémon does an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Tackle, Leer, Horn Attack, Endure
Level 6: Counter
Level 10: Fury Attack
Level 14: Pin Missile, Take Down
Level 18: Mega Horn, Reversal
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26, 27,
32, 34, 35, 43, 44, 45, 46, 49
HM: 01, 04

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Sneasel
Medium Dark/Ice Type | Level 5 | CR 8

Armor Class 15
Hit Points 56
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 12 (+1)

Skills:: Stealth, Deception


Saving Throws:: Dexterity
Resistances:: Dark, Ghost, Ice
Vulnerabilities:: Bug, Fairy, Fighting, Fire, Rock, Steel
Immunities: Psychic

Pickpocket: As a bonus action, this Pokémon can


make a DEX check contested by the opponent’s
WIS to attempt to steal a held item.
Inner Focus: The Pokémon is immune to flinching. Teddiursa
Small Normal Type | Level 1 | CR 1/2
Moves Armor Class 12
Starting Moves: Scratch, Leer Hit Points 7
Hit Dice d6
Level 6: Quick Attack, Feint Attack Speed 25ft. walking
Level 10: Fury Swipes, Agility
Level 14: Beat Up, Screech STR DEX CON INT WIS CHA
Level 18: Slash 12 (+1) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 12 (+1)
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 16, 17, 18, Skills:: Persuation, Medicine
20, 21, 23, 27, 28, 30, 31, 32, 33, 34, 35, 39, 40, Saving Throws:: Charisma
42, 43, 44, 45, 46, 49, 50 Resistances:: None
Vulnerabilities:: Fighting
HM: 01, 03, 04 Immunities: Ghost

Pick Up: This Pokemon may pick up a held item


than an opponent had discarded as a bonus action.
Evolution: Teddiursa can evolve into Ursaring at
level 12 and above.

Moves
Starting Moves: Scratch, Lick
Level 2: Fury Swipes
Level 6: Feint Attack, Sweet Scent
Level 10: Slash, Charm
Level 14: Rest, Snore, Thrash
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 17,
20, 21, 26, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41,
44, 45, 46, 48, 49
HM: 01, 04

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Ursaring
Large Normal Type | Level 8 | CR 9

Armor Class 16
Hit Points 54
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills:: Athletics
Saving Throws:: Strength
Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost

Pick Up: This Pokemon may pick up a held item


than an opponent had discarded as a bonus action.

Moves Slugma
Small Fire Type | Level 1 | CR 1/2
Starting Moves: Scratch, Lick, Fury Swipes, Feint
Attack Armor Class 11
Hit Points 8
Level 10: Sweet Scent, Slash, Charm
Hit Dice d6
Level 14: Rest, Snore, Scary Face Speed 20ft. walking
Level 18: Thrash
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 15, 12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
17, 20, 21, 26, 27, 28, 31, 32, 33, 34, 35, 39, 40,
41, 44, 45, 46, 48, 49 Skills:: Survival
HM: 01, 04 Saving Throws:: Constitution
Resistances:: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities:: Ground, Rock, Water

Flame Body: On melee attacks made by this


Pokémon, roll a d10 on a hit. On a result of a 10,
the target is burned.
Magma Armor: This Pokémon is immune to
freezing.
Evolution: Slugma can evolve into Magcargo at level
14 and above.

Moves
Starting Moves: Smog
Level 2: Ember
Level 6: Rock Throw, Harden
Level 10: Ancient Power, Rock Slide
Level 14: Amnesia, Body Slam, Recover
Level 18: Flamethrower
Learnable Moves:
TM: 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 27, 31,
32, 34, 35, 38, 40, 44, 45

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Magcargo
Medium Fire/Rock Type | Level 10 | CR 8

Armor Class 15
Hit Points 77
Hit Dice d10
Speed 25ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 10 (+0)

Skills:: Survival
Saving Throws:: Constitution
Resistances:: Bug, Fairy, Fire, Ice, Normal, Poison,
Steel
Vulnerabilities:: Fighting, Ground, Rock, Water

Flame Body: On melee attacks made by this


Pokémon, roll a d10 on a hit. On a result of a 10,
the target is burned.
Magma Armor: This Pokémon is immune to Swinub
freezing. Small Ice/Ground Type | Level 1 | CR 1/4

Armor Class 13
Moves Hit Points 7
Starting Moves: Smog, Ember, Rock Throw, Harden, Hit Dice d6
Ancient Power Speed 20ft. walking

Level 14: Rock Slide, Amnesia, Body Slam


STR DEX CON INT WIS CHA
Level 18: Flamethrower, Recover
9 (-1) 12 (+1) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 27, Skills:: Survival
31, 32, 34, 35, 38, 40, 44, 45 Saving Throws:: Constitution
HM: 04 Resistances:: Poison
Vulnerabilities:: Fire, Fighting, Grass, Steel, Water
Immunities: Electric

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Evolution: Swinub can evolve into Piloswine at level
14 and above.

Moves
Starting Moves: Tackle
Level 2: Powder Snow, Mud Slap
Level 6: Endure
Level 10: Icy Wind, Take Down
Level 14: Mist, Earthquake, Flail
Level 18: Amnesia, Blizzard
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 26, 27, 31, 32, 34, 35, 40, 43, 44, 45
HM: 04

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Piloswine
Medium Ice/Ground Type | Level 8 | CR 7

Armor Class 15
Hit Points 54
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills:: Survival
Saving Throws:: Constitution
Resistances:: Poison
Vulnerabilities:: Fire, Fighting, Grass, Steel, Water
Immunities: Electric

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.

Moves
Starting Moves: Fury Attack, Ancient Power, Peck,
Powder Snow, Mud Slap
Corsola
Small Water/Rock Type | Level 1 | CR 1/2
Level 10: Endure, Icy Wind, Take Down
Armor Class 12
Level 14: Mist, Earthquake, Flail Hit Points 9
Level 18: Amnesia, Blizzard, Thrash Hit Dice d6
Speed 15ft. walking | 25ft. swimming
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 14, 15, 16, 17, 18,
STR DEX CON INT WIS CHA
20, 21, 26, 27, 31, 32, 34, 35, 40, 43, 44, 45
8 (-1) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
HM: 04
Skills:: Survival, Stealth
Saving Throws:: Constitution
Resistances:: Fire, Flying, Ice, Normal, Poison
Vulnerabilities:: Electric, Fighting, Grass, Ground

Natural Cure: This Pokémon is cured of any status


ailment when returned to its Pokéball.

Moves
Starting Moves: Tackle, Harden
Level 2: Bubble
Level 6: Recover, Bubblebeam
Level 10: Spike Cannon, Ancient Power
Level 14: Endure, Mirror Coat
Level 18: Flail
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 18, 20, 21,
26, 27, 29, 31, 32, 34, 35, 37, 40, 44, 45
HM: 03, 04, 06

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Remoraid
Small Water Type | Level 1 | CR 1

Armor Class 11
Hit Points 6
Hit Dice d6
Speed 5ft. walking | 30ft. swimming

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

Skills:: Acrobatics
Saving Throws:: Dexterity
Resistances:: Fire, Ice, Steel, Water
Vulnerabilities:: Electric, Grass

Sniper: On a critical hit made by this Pokémon,


triple the dice roll instead of doubling it.
Evolution: Remoraid can evolve into Octillery at
level 9 and above.
Octillery
Small Water Type | Level 5 | CR 6
Moves
Starting Moves: Water Gun Armor Class 14
Hit Points 30
Level 2: Lock-On Hit Dice d10
Speed 20ft. walking | 30ft. swimming
Level 6: Psybeam, Focus Energy
Level 10: Bubblebeam, Aurora Beam
STR DEX CON INT WIS CHA
Level 14: Ice Beam, Hydro Pump
13 (+1) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Hyper Beam
Learnable Moves: Skills:: Acrobatics
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32, Saving Throws:: Dexterity
34, 35, 39, 40, 44, 45, 46 Resistances:: Fire, Ice, Steel, Water
Vulnerabilities:: Electric, Grass
HM: 03, 06
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Suction Cups: This Pokémon cannot be forced out
of battle by an opponent’s moves.

Moves
Starting Moves: Water Gun, Lock-On, Octazooka,
Constrict
Level 6: Psybeam, Focus Energy
Level 10: Bubblebeam
Level 14: Ice Beam, Aurora Beam
Level 18: Hyper Beam, Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32,
34, 35, 39, 40, 44, 45, 46
HM: 03, 06

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Delibird
Small Ice/Flying Type | Level 1 | CR 1/4

Armor Class 11
Hit Points 6
Hit Dice d6
Speed 30ft. walking | 10ft. flying

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Skills:: Acrobatics, Survival


Saving Throws:: Dexterity
Resistances:: Bug, Grass
Vulnerabilities:: Electric, Fire, Rock, Steel
Immunities: Ground

Vital Spirit: This Pokémon is immune to sleep.


Mantine
Large Water/Flying Type | Level 5 | CR 8
Moves
Armor Class 15
Starting Moves: Present Hit Points 52
Level 10: Drill Peck Hit Dice d10
Speed 5ft. walking | 30ft. swimming | 30ft. flying
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, STR DEX CON INT WIS CHA
31, 32, 34, 35, 39, 43, 44, 45, 46
12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
HM: 02
Skills:: Athetics
Saving Throws:: Dexterity
Resistances:: Bug, Fighting, Fire, Steel, Water
Vulnerabilities:: Electric, Rock
Immunities: Ground

Water Absorb: This Pokémon does not take water


damage. Instead, it absorbs half the damage done
and converts it to hit points.
Water Veil: This Pokémon is immune to burning.
Swift Swim: This Pokémon's speed is doubled
during rain.

Moves
Starting Moves: Tackle, Bubble, Supersonic,
Bubblebeam, Confuse Ray
Level 6: Wing Attack, Headbutt
Level 10: Take Down, Psybeam
Level 14: Agility
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 39, 44, 45
HM: 03, 06, 07

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Skarmory
Medium Steel/Flying Type | Level 5 | CR 9

Armor Class 16
Hit Points 58
Hit Dice d10
Speed 30ft. walking | 40ft. flying

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills:: Athetics, Perception


Saving Throws:: Strength, Dexterity
Resistances:: Bug, Dragon, Fairy, Flying, Grass,
Normal, Psychic, Steel
Vulnerabilities:: Electric, Fire
Immunities: Ground, Poison Houndour
Small Dark/Fire Type | Level 1 | CR 1/2
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight. Armor Class 12
Hit Points 7
Sturdy: This Pokémon cannot be KO’d from full Hit Dice d6
health. If a move takes this Pokémon from full HP Speed 30ft. walking
to 0, it lowers to 1 HP instead.

STR DEX CON INT WIS CHA


Moves
11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Leer, Peck, Sand Attack, Metal Claw
Level 6: Fury Attack, Swift Skills:: Stealth, Athletics
Saving Throws:: Dexterity
Level 10: Spikes, Agility Resistances:: Dark, Fire, Ghost, Grass, Ice, Steel
Level 14: Steel Wing, Slash Vulnerabilities:: Fighting, Ground, Rock, WAter
Immunities: Psychic
Learnable Moves:
TM: 02, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Early Bird: This Pokémon has advantage on rolls to
35, 37, 39, 43, 44, 45, 46, 47 wake from sleep.
HM: 01, 02
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: Houndour can evolve into Houndoom at
level 10 and above.

Moves
Starting Moves: Leer, Tackle
Level 2: Bite, Ember
Level 6: Roar
Level 10: Smog, Feint Attack
Level 14: Beat Up, Crunch
Level 18: Flamethrower
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 22,
23, 27, 30, 31, 32, 34, 35, 36, 38, 39, 42, 43, 44,
45, 45, 50

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Houndoom
Medium Dark/Fire Type | Level 5 | CR 6

Armor Class 15
Hit Points 35
Hit Dice d10
Speed 40ft. walking

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Skills:: Stealth, Athletics


Saving Throws:: Dexterity
Resistances:: Dark, Fire, Ghost, Grass, Ice, Steel
Vulnerabilities:: Fighting, Ground, Rock, WAter
Immunities: Psychic

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
Kingdra
damage roll gets a +5. Medium Water/Dragon Type | Level 10 | CR 11

Armor Class 16
Moves Hit Points 87
Hit Dice d12
Starting Moves: Leer, Tackle, Bite
Speed 10ft. walking | 40ft. swimming
Level 6: Roar
Level 10: Smog STR DEX CON INT WIS CHA
Level 14: Beat Up, Feint Attack 13 (+1) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Flamethrower, Crunch
Skills:: Acrobatics
Learnable Moves: Saving Throws:: Dexterity
TM: 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20, 21, Resistances:: Fire, Steel, Water
22, 23, 27, 30, 31, 32, 34, 35, 36, 38, 39, 42, 43, Vulnerabilities:: Dragon, Fairy
44, 45, 45, 50
HM: 04 Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Swift Swim: This Pokémon's speed is doubled
during rain.

Moves
Starting Moves: Bubble, Smokescreen, Leer, Water
Gun, Twister, Focus Energy
Level 14: Bubblebeam, Agility
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32,
34, 35, 39, 40, 44, 45, 46
HM: 03, 06

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Phanpy
Small Ground Type | Level 1 | CR 1/4

Armor Class 12
Hit Points 7
Hit Dice d6
Speed 20ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills:: Athletics, Survival


Saving Throws:: Strength
Resistances:: Poison, Rock
Vulnerabilities:: Grass, Ice, Water
Immunities: Electric

Sand Veil: This Pokémon's AC increases by 2 in


desert terrain. Donphan
Large Ground Type | Level 5 | CR 8
Pick Up: This Pokémon can grab a held item that is
discarded by an opponent. Armor Class 17
Evolution: Phanpy can evolve into Donphan at level Hit Points 35
9 and above. Hit Dice d10
Speed 30ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle, Growl, Defense Curl
18 (+4) 10 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 2: Flail
Level 6: Rollout, Endure Skills:: Athletics, Survival
Saving Throws:: Strength
Level 10: Slam, Take Down Resistances:: Poison, Rock
Level 14: Charm, Double Edge Vulnerabilities:: Grass, Ice, Water
Immunities: Electric
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 17, 20, 21, Sand Veil: This Pokémon's AC increases by 2 in
26, 27, 31, 32, 34, 35, 37, 40, 44, 45 desert terrain.
HM: 04 Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP
to 0, it lowers to 1 HP instead.

Moves
Starting Moves: Tackle, Growl, Defense Curl, Fury
Attack, Horn Attack, Flail
Level 6: Rollout, Endure, Rapid Spin
Level 10: Slam, Take Down, Magnitude
Level 14: Scary Face,
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 26, 27, 31, 32, 34, 35, 37, 40, 44, 45
HM: 04

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Porygon2
Medium Normal Type | Level 5 | CR 10

Armor Class 16
Hit Points 69
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Skills:: Nature
Saving Throws:: Constitution
Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost

Download: Once per combat, this Pokémon can


choose a different damage type for one of their
normal attacks.

Moves Stantler
Medium Normal Type | Level 5 | CR 5
Starting Moves: Tackle, Conversion, Conversion 2,
Defense Curl, Sharpen Armor Class 14
Level 6: Psybeam Hit Points 35
Hit Dice d8
Level 10: Recover Speed 35ft. walking
Level 14: Lock-On, Zap Cannon
Level 18: Tri-Attack, Hyper Beam STR DEX CON INT WIS CHA
Learnable Moves: 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
TM: 03, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 23, 25, 27, 29, 32, 34, 35, 39, 40, 42, 44, Skills:: Athletics, Intimidation
46, 50 Saving Throws:: Dexterity
Resistances:: None
HM: 05 Vulnerabilities:: Fighting
Immunities: Ghost

Intimidate: Once per combat, this Pokémon can


impose disadvantage on an enemy attack.
Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one.

Moves
Starting Moves: Tackle, Leer, Hypnosis
Level 6: Stomp
Level 10: Sand Attack, Take Down
Level 14: Confuse Ray
Learnable Moves:
TM: 02, 03, 05, 06, 09, 10, 11, 13, 17, 18, 20, 21,
26, 27, 29, 31, 32, 34, 35, 39, 42, 43, 44, 45, 46,
50
HM: 05

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Smeargle
Medium Normal Type | Level 1 | CR 1/2

Armor Class 12
Hit Points 8
Hit Dice d8
Speed 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)

Skills:: Performance, Sleight of Hand


Saving Throws:: Charisma
Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost

Own Tempo: This Pokémon is immune to


confusion.

Moves
Starting Moves: Sketch
Level 2: Sketch, Sketch
Level 6: Sketch, Sketch
Level 10: Sketch, Sketch
Tyrogue
Small Fighting Type | Level 1 | CR 1/2
Level 14: Sketch, Sketch
Level 18: Sketch, Sketch Armor Class 12
Hit Points 7
Hit Dice d6
Speed 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills:: Acrobatics
Saving Throws:: Dexterity
Resistances:: Bug, Dark, Rock
Vulnerabilities:: Fairy, Flying, Psychic

Vital Spirit: This Pokémon is immune to sleeping.


Evolution: Starting at level 8, Tyrogue can evolve
into Hitmonchan if its STR is higher than its DEX,
Hitmonlee if its DEX is higher than its STR, or
Hitmontop if its STR is equal to its DEX.

Moves
Starting Moves: Tackle
Level 2: Foresight, Low Kick
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27, 31,
32, 34, 35, 39, 43, 44, 45, 46
HM: 04

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Hitmontop
Medium Fighting Type | Level 5 | CR 7

Armor Class 14
Hit Points 41
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 13 (+1) 6 (-2) 12 (+0) 10 (+0)

Skills:: Acrobatics, Intimidation


Saving Throws:: Dexterity
Resistances:: Bug, Dark, Rock
Vulnerabilities:: Fairy, Flying, Psychic

Intimidate: Once per combat, this Pokémon can


impose disadvantage on an enemy attack.

Moves
Starting Moves: Rolling Kick, Pursuit, Focus Energy,
Quick Attack
Smoochum
Level 6: Rapid Spin, Counter Small Ice/Psychic Type | Level 1 | CR 1
Level 10: Agility
Armor Class 11
Level 14: Triple Kick, Detect Hit Points 14
Learnable Moves: Hit Dice d8
Speed 25ft. walking
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27, 28,
31, 32, 34, 35, 39, 43, 44, 45, 46
STR DEX CON INT WIS CHA
HM: 04
8 (-1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

Skills:: Deception, Insight


Saving Throws:: Charisma
Resistances:: Ice, Psychic
Vulnerabilities:: Bug, Fire, Ghost, Rock

Hydration: This Pokémon is immune to negative


status effects during rain.
Evolution: Smoochum evolves into Jynx at level 8 if
it has a Loyalty level of +2 or higher..

Moves
Starting Moves: Pound
Level 2: Lick, Sweet Kiss
Level 6: Powder Snow, Confusion
Level 10: Sing, Mean Look
Level 14: Psychic, Perish Song
Level 18: Blizzard
Learnable Moves:
TM: 01, 03, 06, 09, 10, 12, 13, 14, 16, 17, 18, 20,
21, 27, 29, 30, 31, 32, 33, 34, 35, 42, 44, 45, 46,
50

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Elekid
Small Electric Type | Level 1 | CR 1

Armor Class 11
Hit Points 14
Hit Dice d8
Speed 25ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills:: Athletics
Saving Throws:: Constitution
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground

Vital Spirit: This Pokémon is immune to sleep.


Evolution: Elekid evolves into Electabuss at level 8 if
it has a Loyalty level of +2 or higher.

Moves
Starting Moves: Quick Attack, Leer
Level 2: Thunder Shock, Low Kick
Magby
Small Fire Type | Level 1 | CR 1
Level 6: Swift
Armor Class 11
Level 10: Thunderwave, Light Screen Hit Points 14
Level 14: Thunder Punch, Screech, Thunderbolt Hit Dice d8
Speed 25ft. walking
Level 18: Thunder
Learnable Moves: TM: 01, 02, 03, 06, 07, 10, 13,
17, 18, 20, 21, 25, 27, 29, 31, 32, 33, 34, 35, 39, STR DEX CON INT WIS CHA
41, 43, 44, 45, 46, 48 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
HM: 05
Skills:: Athletics
Saving Throws:: Constitution
Resistances:: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities:: Ground, Rock, Water

Vital Spirit: This Pokémon is immune to sleep.


Evolution: Magby evolves into Magmar at level 8 if
it has a Loyalty level of +2 or higher..

Moves
Starting Moves:Smog, Leer
Level 2: Ember, Smokescreen
Level 6: Feint Attack
Level 10: Fire Spin
Level 14: Confuse Ray, Fire Punch, Sunny Day
Level 18: Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27,
29, 31, 32, 34, 35, 38, 41, 43, 44, 45, 46, 48

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Militank
Large Normal Type | Level 5 | CR 6

Armor Class 14
Hit Points 50
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 6 (-2) 12 (+0) 10 (+0)

Skills:: Athletics, Survival


Saving Throws:: Strength, Constitution
Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost

Scrappy: This Pokémon’s Normal and Fighting


moves can hit Ghost type Pokémon.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Blissey
Large Normal Type | Level 10 | CR 13
Moves
Starting Moves: Tackle, Growl, Defense Curl, Stomp Armor Class 16
Hit Points 123
Level 6: Milk Drink, Bide Hit Dice d12
Level 10: Rollout, Body Slam Speed 30ft. walking
Level 14: Heal Bell
STR DEX CON INT WIS CHA
Learnable Moves:
14 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+0) 16 (+3)
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 12, 13,
14, 15, 16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31,
32, 33, 34, 35, 37, 40, 41, 44, 45, 48 Skills:: Arcana, Persuasion
Saving Throws:: Wisdom, Charisma
HM: 03, 04 Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost

Healer: As an action, this Pokémon can touch an


ally to restore a negative status effect.
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.

Moves
Starting Moves: Defense Curl, Pound, Growl, Tail
Whip, Double Slap, Soft-Boiled, Minimize, Body
Slam
Level 14: Sing, Take Down
Level 18: Light Screen, Egg Bomb, Double Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 12, 13,
14, 15, 16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31,
32, 33, 34, 35, 37, 40, 41, 44, 45, 48
HM: 03, 04

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Raikou
Large Electric Type | Level 15 | CR 15

Armor Class 18
Hit Points 152
Hit Dice d12
Speed 50ft. walking

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Skills:: Acrobatics, Intimidation


Saving Throws:: Strength, Dexterity
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground

Inner Focus: This Pokémon is immune to flinching.


Pressure: Moves targeting this Pokémon cost 1
additional PP.

Moves
Starting Moves: Bite, Leer, Thunder Shock, Roar,
Quick Attack, Spark, Reflect, Rain Dance
Level 18: Crunch, Thunder
Learnable Moves:
Entei
Large Fire Type | Level 15 | CR 15
TM: 02, 03, 05, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 20, 21, 23, 25, 27, 28, 31, 32, 34, 35, 37, 39, Armor Class 18
43, 44 Hit Points 157
HM: 01, 04, 05 Hit Dice d12
Speed 50ft. walking

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Skills:: Athletics, Intimidation


Saving Throws:: Strength, Constitution
Resistances:: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities:: Ground, Water, Rock

Inner Focus: This Pokémon is immune to flinching.


Pressure: Moves targeting this Pokémon cost 1
additional PP.

Moves
Starting Moves: Bite, Leer, Sacred Fire, Roar, Fire
Spin, Ember, Flamethrower
Level 18: Swagger, Fire Blast
Learnable Moves:
TM: 02, 03, 05, 06, 08, 09, 10, 11, 13, 15, 17, 18,
20, 21, 22, 23, 27, 28, 31, 32, 34, 35, 37, 38, 39,
43, 44
HM: 01, 04, 05

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Suicine
Large Water Type | Level 15 | CR 15

Armor Class 18
Hit Points 152
Hit Dice d12
Speed 50ft. walking

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Skills:: Athletics, Intimidation


Saving Throws:: Dexterity, Constitution
Resistances:: Fire, Ice, Steel, Water
Vulnerabilities:: Grass, Electric
Larvitar
Inner Focus: This Pokémon is immune to flinching. Small Rock/Ground Type | Level 1 | CR 1

Pressure: Moves targeting this Pokémon cost 1 Armor Class 12


additional PP. Hit Points 10
Hit Dice d8
Speed 30ft. walking
Moves
Starting Moves: Bite, Leer, Bubblebeam, Roar, Rain
STR DEX CON INT WIS CHA
Dance, Gust, Aurora Beam, Mist
12 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Mirror Coat, Hydro Pump, Blizzard
Learnable Moves: Skills:: Athletics
TM: 02, 03, 05, 06, 08, 09, 10, 11, 13, 14, 15, 16, Saving Throws:: Strength
17, 18, 20, 21, 23, 27, 28, 31, 32, 34, 35, 37, 39, Resistances:: Fire, Flying, Normal, Poison, Rock
43, 44 Vulnerabilities:: Fighting, Grass, Ground, Ice, Steel,
Water
HM: 01, 03, 06, 07 Immunities: Electric

Guts: This Pokémon rolls an addition 1d6 to add to


damage when suffering from a negative status
effect.
Sand Veil: This Pokémon’s AC increases by 2 in
desert terrain.
Burrower: This Pokémon can burrow underground,
traveling a distance equal to its walking speed
before re-emerging.
Evolution: Larvitar can evolve into Pupitar at level
10 or above.

Moves
Starting Moves: Bite, Leer
Level 2: Sand Attack, Screech
Level 6: Rock Slide, Scary Face
Level 10: Thrash, Sandstorm, Crunch
Level 14: Earthquake, Stone Edge
Level 18: Hyper Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 18, 20, 21, 26,
27, 28, 31, 32, 34, 35, 37, 43, 44, 45

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Pupitar
Medium Rock/Ground Type | Level 8 | CR 8

Armor Class 16
Hit Points 71
Hit Dice d10
Speed 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Skills:: Athletics, Survival


Saving Throws:: Constitution, Strength
Resistances:: Fire, Flying, Normal, Poison, Rock
Vulnerabilities:: Fighting, Grass, Ground, Ice, Steel,
Water
Immunities: Electric

Shed Skin: 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, they are cured. Tyranitar
Evolution: Pupitar can evolve into Tyranitar at level Large Rock/Dark Type | Level 10 | CR 13
16 or above.
Armor Class 18
Hit Points 106
Moves Hit Dice d12
Speed 30ft. walking
Starting Moves: Bite, Leer, Sand Attack, Screech,
Rock Slide, Scary Face
STR DEX CON INT WIS CHA
Level 10: Thrash, Sandstorm
18 (+4) 14 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 14: Crunch, Earthquake, Stone Edge
Level 18: Hyper Beam Skills:: Athletics, Survival
Learnable Moves: Saving Throws:: Constitution, Strength
Resistances:: Dark, Fire, Flying, Ghost, Normal,
TM: 02, 03, 06, 10, 11, 13, 15, 17, 18, 20, 21, 26, Poison
27, 28, 31, 32, 34, 35, 37, 43, 44, 45 Vulnerabilities:: Bug, Fairy, Fighting, Grass, Ground,
Steel, Water
Immunities: Psychic

Sand Stream: A constant Sandstorm covers the


battlefield when this Pokémon is in combat. This
Pokémon may use the move Sandstorm as a bonus
action.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Bite, Leer, Sand Attack, Screech,
Rock Slide, Scary Face, Thrash, Sandstorm
Level 14: Crunch, Stone Edge
Level 18: Hyper Beam, Earthquake
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 18,
20, 21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 38,
43, 44, 45, 48, 49, 50
HM: 01, 03, 04

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Lugia
Large Psychic/Flying Type | Level 20 | CR 15

Armor Class 22
Hit Points 216
Hit Dice d12
Speed 30ft. walking | 60ft. flying

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 18 (+4) 10 (+0) 16 (+3) 16 (+3)

Skills:: Arcana, Insight, Acrobatics


Saving Throws:: Wisdom, Strength
Resistances:: Fighting, Grass, Psychic
Vulnerabilities:: Dark, Electric, Ghost, Ice, Rock
Immunities: Ground

Pressure: Moves targeting this Pokémon cost 1


additional PP.
Multiscale: The first attack to damage this Pokémon
does so at half damage.

Moves
Starting Moves: Whirlwind, Gust, Rain Dance, Hydro
Pump, Aeroblast, Ancient Power, Recover,
Ho-Oh
Large Fire/Flying Type | Level 20 | CR 15
Safeguard, Future Sight, Sky Attack
Learnable Moves: Armor Class 22
Hit Points 216
TM: 02, 03, 05, 06, 07, 08, 09, 10, 11, 13, 14, 15, Hit Dice d12
16, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 29, 30, Speed 30ft. walking | 60ft. flying
31, 32, 34, 35, 37, 39, 42, 43, 44, 47, 50
HM: 02, 03, 04, 06, 07
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 16 (+3)

Skills:: Arcana, Insight, Acrobatics


Saving Throws:: Wisdom, Strength
Resistances:: Bug, Fairy, Fighting, Fire, Grass, Steel
Vulnerabilities:: Electric, Rock, Water
Immunities: Ground

Pressure: Moves targeting this Pokémon cost 1


additional PP.
Multiscale: The first attack to damage this Pokémon
does so at half damage.

Moves
Starting Moves: Whirlwind, Gust, Sunny Day, Fire
Blast, Sacred Fire, Ancient Power, Recover,
Safeguard, Future Sight, Sky Attack
Learnable Moves:
TM: 03, 05, 06, 07, 08, 09, 10, 11, 13, 15, 17, 18,
19, 20, 21, 22, 24, 25, 26, 27, 29, 30, 31, 32, 34,
35, 37, 38, 39, 42, 43, 44, 47, 50
HM: 02, 04, 05

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Celebi
Medium Psychic,Grass Type | Level 20 | CR 15

Armor Class 20
Hit Points 165
Hit Dice d12
Speed 30ft. walking | 30ft. flying

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

Skills:: Arcana, Nature, Medicine


Saving Throws:: Wisdom, Dexterity
Resistances:: Electric, Fighting, Grass, Ground,
Psychic, WAter
Vulnerabilities:: Bug, Dark, Fire, Flying, Ghost, Ice,
Poison
Immunities: Ground

Natural Cure: This Pokémon is cured of all status


ailments upon switching out.

Moves
Starting Moves: Leech Seed, Confusion, Recover,
Heal Bell, Safeguard, Ancient Power, Baton Pass,
Future Sight, Perish Song
Learnable Moves:
TM: 03, 06, 09, 10, 11, 12, 13, 15, 17, 18, 19, 20,
21, 22, 27, 29, 30, 31, 32, 34, 35, 37, 39, 40, 42,
43, 44, 50
HM: 05

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12. Appendix
Pokémon Experience Rewarded By Level & CR
Level :::: CR 1/8 1/4 1/2 1 2 3 4 5 6
1 25 50 100 200 450 700 1,100 1,800 2,300
2 50 100 200 450 700 1,100 1,800 2,300 2,900
3 100 200 450 700 1,100 1,800 2,300 2,900 3,900
4 200 450 700 1,100 1,800 2,300 2,900 3,900 5,000
5 450 700 1,100 1,800 2,300 2,900 3,900 5,000 6,100
6 700 1,100 1,800 2,300 2,900 3,900 5,000 6,100 7,200
7 1,100 1,800 2,300 2,900 3,900 5,000 6,100 7,200 8,400
8 1,800 2,300 2,900 3,900 5,000 6,100 7,200 8,400 9,800
9 2,300 2,900 3,900 5,000 6,100 7,200 8,400 9,800 11,200
10 2,900 3,900 5,000 6,100 7,200 8,400 9,800 11,200 12,600
11 3,900 5,000 6,100 7,200 8,400 9,800 11,200 12,600 14,000
12 5,000 6,100 7,200 8,400 9,800 11,200 12,600 14,000 14,750
13 6,100 7,200 8,400 9,800 11,200 12,600 14,000 14,750 15,500
14 7,200 8,400 9,800 11,200 12,600 14,000 14,750 15,500 16,500
15 8,400 9,800 11,200 12,600 14,000 14,750 15,500 16,500 18,000
16 9,800 11,200 12,600 14,000 14,750 15,500 16,500 18,000 19,500
17 11,200 12,600 14,000 14,750 15,500 16,500 18,000 19,500 21,000
18 12,600 14,000 14,750 15,500 16,500 18,000 19,500 21,000 23,000
19 14,000 14,750 15,500 16,500 18,000 19,500 21,000 23,000 25,000
20 14,750 15,500 16,500 18,000 19,500 21,000 23,000 25,000 27,000

Level :::: CR 7 8 9 10 11 12 13 14 15
1 2,900 - - - - - - - -
2 3,900 - - - - - - - -
3 5,000 - - - - - - - -
4 6,100 - - - - - - - -
5 7,200 8,400 9,800 11,200 12,600 - - - -
6 8,400 9,800 11,200 12,600 14,000 - - - -
7 9,800 11,200 12,600 14,000 14,750 - - - -
8 11,200 12,600 14,000 14,750 15,500 - - - -
9 12,600 14,000 14,750 15,500 16,500 - - - -
10 14,000 14,750 15,500 16,500 18,000 19,500 21,000 23,000 -
11 14,750 15,500 16,500 18,000 19,500 21,000 23,000 25,000 -
12 15,500 16,500 18,000 19,500 21,000 23,000 25,000 27,000 -
13 16,500 18,000 19,500 21,000 23,000 25,000 27,000 29,500 -
14 18,000 19,500 21,000 23,000 25,000 27,000 29,500 32,000 -
15 19,500 21,000 23,000 25,000 27,000 29,500 32,000 35,000 38,000
16 21,000 23,000 25,000 27,000 29,500 32,000 35,000 38,000 41,000
17 23,000 25,000 27,000 29,500 32,000 35,000 38,000 41,000 45,000
18 25,000 27,000 29,500 32,000 35,000 38,000 41,000 45,000 50,000
19 27,000 29,500 32,000 35,000 38,000 41,000 45,000 50,000 55,000
20 29,500 32,000 35,000 38,000 41,000 45,000 50,000 55,000 60,000

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Pokémon List by Base Challenge Rating


CR 9
CR 1/8 Arcanine, Heracross, Muk, Onix, Skarmory, Slowbro,
Chinchou, Cleffa, Hoothoot, Hoppip, Igglybuff, Krabby, Slowking, Ursaring, Victreebel, Wobbuffet
Ledyba, Magikarp, Natu, Pichu, Pidgey, Poliwag, Rattata,
Sentret, Spearow, Spinarak, Sunkern, Swinub, Togepi, CR 10
Venonat, Weedle, Zubat Bellossom, Cloyster, Jumpluff, Machamp, Magneton,
Nidoking, Porygon2, Vileplume
CR 1/4
Abra, Bellsprout, Cubone, Delibird, Goldeen, Magnemite, CR 11
Meowth, Nidoran ♀, Nidoran ♂, Paras, Phanpy, Pikachu, Aerodactyl, Alakazam, Ampharos, Blastoise, Charizard,
Snubbull Crobat, Feraligatr, Forretress, Gengar, Gyarados, Kabutops,
Kingdra, Meganium, Nidoqueen, Politoed, Poliwrath,
CR 1/2 Typhlosion, Venusaur
Bulbasaur, Charmander, Chikorita, Corsola, Cyndaquil,
Diglett, Doduo, Eevee, Ekans, Gastly, Geodude, Grimer, CR 12
Growlithe, Horsea, Houndour, Koffing, Machop, Mankey, Golem, Omastar, Rhydon, Scizor, Snorlax
Mareep, Marill, Oddish, Psyduck, Qwilfish, Sandshrew, Seel,
Shellder, Slugma, Smeargle, Squirtle, Staryu, Teddiursa, CR 13
Tentacool, Totodile, Tyrogue, Voltorb, Vulpix, Wooper Blissey, Tyranitar
CR 1 CR 14
Clefairy, Dratini, Drowzee, Dunsparce, Elekid, Exeggcute, Dragonite, Steelix
Jigglypuff, Larvitar, Magby, Pineco, Ponyta, Remoraid,
Smoochum, Unown CR 15
Articuno, Celebi, Entei, Ho-oh, Lugia, Mew, Mewtwo, Moltres,
CR 2 Raikou, Suicune, Zapdos
Kabuto, Kakuna, Metapod, Omanyte, Slowpoke,
CR 3
Aipom, Farfetch'd, Gligar, Gloom, Pidgeotto, Poliwhirl,
Skiploom, Weepinbell
CR 4
Croconaw, Ditto, Fearow, Flaaffy, Girafarig, Haunter,
Machoke, Nidorina, Nidorino, Noctowl, Porygon, Raticate,
Tangela, Togetic
CR 5
Ariados, Bayleef, Charmeleon, Furret, Golbat, Granbull,
Ivysaur, Kadabra, Ledian, Quilava, Rhyhorn, Stantler,
Wartortle, Xatu
CR 6
Azumarill, Dugtrio, Espeon, Flareon, Graveler, Houndoom,
Jolteon, Kingler, Lanturn, Miltank, Misdreavus, Mr. Mime,
Ninetales, Octillery, Parasect, Persian, Primeape, Starmie,
Umbreon, Vaporeon, Wigglytuff
CR 7
Butterfree, Clefable, Dodrio, Dragonair, Electabuzz,
Electrode, Exeggutor, Hitmonchan, Hitmonlee, Hitmontop,
Lickitung, Magmar, Marowak, Piloswine, Pinsir, Quagsire,
Raichu, Sandslash, Scyther, Seadra, Sudowoodo, Sunflora,
Tentacruel, Venomoth
CR 8
Arbok, Beedrill, Chansey, Dewgong, Donphan, Golduck,
Hypno, Jynx, Kangaskhan, Lapras, Magcargo, Mantine,
Murkrow, Pidgeot, Pupitar, Rapidash, Seaking, Shuckle,
Sneasel, Tauros, Weezing, Yanma

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Alphabetical Index of Pokémon


Pokémon (Page #)
Abra (p80) Dratini (p122) Houndoom (p163) Miltank (p169) Qwilfish (p154) Teddiursa (p156)
Aerodactyl (p119) Drowzee (p96) Houndour (p162) Misdreavus (p148) Raichu (p61) Tentacool (p84)
Aipom (p143) Dugtrio (p74) Hypno (p97) Moltres (p121) Raikou (p170) Tentacruel (p85)
Alakazam (p81) Dunsparce (p151) Igglybuff (p135) Mr. Mime (p109) Rapidash (p87) Togepi (p136)
Ampharos (p139) Eevee (p115) Ivysaur (p49) Muk (p93) Raticate (p58) Togetic (p136)
Arbok (p60) Ekans (p60) Jigglypuff (p68) Murkrow (p147) Rattata (p58) Totodile (p127)
Arcanine (p78) Electabuzz (p111) Jolteon (p116) Natu (p137) Remoraid (p160) Typhlosion (p127)
Ariados (p132) Electrode (p99) Jumpluff (p143) Nidoking (p65) Rhydon (p104) Tyranitar (p172)
Articuno (p120) Elekid (p168) Jynx (p110) Nidoqueen (p64) Rhyhorn (p104) Tyrogue (p166)
Azumarill (p140) Entei (p170) Kabuto (p118) Nidoran♀ (p63) Sandshrew (p62) Umbreon (p147)
Bayleef (p125) Espeon (p146) Kabutops (p119) Nidoran♂ (p64) Sandslash (p62) Unown (p149)
Beedrill (p56) Exeggcute (p99) Kadabra (p80) Nidorina (p63) Scizor (p154) Ursaring (p157)
Bellossom (p139) Exeggutor (p100) Kakuna (p55) Nidorino (p65) Scyther (p110) Vaporeon (p115)
Bellsprout (p83) Farfetch'd (p90) Kangaskhan (p106) Ninetales (p67) Seadra (p107) Venomoth (p73)
Blastoise (p53) Fearow (p59) Kingdra (p163) Noctowl (p130) Seaking (p108) Venonat (p72)
Blissey (p169) Feraligatr (p128) Kingler (p98) Octillery (p160) Seel (p91) Venusaur (p50)
Bulbasaur (p49) Flaaffy (p138) Koffing (p103) Oddish (p70) Sentret (p129) Victreebel (p84)
Butterfree (p54) Flareon (p116) Krabby (p97) Omanyte (p117) Shellder (p93) Vileplume (p71)
Caterpie (p53) Forretress (p151) Lanturn (p134) Omastar (p118) Shuckle (p155) Voltorb (p98)
Celebi (p174) Furret (p129) Lapras (p114) Onix (p96) Skarmory (p162) Vulpix (p67)
Chansey (p105) Gastly (p94) Larvitar (p171) Paras (p71) Skiploom (p142) Wartortle (p52)
Charizard (p51) Gengar (p95) Ledian (p131) Parasect (p72) Slowbro (p88) Weedle (p55)
Charmander (p50) Geodude (p85) Ledyba (p131) Persian (p75) Slowking (p148) Weepinbell (p83)
Charmeleon (p51) Girafarig (p150) Lickitung (p102) Phanpy (p164) Slowpoke (p88) Weezing (p103)
Chikorita (p124) Gligar (p152) Lugia (p173) Pichu (p134) Slugma (p157) Wigglytuff (p68)
Chinchou (p133) Gloom (p70) Machamp (p82) Pidgeot (p57) Smeargle (p166) Wobbuffet (p149)
Clefable (p66) Golbat (p69) Machoke (p82) Pidgeotto (p57) Smoochum (p167) Wooper (p145)
Clefairy (p66) Goldeen (p107) Machop (p81) Pidgey (p56) Sneasel (p156) Xatu (p137)
Cleffa (p135) Golduck (p76) Magby (p168) Pikachu (p61) Snorlax (p120) Yanma (p145)
Cloyster (p94) Golem (p86) Magcargo (p158) Piloswine (p159) Snubbull (p153) Zapdos (p121)
Corsola (p159) Granbull (p153) Magikarp (p113) Pineco (p150) Spearow (p59) Zubat (p69)
Crobat (p133) Graveler (p86) Magmar (p111) Pinsir (p112) Spinarak (p132)
Croconaw (p128) Grimer (p92) Magnemite (p89) Politoed (p141) Squirtle (p52)
Cubone (p100) Growlithe (p77) Magneton (p89) Poliwag (p78) Stantler (p165)
Cyndaquil (p126) Gyarados (p113) Mankey (p76) Poliwhirl (p79) Starmie (p109)
Delibird (p161) Haunter (p95) Mantine (p161) Poliwrath (p79) Staryu (p108)
Dewgong (p92) Heracross (p155) Mareep (p138) Ponyta (p87) Steelix (p152)
Diglett (p73) Hitmonchan (p102) Marill (p140) Porygon (p117) Sudowoodo (p141)
Ditto (p114) Hitmonlee (p101) Marowak (p101) Porygon2 (p165) Suicune (p171)
Dodrio (p91) Hitmontop (p167) Meganium (p125) Primeape (p77) Sunflora (p144)
Doduo (p90) Ho-Oh (p173) Meowth (p74) Psyduck (p75) Sunkern (p144)
Donphan (p164) Hoothoot (p130) Metapod (p54) Pupitar (p172) Swinub (p158)
Dragonair (p122) Hoppip (p142) Mew (p124) Quagsire (p146) Tangela (p105)
Dragonite (p123) Horsea (p106) Mewtwo (p123) Quilava (p126) Tauros (p112)

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Character Sheets
Digital Trainer/Pokemon Excel Sheet
Easy Trainer and Pokemon character sheet that fills in most information for you automatically.
https://drive.google.com/open?id=1gaUL3MJhLNE_FpLiL8fye48ZqQxXM6YbYTpU2nsFLEM
Hard Copy Pokemon Editable PDF
For those of you that prefer paper.
https://www.dropbox.com/s/b3ywvad3vttjefd/Pokemon%20Char%20Sheet%20v2%20Editable.pdf?dl=0

DM Pokemon Creator Tool


A tool to help DMs quickly create encounters with selected pokemon. Supports evolution and trainer bonding/loyalty.
https://drive.google.com/open?id=1OnzxKwcSPH996tipzBcIXs8lllgy1GIYaCdoakYe-8E

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Changelog
4/9/18 4/27/2018
Several typos/moves/evolution issues fixed in statblocks Gastly, Haunter, Gengar stats changed
Gastly now available as a starter at CR 1/2 Lick paralyzes, not poisons
Added STAB bonuses in Pokemon Advancement Pokedex used as bonus action
Adjusted Ace Trainer and Researcher starting bonus Stacked Specialization Bonus
Balanced Specializations 5/9/2018
Gloom can now evolve into VIleplume at level 12
GEN 2 POKEMON!!!
4/10/18 Added Moves for existing Pokémon
Paralyzed status automatically fails STR and DEX Catching Pokémon gives 1/5 normal experience
Several move typos fixed Loyalty Mechanic
Psychic move damage increase Held Items and Berries
Revamp fire moves for balance Added Items
Pokedex can only be used on conscious Pokemon Added Evolution HP bonus
Move list formatting fixed Double Edge changed
Certain traits inflicting effects changed (Poison Point,
4/11/18 Static, etc.)
Damage increased for Mega Punch and Mega Kick, TM Paralyzed status effect more lethal
cost increased
Rules on Attack of Opportunity added to Battling 5/10/2018
AC Up max at 2 Loads of stat block fixes.
Active Pokemon can be switched at any time 5/11/2018
Newly switched Pokemon cannot be switched again until
taking a full turn. Added Normal, Poison, Ice specializations
PP Up increase PP by 2, cost lowered Fixed more stat blocks
XP Share- half of rewarded XP can be distributed 5/26/2018
4/12/18 Several changes to moves to balance damage output
Burrowing added to Onix, Sandshrew, Sandslash better
Pokeslot advancement changed around to include 2 slots Some TM costs changed as a result
at level 1, Character Advancement table updated. 6/4/2018
Max CR Control added to Trainer Table Added Trainer/Pokemon Character Sheet and DM
4/13/18 Pokemon Builder excel files.
New Trainer Features added 7/11/2018
Removed "Defeat Saving Throws" Having no remaining Voltorb move list updated
Pokémon results in you losing half your money and you Several move changes for balancing
must use a revive or immediately find a Pokécenter Paralysis effect changed to be more similar to games. 25%
Psychic TM increase cost chance of no movement.
Added Pokémon Nature Section to increase variety of Afew minor resistance/vulnerability corrects for Pokemon
Pokémon stats. like Jigglypuff, Starmie, and other.
4/15/18
12/17/2018
Added Pokemon Character Sheet Multiple type/move fixes
4/17/18
12/21/2018
Leech Seed damage decreased and move updated in Update to Pokémon Leveling chart (STAB bonus
Bulbasaur stat block adjusted/New Move at level 18, not 17)
Pokemon Tracker once per long rest Added List of Pokemon by CR
4/18/18 Updated PokeMentor first ability to includ TM under
Changed Pokeslots to start at 3 and end at 6. Player $3500
Advancement table reworked. Added an additional 10 ASI points to Magikarp's evolve.
Updated Slam damage to be greater than Tackle
4/21/18 Added link to Subreddit r/Pokemon5e
Move List and Pokemon Blocks switched Updated AC Up and Smooth Facade feats for balancing
Included Ether and Max Ether items 12/22/2018
Pokemon Index added
Changes to Burning and Flinched Uproar move was missing. Added.

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Changelog (cont.)
12/23/2018
Added alphabetical list of Pokemon with page numbers to
Appendix.
Changed Trainer Hit Dice to d8 to match "Commoner"
Removed useless Pokeball tool proficiency
Removed "Struggle" constraint for Trainer actions

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