Pokemon 5e: Weather Expanded v1.0
Weather plays a strong role in the world of Pokémon, as it does within our own world. Either through the location of a battle, due to overworld weather, or by a Pokémon's creation through the use of its move or ability, weather effects have have been a staple mechanic since the second generation of the games. This homebrew addition to @JoetheDM's attempts to expand on weather effects, weather-based items/moves, and Castform types for those DM's and/or players who wish to use weather as a stronger mechanic within their game.
Changing Weather
In the world we live in, weather is often subject to change, and sometimes more than one type of weather can occur at once. A duststorm may pick up speed and intensity, leading to a long drought for months on end. Overcast weather may turn into a light drizzle to a full thunderstorm over the course of a single battle. In the world of Pokémon, a Gym Leader may test the mettle of their challengers by having them battle in the middle of a slowly approaching storm or in the ruins of a cursed temple that slowly grows more restless with the ensuing battle. If appropriate for the situation, encourage weather changes over the course of a battle to add new and exciting elements to combat.
New Weather
| Weather | Move Types Affected (Optional) - advantage on damage rolls |
|---|---|
| Heavy Pollen | Grass, Bug, Ground |
| Duststorm | Ground, Electric |
| Duststorm, Greater | Rock, Ground (Disadvantage Flying) |
| Diamond Dust | Fairy, Ice |
| Drought | Fire, Ghost, Ground |
| Overcast | Fairy, Fighting, Poison |
| Meteor Shower | Fairy, Psychic (Disadvantage Dark) |
| Blood Moon | Dark, Ghost (Disadvantage Fairy) |

Special Weather
| Weather | Effect |
|---|---|
| Poisonous Fog | At the beginning of a creature's turn for 5 rounds, any non poison- or steel-type Pokémon take poison damage equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, 1d4 poison damage is dealt, and must succeed at a DC 10 Constitution Saving Throw or become poisoned. |
| Powerful Winds | At the beginning of a creature's turn for 5 rounds, any non flying-type Pokémon (or Pokémon with Levitate, Magnet Rise, or similar ability) must make a DC 12 Strength Saving Throw or fall prone. |
| Dust Devil | At the beginning of a creature's turn for 2 rounds, any non flying-, steel- or ground-type Pokémon take ground damage equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, 10 (2d6+3) ground damage is dealt. |
| Electrified Terrain | For 3 rounds, no grounded creatures can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves. |
| Nourishing Terrain | For 3 rounds, all creatures in the affected area heal for an amount of hit points equal to their proficiency bonus at the end of their turn. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from grass-type moves activated inside the area. |
| Cursed Winds | At the beginning of a creature's turn for 5 rounds, any non ghost- or dark-type Pokémon take ghost damage equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, 1d6 ghost damage is dealt. |
| Psi-Warped Terrain | Beginning at the end of a creature's turn for 3 rounds, all grounded creatures in the affected area are unable to use bonus actions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from psychic-type moves activated inside the area. |
| Fae-Touched Terrain | For 3 rounds, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. |
Special Weather Continued
| Weather | Effect |
|---|---|
| Fairy Dust Weather | At the beginning of a creature's turn for 5 rounds, any non dragon- or ghost-type Pokémon heal Hit Points equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, the creature is healed 1d4 Hit Points, or 2d4 Hit Points if the Pokémon is a fairy- or grass- type. This healing does not occur if that creature is incapacitated (includes Fainting). Furthermore, for the duration, each creature subtracts -1 to their AC, attack rolls, and damage. |
| Pheromones | For 3 rounds, increase the ability scores of all active bug- and poison-type Pokémon by +1 while you remain in battle. In addition, decrease the ability scores of all non bug- and poison-type Pokémon by -1 while you remain in combat. |
| Magnetosphere | For 3 rounds, increase the ability scores of all active steel-type Pokémon by +1 while you remain in battle. In addition, all electric-type attacks against steel-type Pokémon automatically hit while this weather is active. |
| Acidic Rain | At the beginning of a creature's turn for 5 rounds, any non poison- or steel-type Pokémon take poison damage equal to the level of the creature that created this weather, divided by 2, rounded up. If the weather occurred in nature, 1d6 poison damage is dealt. Furthermore, for the duration, the DC against any move or effect that would poison a Pokémon increases by +2. |
| Distortion World | For the duration of this weather, type resistances and vulnerabilities are switched. For example, a Pokémon that is resistant to Grass is now vulnerable, and one resistant to Water is now vulnerable. Immunity is not effected. |
PROFESSOR RAFFLESIA LOG #1124
It took being scorched, torched, poisoned, zapped, whirled, frozen, thrown, and even stung, but I have finally done it. A comprehensive list of some of the most interesting and bizarre weather patterns from around the Pokémon world! Castform and I are going to take a well-deserved rest before jumping back into the field. Maybe that nice hot spring nearby?
Forecast Expanded
This section expands the abilities of Casform's signature move: Forecast. With your GM's permission, you may choose to replace Castform's normal Forecast ability with this expanded form.
Forecast: This Pokémon changes form with the weather.
| Form | Weather |
|---|---|
| Rainy Form | Rain |
| Snowy Form | Cold/Snowy Conditions |
| Sunny Form | Harsh Sunlight |
| Pollen Form | Heavy Pollen |
| Smog Form | Poisonous Fog, Acidic Rain |
| Rocky Form | Sandstorm |
| Windy Form | Powerful Winds |
| Dusty Form | Duststorm/Dusty Conditions |
| Stormy Form | Stormy Conditions |
| Cursed Form | Cursed Winds |
| Psi Form | Psychic Terrain/Psi-Warped Conditions |
| Draco Form | None (Requires Weathergem) |
| Wicked Form | Blood Moon |
| Joyous Form | Meteor Shower, Fairy Dust Weather |
| Swarm Form | Pheremones |
| Aura Form | None (Requires Weathergem) |
| Whirly Form | None (Requires Steel Whirlygig) |
Weather Gem
A device created to help a Pokemon focus more weather energy, unlocking additional forms through infinity energy. With enough Infinity Energy collected in the air, a Castform may transform into its Draco or Aura forms.
Steel Whirlygig
A device used to monitor weather in the Pokemon world. It can be attached to a Castform, though the process is quite unpleasant. Any Castform that is attached to a Steel Whirlygig changes its Loyalty automatically to Upset (-1).
Pollen Castform
Tiny Grass Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 20ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Flying, Ice, Poison, Fire, Bug
- Resistances: Water, Electric, Grass, Ground
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Pollen Form, speed is reduced to 20 ft. flying
- Weatherball gains the following changes: Type changes to Grass, Range becomes 20 ft., and deals and additional 1d4 + MOVE grass damage.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Smog Castform
Tiny Poison Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Ground, Psychic
- Resistances: Grass, Fighting, Poison, Bug, Fairy
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Smog Form, Castform and allies within 20 ft. of Castform are immune to the effects of Poisonous Smog.
- Weatherball gains the following changes: Type changes to Poison and on a roll of 19-20 the Pokemon is poisoned.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Rocky Castform
Tiny Rock Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Water, Grass, Fighting, Ground, Steel
- Resistances: Normal, Fire, Poison, Flying
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Rocky Form, Castform and allies within 20 ft. of Castform are immune to the effects of Sandstorm
- Weatherball gains the following changes: Type changes to Rock, Range becomes 20 ft, and the attack does an additional 1d4 Rock damage.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Windy Castform
Tiny Flying Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Electric, Ice, Rock
- Resistances: Grass, Fighting, Bug
- Immunities: Ground
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Windy Form, Castform makes it difficult to change the weather. The first time that a Pokémon attempts to change the weather through a move or ability, that move or ability is negated. Castform changes to his Normal form after using this ability.
- Weatherball gains the following changes: Type changes to Flying.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Dusty Castform
Tiny Flying Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Water, Grass, Ice
- Resistances: Poison, Rock
- Immunities: Electric
- Senses: Darkvision 20ft., tremorsense 30 ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Dusty Form, Castform gains tremorsense out to 30 ft.
- Weatherball gains the following changes: Type changes to Ground, and can hit Pokémon that are burrowing underground without imposing disadvantage or reducing range. After using this, the loose ground changes the weather to a Sandstorm and changes Castform to his Rocky form.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Stormy Castform
Tiny Electric Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Ground
- Resistances: Electric, Flying, Steel
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Stormy Form, any electric attack that would target an ally within 20 ft. instead targets this Castform.
- Weatherball gains the following changes: Type changes to Electric, and the first attack with Weather Ball does an additional 2d6 electric damage.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Cursed Castform
Tiny Ghost Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Ghost, Dark
- Resistances: Poison, Bug
- Immunities: Normal, Fighting
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Cursed Form, Castform and allies within 20 ft. of Castform are immune to the effects of Cursed Winds.
- Weatherball gains the following changes: Type changes to Ghost.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Psi Castform
Tiny Psychic Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 5 ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Bug, Ghost,Dark
- Resistances: Fighting, Psychic
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Psi Form, Castform can only take either the Dodge action on its turn or use an attack that does no damage.
- All allies within 40 ft. of this Castform do an additional 1d6 psychic damage when they perform an attack on their turn.
- Weatherball gains the following changes: Type changes to Psychic.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Draco Castform
Tiny Dragon Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Ice, Dragon, Fairy
- Resistances: Fire, Water, Electric, Grass
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Draco Form, Castform improves all its ability scores by +3. Furthermore, it has advantage on all attack rolls and Saving Throws made against it have disadvantage.
- At the end of Castform's turn while it is in this form, it takes typeless damage equal to 1/3 of its current maximum health.
- Weatherball gains the following changes: Type changes to Dragon.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Wicked Castform
Tiny Dark Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Fighting, Bug, Fairy
- Resistances: Ghost, Dark
- Immunities: Psychic
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Wicked Form, Castform improves all its ability scores by +3. Furthermore, it has advantage on all attack rolls and Saving Throws made against it have disadvantage.
- At the beginning of Castform's turn while it is in this form, instead of performing an action normally, roll randomly on this table:
d6 Action 1-3 Castform does nothing on its turn. 4 Castform performs an attack on a friendly Pokemon within 30 ft. (or do nothing if there are no friendly Pokemon within 30 ft.) 5-6 Castform can perform normally.
- Weatherball gains the following changes: Type changes to Dark.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Joyous Castform
Tiny Fairy Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Poison, Steel
- Resistances: Fighting, Bug, Dark
- Immunities: Dragon
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Joyous Form, Castform and allies within 20 ft. of Castform double the healing they receive from Fairy Dust weather.
- Weatherball gains the following changes: Type changes to Fairy, and instead of doing damage the attack heals equal to the damage it would do. This move can be used on allies or on itself, where it automatically hits.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Hive Castform
Tiny Bug Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Fire, Flying, Rock
- Resistances: Grass, Fighting, Ground
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Hive Form, Castform and allies within 20 ft. of Castform are immune to the effects of Pheremones weather.
- Weatherball gains the following changes: Type changes to Bug, and does an additional 1d4 bug damage at the end of Castform's turns for the next 1d4 rounds.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Aura Castform
Tiny Fighting Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Flying, Psychic, Fairy
- Resistances: Bug, Rock, Dark
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Aura Form, Castform gains a +4 Dexterity, and increases its speed by 10 ft.. Castform must move its entire move on each of its turns and cannot end its turn within 15 ft. of where it started its turn.
- Weatherball gains the following changes: Type changes to Fighting, changes to a melee attack, and does an additional 2d6 fighing damage.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Whirly Castform
Tiny Steel Type | Level 1 | SR 5
- Armor Class: 15
- Hit Points: 19
- Hit Dice: d8
- Speed: 25ft. flying
STR DEX CON INT WIS CHA 13 (+1) 13 (+0) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
- Proficient Skills: Nature
- Saving Throws: Dexterity
- Vulnerabilities: Fire, Fighting, Ground
- Resistances: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy
- Immunities: Poison
- Senses: Darkvision 20ft.
Forecast: This Pokémon changes form with the weather (Read: Forecast Expanded). Its STAB, AC, abilities, resistance, immunities, and vulnerabilities change to match the form it takes.
- In Whirly Form, this is the default form of the Pokemon out of the Pokeball. When he is summoned from his Pokeball, all weather effects are cleared from the field.
- In Whirly Form, any electric attack that would target an ally within 20 ft. instead targets this Castform.
- While in Whirly Form, Castform cannot switch forms due to any kind of weather change. When Castform reaches 1/2 of its maximum HP, the Steel Whirlygig falls off and Castform reverts to its Normal-type form.
- Weatherball gains the following changes: Type changes to Steel.
Moves
Starting Moves: Tackle
Level 2: Ember, Powder Snow, Water Gun
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball
Level 14: Blizzard, Fire Blast, Hydro Pump
Level 18: Hurricane
TM: 01, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24, 25, 27, 30, 32, 35, 37, 38, 42, 44, 45, 46, 48, 53, 55, 73, 77, 87, 88, 90, 100
Egg Moves: Amnesia, Clear Smog, Cosmic Power, Disable, Future Sight, Guard Swap, Hex, Lucky Chant, Ominous Wind, Psych Up, Reflect Type
Credit: Original idea based on Lockstin/Noggin's "Kaskade Region". https://www.youtube.com/watch?v=Tn2dxtCwkQQ