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Rune Knight
2016-12-24, 03:00 AM
Edit: For more up to date descriptions and guidelines, you can follow the GDoc links in my signature.

Now with Discord server: https://discord.gg/kKfAZaM


I've asked myself "where, oh where, are all the Pokémon playable races for D&D?" And while there are some out there, they tend to be for earlier editions or there's only a couple species. I've decided I really want to try to cover the whole cast of non-legends, and make them true to their source, but also balanced. So, this is for all... (squints his eyes) two of you out there!

There are some serious things I need to say first, though. This wouldn't have been possible for me without using JamesMusicus’s point value system for D&D 5e. Also some information from Pokémon Tabletop United’s Pokédex really helped when I was stumped.

Cultural proficiency and expertise – Any Pokémon that has a value of about 6 or less and doesn’t already have a proficiency in one of the items on page 154 of the PhB, could be given one of those based on what the DM wants that species’ culture to reflect in this setting. The Pokémon species here are intended to be looked at as equals to the humans, elves, dwarves, or whatever of the DM's setting and, overtime, they would develop their own culture and specialties.

TPV – Total Point Value. The number in parenthesis that attempts to gauge the power of a player race. A good target seems to be around 6 for standard homebrew. I tried to keep most around there, but left some slack for species that have at least one evolution. Those species start off lower and sometimes end up around 7, but I’m planning for all single stage species to be at about 6. All the values, with two exceptions, are divisible by .5, as that's how Musicus's system worked and it's what I prefer to use when making races. The two exceptions shouldn't affect play too much.

I haven't had anyone else see these yet, but I'm not sure if anyone will have trouble knowing which features you have upon evolving. Basically, you have everything from your first stage. Then add everything from the evolution (sometimes you lose a feature when evolving, those are specifically mentioned first).

Natural Weapons are probably a bit over-complicated. I wanted to show that fighting and battles have been a cornerstone of their history. It's the only sort of culture I can come up with for Pokémon: Competition. And their descendants haven't fully given that part of themselves up. So, each species has a natural attack that gets stronger as the character levels. It's point value varies by size, and I expect it may hinder me pretty harshly when I get into the really large Pokémon.

Ability Score Increases - Do you like choice? Well, if you're here anticipating 300+ new races to choose from when starting your character then I imagine the answer is a "yes." I loved what they did with the minotaur in Elemental Evil, giving them the choice between Strength, Intellect, and Wisdom (even if the half elf had it first, technically). You'll see a lot of similar choices in the species here.

Body types - There’s lots of stuff with this, but the highlights will be.
Biped = -1.5 Your species is defined by having two legs and no arms. This negative will likely be used to give some kind of benefit, or allow their evolution to have a slightly higher total point value for putting up with this crap. There aren’t many of these, and almost none of them are final evolution stages.
Pawed Biped = +0 Equivalent to the humanoids of standard D&D.
Hooved Biped = -.5 You’ll require specially made equipment, but it shouldn’t be too hindering.
Pawed Quadruped = -.5 You have pretty close to the same flexibility as a pawed biped, but not quite. You’ll also not be able to move around as easily if you’re trying to hold something in your paws.
Hooved Quadruped = -1 You can still use certain ranged weapons and equipment designed for your kind, but otherwise have the same problems with moving and holding things as pawed quadrupeds.
Ophidian = -1.5 Your species is snake-like and this negative will likely come with a cantrip or custom attack option.
Chordata = -1.5 The two fish in here are only in this document because they evolve into creatures of another body type that could survive better on land. But until then, they’re probably pretty difficult. (The rest of the water types and such that aren’t here will be designed for underwater campaigns.)
Land based Avian = -1 There are only two, but only one species wings would be usable as a means of manipulating objects (that one will have an appropriate bonus).
Avian = -.5 Avians have their talons to manipulate objects, and can do it while hovering, but must still give up enough options to warrant a -.5.
*Winged Flight = -1 + (5 feet of fly speed = +.5)
*Your wingspan is twice your height, and you can only fly in areas large enough to accommodate them.
*You can hover in place without falling out of the sky.
*You cannot wear heavy armor while flying.
Other body types = varies. They’ll be defined case by case.
Any of these that seem like they would have trouble climbing have a bonus to other ways of exploration.


All of my information may not be in this post as I made it on Microsoft Word, then moved it to gdocs, and now it's here to try to get some feedback. So, feel free to ask if something doesn't make sense, it probably just means I've forgotten to include a piece of information that's in another document.


With all that out of the way, let's kick things off with the god-rats themselves!

Rattata (2.51)
-.5 = Size: Rattata are small size.
+.5 = Base Speed: 30
+1 = Ability Score Increase: +1 to Strength, Dexterity, or Wisdom
+1 = Natural Weapon: A Rattata’s natural weapon is a piercing bite attack.
Evolution: A Rattata evolves through storing enough energy for their evolution, you evolve at level 5.
Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
+.5 = Hybrid Movement: If you are holding nothing in your paws, you may run on all fours to increase your speed. You can use the Dash action as a bonus action if you aren’t holding anything.
+.01 = Top Percentage: Upon reaching level 20, increase two stats of your choice by 2 and their maximum is also increased by 2.


Raticate (6)
-.01 = You lose the Top Percentage feature.
-.5 = Size: Raticate are small size.
+1 = Base Speed: 35
+1 = Swim Speed: 20. Your kind has webbed feet that allow for greater control in water.
+3 = Ability Score Increase: +1 to Strength, Constitution, or Wisdom, and +1 to another stat of your choice.
+1 = Natural Weapon: A Raticate’s natural weapon is a piercing bite attack.
Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
+.5 = Hybrid Movement: If you are holding nothing in your paws, you may run on all fours to increase your speed. You can use the Dash action as a bonus action if you aren’t holding anything.



Ponyta (3.5)
+0 = Size: Ponyta are medium size.
+1 = Base Speed: 40
+2 = Ability Score Increase: +1 to Strength, Constitution, or Charisma, and +1 to a stat of your choice.
+1.5 = Natural Weapon: A Ponyta’s natural weapon is a bludgeoning slam attack, usually a kick.
Evolution: Ponyta evolve after storing enough energy, you evolve at level 8.
-1.5 = Hooved Quadruped: Your species uses four hooved legs as its primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+.5 = Endurance: Ponyta have enjoyed racing or simply running all day for ages, that stamina has become ingrained in your kind. You can travel for 12 hours per day, instead of 8, before suffering penalties from a forced march.


Rapidash (6.5)
+0 = Size: Rapidash are large size.
+2 = Base Speed: 50
+3 = Ability Score Increase: +1 to Strength, Constitution, or Charisma.
+2 = Natural Weapon: A Rapidash’s natural weapon is a bludgeoning slam attack, usually a kick.
-1.5 = Hooved Quadruped: Your species uses four hooved legs as its primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+.5 = Endurance: Ponyta have enjoyed simply running all day for ages, and that stamina has become ingrained in your kind. You can travel for 12 hours per day, instead of 8, before suffering penalties from a forced march.
+.5 = Goring Rush: If you take the Dash action and move at least 10 feet towards a target, you may use a bonus action to make a gore attack with your horn. You have proficiency with this attack, and it deals piercing damage equal to your natural weapon damage.



Doduo (4)
+0 = Size: Doduo are medium size.
+.5 = Base Speed: 35
+2 = Ability Score Increase: +1 to Dexterity or Intellect, and +1 to a stat of your choice.
+1.5 = Natural Weapon: A Doduo’s natural weapon is a piercing gore attack.
Evolution: Doduo evolve after growing stronger, you evolve at level 6.
-1.5 = Land-based Avian: Your species uses its legs as its primary mode of movement. Species with this trait have wings that cannot support sustained flight. If a character is conscious, they may attempt to reduce the damage taken from a fall (by how much may be up for debate with your DM. If a check is required, I suggest acrobatics). For combat, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+1.5 = Dynamic Duo: While one of your heads sleeps the other stays awake and alert. You remain aware of your surroundings while resting. You may also use a bonus action to make an extra natural attack when using your action to make a natural attack. This bonus attack does not get your stat modifier as a bonus to damage.


Dodrio (6.5)
+0 = Size: Dodrio are medium size.
+1.5 = Base Speed: 45
+3 = Ability Score Increase: +1 to Strength, Dexterity, or Intellect.
+1.5 = Natural Weapon: A Dodrio’s natural weapon is a piercing gore attack.
-1.5 = Land-based Avian: Your species uses its legs as its primary mode of movement. Species with this trait have wings that cannot support sustained flight. If a character is conscious, they may attempt to reduce the damage taken from a fall (by how much may be up for debate with your DM. If a check is required, I suggest acrobatics). For combat, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+2 = Trinity: While any of your heads sleeps at least one other stays awake and alert. You remain aware of your surroundings while resting. You may also use a bonus action to make two extra natural attacks when using your action to make a natural attack. These bonus attacks do not get your stat modifier as a bonus to damage.



Eevee (3)
-.5 = Size: Eevee are small size.
+1 = Base Speed: 35
+1 = Ability Score Increase: +1 to a stat of your choice.
+1 = Natural Weapon: An Eevee’s natural weapon is a piercing bite attack.
Evolution: Eevee evolve after sufficient time in an environment or when they are exposed to large amounts of certain elemental energy. An Eevee also needs a certain amount of experience and requires them to be at least character level 5. However, exceptions can occur.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+.5 = Keen Senses: Eevee have strong noses and ears, granting you proficiency in the Perception skill.
+.5 = Rapid Adaptation: If you spend at least three days in a terrain that could catalyze your evolution, you gain a benefit based on that terrain. These benefits last for a week after you leave the area that granted you a benefit, or until you gain a new one (whichever is first).
*Areas where water is prevalent (such as on a ship at sea, or on small islands) grant you a swim speed equal to your base speed, and multiply the time you can hold your breath by five.
*Areas where electricity is common (such as magnetically strong places of the world, or areas where electrical storms are frequent) grant you a mild resistance to lightning (reduce lightning damage taken by 25%) and increase your base movement speed by 10.
*Areas where fire or high temperatures are prevalent (such as deserts and volcanos) grant a mild resistance to fire and cold (reduce fire and cold damage taken by 25%).
Eevee pass down rituals for the day and night to their children which involve meditation or prayer during the sun’s rise or the moon’s zenith. Mechanically, to gain these benefits, an eevee just needs to do the appropriate ritual for three days in a row. They can continue this to keep the benefit.
*The sun’s blessing is: You can predict the general (natural) weather for the day, after completing the ritual. You may use your reaction to give a target disadvantage on the next attack roll that target’s you, or you may gain advantage on an opposed check once per day (you cannot do both in one day).
*The moon’s blessing is: You gain darkvision 60.
*Areas with large amounts of plant life (such as overgrown forests) grant the Natural Explorer feature (PhB page 91) for forests only. Your metabolism is changing and you require half as much food per day as another creature of your size.
*Areas of extremely low temperatures (tundra, high mountains, and so forth) grant you a mild resistance to cold damage (reduce cold damage taken by 25%). You no longer suffer ill effects from extreme cold, frigid water, and you keep your traction on ice.
*Areas closely tied to the Fae realms (likely varies between DMs, but typically places with incredible natural wonders and secluded locales) grant you the ability to influence, and resist the influence of, those around you. You know the Charm Person spell (your choice of wisdom, intellect, or charisma as the caster stat), you may cast this spell again after completing a long rest. You also have advantage on saving throws against being charmed.
+1 = Desperate Measures: (Leave the inclusion of this one up to your DM) In life threatening situations, some eevee can force their evolution. In most cases this would only activate when the character would otherwise die (three failures on death saving throws, last turn of suffocating, etc.).
You have a 50% chance to, instead of die, evolve into a form associated with your current Rapid Adaptation benefit, or one that has a better chance of surviving whatever threatens your life (drowning = Vaporeon, took massive damage from a fireball = Flareon). You become conscious and are healed to 10% of your maximum HP, but you get a -1 to all stats for one week and gain two levels of exhaustion.


Vaporeon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+0 = Base Speed: 30
+1.5 = Swim Speed: 30
+2 = Ability Score Increase: +1 to Constitution, Wisdom, or Charisma.
+1.5 = Natural Weapon: A Vaporeon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+.5 = Amphibious: Your species can breathe water as well as air.
+1.5 = Toughness: Vaporeon are hardy and gain an extra 1 HP per level they have.
+1.5 = Song of the Sea: Your cell composition is very close to that of a water molecule, and it looks like you simply melt away underwater. While you are in the water you may attempt to hide even if what you are trying to hide from can see you. Characters who did not have a higher Perception check than your Stealth check are no longer certain of exactly where you are.
You know the Create or Destroy Water spell upon evolution, and learn Tidal Wave at level 9. You may cast these once each, then must complete a long rest to cast them again. They both use your constitution to determine the save DC.
In addition, any effect that increases your base speed, also increases your swim speed.


Jolteon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+2 = Base Speed: 50
+2 = Ability Score Increase: +1 to a stat of your choice.
+1.5 = Natural Weapon: A Jolteon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+3 = Brand of the Storm: Electricity runs in your veins, giving you Resistance to lightning damage. It also allows you to bristle your fur and shoot charged needles in a couple of ways.
Targeted: A 30/120 ranged attack that deals piercing damage equal to your natural weapon damage.
Burst: A short range area attack that deals piercing damage equal to your natural weapon damage to all adjacent spaces. A successful Dexterity saving throw reduces the damage by half (DC = [your Dex mod] + proficiency + 8).
In addition, you can make a ranged attack to electrocute a target within 100 feet. Your pool of electrical energy is (your level)d4s for the day, and you must decide how many d4s to use for damage before making the attack roll. This energy replenishes at the end of a long rest. This attack has advantage on the attack roll against a target wearing metal armor.


Flareon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+1 = Base Speed: 40
+3 = Ability Score Increase: +1 Strength or Wisdom, and +1 to a stat of your choice.
+1.5 = Natural Weapon: A Flareon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+3 = Essence of the Inferno: Your body temperature stays very high thanks to an internal flame sac, granting you Resistance to magical fire damage (breath weapons and other monster attacks are included here) and immunity to non-magical fire damage. This heat resistance even allows you to swim in lava unharmed, though at a speed of half your normal swim speed.
Your inner fire keeps you from feeling the effects of Extreme Cold (DMG page 110), but being soaked (such as after swimming in water or in the rain) leeches heat from you and puts you under the effects of extreme cold until you dry off.
Lastly, you can breathe fire in a 20’ line. The damage is equal to your natural attack damage, and has a Dexterity save DC of (8 + your proficiency + your constitution modifier) to take half damage on a success. This ability has two uses at the start of a combat encounter, and has Recharge 6 (roll a d6 at the beginning of your turn. On a six, you get one use back). Out of combat, you recharge at a rate of one use per minute.


Espeon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+1.5 = Base Speed: 45
+3 = Ability Score Increase: +1 to Intellect, and +1 to a stat of your choice.
+1.5 = Natural Weapon: An Espeon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+.5 = Telepathic: Your species can project their thoughts to others and can pick up thoughts that are intentionally directed towards them within 60 feet.
+.5 = Telekinetic: Your species has a developed ability to manipulate their environment with their thoughts. You know the Mage Hand spell. When you get this feature, choose between Intellect, Wisdom, and Charisma, that is your caster stat for this cantrip.
+1.5 = Prophecy of the Sun: You can accurately predict the natural weather for up to 3 hours when you take a moment to feel the air currents.
You can also use your psychic powers to predict something’s next movements. If you are aware of an attack roll being made against you, you can impose disadvantage on it. You can also use some of your power to gain advantage on an opposed check. You have two uses of this ability, and both refresh after completing a short or long rest.


Umbreon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+1 = Base Speed: 40
+3 = Ability Score Increase: +1 Wisdom, and +1 to a stat of your choice.
+1.5 = Natural Weapon: An Umbreon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+3 = Gaze of the Moon: Umbreon prefer to be nocturnal, and have Darkvision with a range of 60. Your kind is also adept at sneaking around in the dark, removing the disadvantage medium and heavy armor imposes on Stealth checks.
If you have proficiency in extra plating, you gain heavy armor proficiency. If you have proficiency in medium armor, you gain extra plating proficiency. Otherwise, you gain medium armor proficiency.
You can also control the brightness of the rings on your body most of the time, which shed up to dim light in a 5’ area. The rings glow automatically when making a melee attack.
When in line of sight with the moon, you may use a bonus action to intimidate a target. This is a Wisdom save with a DC of ([your charisma] + proficiency + 8), on a failure the target has the Frightened condition for one minute. The target may make a check at the end of their turn to end the effect. You may use this ability again after a short or long rest. Your rings glow when using this feature.


Leafeon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+1.5 = Base Speed: 45
+3 = Ability Score Increase: +1 Dexterity, and +1 to a stat of your choice.
+1.5 = Natural Weapon: A Leafeon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a phototroph, and your food source is sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
+2.5 = Breath of the Forest: You gain the Natural Explorer feature (PhB 91) for forests only. You also produce fresh, breathable air for most species of the world and cannot suffocate in an enclosed space with a creature who survives on oxygen.
You gain a natural weapon in the form of your leafy, razor sharp tail. It deals slashing damage equal to your natural weapon damage, and its critical range is increased by one.
A Leafeon may use their action to heal for ([Character level + Con] X 2) if they are in direct sunlight. You may use this feature again after completing a long rest.


Glaceon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+1 = Base Speed: 40
+3 = Ability Score Increase: +1 Dexterity or Wisdom, and +1 to a stat of your choice.
+1.5 = Natural Weapon: A Glaceon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+3 = Heart of the Tundra: Glaceon have great control over the air temperature surrounding their bodies. They gain Resistance to cold damage, and can extend protection against areas of Extreme Cold to four nearby allies.
You may freeze an object that you touch to yourself (this may not be used to freeze an opponent’s weapon to yourself after being hit). While this can be used to clumsily swing a weapon that you’ve frozen to yourself ahead of time, it is never very practical (the attack is made with disadvantage, regardless of the weapon being swung). More commonly, this ability is used to carry, drag or secure most items that your lifting capacity will allow. How damaged the object is by the cold, is up to the DM’s discretion. This also grants you advantage on saves and checks to stay in one place when you may otherwise lose traction (this is not strong enough to defy gravity, so you cannot walk up walls or cling to a ceiling without some sort of aid).
You can create a 10’ cone of cold air that deals damage equal to your natural attack damage, and has a Dexterity save DC of (8 + your proficiency + your constitution modifier) to take half damage on a success. Targets who fail their dexterity save have their movement speed reduced by 10 for two turns (this reduction does not stack, but refreshes the duration to two rounds). This ability can only be used once on your turn, but can also be used in place of an attack (ex: If you have Extra Attack, or something similar, that allows multiple attacks in one round, you may do an attack, then frost breath. Or vice versa).


Sylveon (6)
-1.5 = You lose the Rapid Adaptation and Desperate Measures features.
+0 = Size: Medium
+1 = Base Speed: 40
+3 = Ability Score Increase: +1 Charisma, and + 1 to Intellect, Wisdom, or Charisma.
+1.5 = Natural Weapon: A Sylveon’s natural weapon is a piercing bite.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+3 = Sign of the Fae: Your kind is mysterious and charming, you learn the Dancing Lights cantrip and the Charm Person spell upon evolution, and the Calm Emotions spells at level 9 (upon evolution choose Intellect, Wisdom, or Charisma. This is your caster stat for these spells). You can cast the spells once each, then must complete a long rest to use them again.
Sylveon are well attuned to magic. You have advantage on saving throws against being charmed, magic can’t put you to sleep, and you have advantage on all Charisma and Intellect saving throws against magic.



Mareep (3)
-.5 = Size: Mareep are small size.
+0 = Base Speed: 25
+2 = Ability Score Increase: +1 to Constitution or Charisma, and +1 to a different stat of your choice.
+1 = Natural Weapon: A Mareep’s natural weapon is a bludgeoning slam attack, likely a head-butt.
Evolution: Mareep evolve after reaching a certain level of power, you evolve at level 4.
-1.5 = Hooved Quadruped: Your species uses four hooved legs as its primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+1 = Thick Coat: Your fleece is difficult to attack through, your Armor Class is 12 + Dexterity modifier.
+.5 = Light the Way: The tip of your tail is luminescent, you may use a bonus action to illuminate or douse it. Your tail sheds bright light in a 20 foot radius and 20 feet of dim light beyond that.
+.5 = Lightning Resistance: Your wool absorbs some of the electricity directed at you, granting you Resistance to lightning damage.


Flaaffy (4)
-1 = You lose the Thick Coat feature. (You may be able to talk your DM into letting you play Thick Coat, I'd suggest dropping Lightning Immunity for it, as the Pokdex states that their wool doesn't grow over their electric resistant hide.)
+0 = Size: Flaaffy are medium size.
+0 = Base Speed: 30
+3 = Ability Score Increase: +1 to Intellect or Charisma.
+1.5 = Natural Weapon: A Flaaffy’s natural weapon is a bludgeoning slam attack, likely a head-butt.
Evolution: Flaaffy evolve once they attain enough energy, you evolve once more at level 7.
-1.5 = Hooved Biped: Your species uses two legs as its primary mode of movement. The hooves at the end of their arms tend to not be able to manipulate or grab onto objects very well. For combat purposes, this species can hold an object between both arms, but cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+.5 = Light the Way: The tip of your tail is luminescent, you may use a bonus action to illuminate or douse it. Your tail sheds bright light in a 25 foot radius and 25 feet of dim light beyond that.
+.5 = Lightning Resistance: Your hide is rubbery and resists shocks, you have Resistance to lightning damage.


Ampharos (5.5)
+0 = Size: Ampharos are medium size.
+0 = Base Speed: 30
+4 = Ability Score Increase: +1 to Constitution or Intellect.
+1.5 = Natural Weapon: An Amparos’s natural weapon is a bludgeoning slam attack, likely a head-butt.
-1.5 = Hooved Biped: Your species uses two legs as its primary mode of movement. The hooves at the end of their arms tend to not be able to manipulate or grab onto objects very well. For combat purposes, this species can hold an object between both arms, but cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+.5 = Light the Way: The tip of your tail is luminescent, you may use a bonus action to illuminate or douse it. Your tail sheds bright light in a 30 foot radius and 30 feet of dim light beyond that.
+1 = Lightning Immunity: Your hide is rubbery and absorbs shocks, you have Immunity to lightning damage.



Absol (6)
+0 = Size: Absol are medium size.
+.5 = Base Speed: 35
+3 = Ability Score Increase: +1 to Strength or Dexterity. +1 to Constitution, Wisdom, or Charisma. And +1 to a stat of your choice.
+1.5 = Natural Weapon: An Absol’s natural weapon is a slashing attack, from either a claw or horn.
-1.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
+1 = Super Luck – Your kind has a strong innate intuition, your natural attack’s critical range is increased by one.
+.5 = Future Sight – Absol have been able to predict the coming of natural disasters for ages, you get a sense of when one such occurrence will happen. The feeling usually depends on the type of calamity, and a more destructive event will have more forewarning.
+1 = Cliffwalker – In times past, your ancestors lived among the mountains of the world. Their techniques for moving about such areas have been passed down through the generations to you. You are not slowed by difficult terrain such as rubble or scree. You are considered proficient with, and add double your proficiency bonus to, Athletics and Acrobatics checks made to traverse mountainous terrain.



Buneary (3.5)
-.5 = Size: Buneary are small size.
+.5 = Base Speed: 30
+1 = Ability Score Increase: +1 to a stat of your choice.
+1 = Natural Weapon: A Buneary’s natural weapon is a bludgeoning slam attack, usually a kick.
Evolution: Some Buneary have a mental block that requires fulfillment in their life before they are able to evolve. However, all of them must have reached a certain level of power. You must be at least level 5 before evolving.
Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
+.5 = Perceptive: You have an acute sense of hearing and sight, you gain proficiency in the Perception skill.
+.5 = Nimble: Your kind is quick and hard to catch, you may move through the space of any creature that is of a size larger than yours.
+.5 = Spring Jump: You have an incredible jumping prowess, increase your high jump by 50%.


Lopunny (6.5)
-.5 = You lose the Spring Jump feature.
+0 = Size: Lopunny are medium size.
+1 = Base Speed: 40
+2 = Ability Score Increase: +1 Strength, Dexterity, Constitution, or Wisdom.
+1.5 = Natural Weapon: A Lopunny’s natural weapon is a bludgeoning slam attack, usually a kick.
Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
+1 = Bounce: Development of your leg muscles upon evolution has furthered your vertical reach, increase your high jump by 100%. Your standing high jump is just as strong as your running high jump.



Petilil (2)
-.5 = Size: Petilil are small size.
-.5 = Base Speed: 20
+2 = Ability Score Increase: +1 Wisdom, and +1 to Intellect, Charisma, or Constitution.
+1 = Natural Weapon: A Petilil’s natural weapon is a draining necrotic touch.
Evolution: After a Petilil is strong enough, their evolution is catalyzed by a Sun Stone or a location closely tied to solar energy. You must be at least level 5 to evolve.
-2 = Other Body Type: You are a plant creature that lacks both arms and legs. Your primary means of movement is by shuffling and hopping around. You are able to cling to most non-overhanging surfaces with your leafage and roots to imitate climbing, but each 1 foot you move costs 3 feet of your movement.
Diet: You are a phototroph, and your food source is sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
+1 = Mega Drain: Your natural weapon is a melee ranged attack that deals necrotic damage appropriate for your size, when you make your character choose Intellect, Wisdom, or Charisma and you may use that as the attack stat for this natural attack. You may heal yourself for HP equal to half the damage dealt with the attack, you must complete a short or long rest to be able to use the healing portion of Mega Drain again.
+1 = Natural Remedies: You are proficient with the Herbalist’s Kit and can craft a Potion of Vigor in just a few minutes.
Potion of Vigor – This green tinted drink is very bitter, but drinking it blows away fatigue and weariness. Remove up to three levels of exhaustion after drinking this potion.


Lilligant (6.5)
+0 = Size: Lilligant are medium size.
-.5 = Base Speed: 25
+3 = Ability Score Increase: +1 to Intellect, Wisdom, or Charisma.
+1.5 = Natural Weapon: A Lilligant’s natural weapon is a draining necrotic touch.
-.5 = Other Body Type: You are a plant creature that stands on a flexible bulb. Your primary means of movement is by shuffling and hopping around. You have grown two leafy appendages from your midsection that can function like a pawed biped’s arms, by wrapping your leaves around whatever it is you are wanting to move. You are able to cling to most non-overhanging surfaces with your leafage and roots to imitate climbing, but each 1 foot you move costs 3 feet of your movement.
Diet: You are a phototroph, and your food source is sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
+1.5 = Giga Drain: You may use the healing effect of Mega Drain twice. Both uses are regained after completing a short or long rest.
+.5 = Dance Practice: Your kind has a natural sense for rhythm. Whenever you make a Charisma or Dexterity (Performance) check related to dancing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal bonus.



Golett (3.5)
+0 = Size: Golett are medium size.
-.5 = Base Speed: 25
+1 = Ability Score Increase: +1 to Constitution.
+1.5 = Natural Weapon: A Golett’s natural weapon is a bludgeoning slam attack.
Evolution: Golett evolve after storing energy and growing strong enough to enter the next stage of their existence, undergoing evolution at level 9.
Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a terravore, and feed on rock or stone.
+.5 = Poison Resilience: You have Resistance to poison damage, and advantage on saves vs. poisons.
+.5 = Ancient Expertise: Your creators have imbued knowledge of an ancient craft within your memory, you have proficiency with your choice of Calligrapher’s supplies, Potter’s tools, or the Dragonchess set.
+.5 = Ancient Spirit: Knowledge of your creators and even your power source have been lost to time, but one directive remains with you: Protect the people of this world. You gain the Reaction ability “Intercept.”
Intercept – You can use your reaction to move up to your speed and intercept an attack that is targeting another character (you must decide to take the hit before the attack roll is made). During your next turn, you cannot move, but can still take other actions as normal. You must complete a short or long rest to regain the use of this ability.


Golurk (6)
+0 = Size: Golett are large size.
+0 = Base Speed: 30
+2 = Ability Score Increase: +1 to Strength or Constitution.
+2 = Natural Weapon: A Golurk’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
+1 = Ancient Guardian: You have three uses of Intercept, and all three are regained when completing a short or long rest.
+1 = Blast Off: You can overcharge your energy source to send yourself flying through the air to a nearby location. This is an action that uses all of your movement for the turn as well. Choose an empty area that you can fit in within 100 feet, and you launch yourself at the target location dealing (2d10 + Strength modifier) bludgeoning damage to everything within 5 feet of your landing zone. Dexterity saving throw for half damage with a DC of (8 + [your Strength modifier + your proficiency]). You must complete a long rest to use this ability again.



Honedge (4.5)
-.5 = Size: Honedge are small size.
-2 = Base Speed: 5 You are able to drag yourself along the ground with your tassel if your levitation has been disabled.
+2.5 = Levitation 25, species with this trait can naturally levitate at a speed of their levitation number. They are also able to hover ten feet above the ground through magnetism, telekinesis, or another means. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend their turn to regain control of their descent, then they slowly lower to their normal hovering height.
+1 = Ability Score Increase: +1 to Constitution or Wisdom.
+1 = Natural Weapon: A Honedge’s natural attack is based on the type of weapon they have chosen to inhabit, the damage die remains based on their level.
Evolution: Honedge evolve after storing energy and growing strong enough to enter the next stage of their existence, undergoing evolution at level 8.
Other Body Type: Your existence is bound to a one handed melee weapon of your choice. This body can be affixed with a cloth tassel that can be used to grapple, and manipulate objects. You have vision comparable to a human through a position on the weapon’s body (typically the cross guard or pommel of a sword, the eye or shoulder of an axe, the cheek of a hammer, etc.)
+.5 = Diet: You are a nullivore, and do not require food or water. You also do not need to breathe.
+.5 = Lifetaker: When you deal a killing blow to an enemy, you may spend one HD to heal yourself as if you had just completed a short rest. You must finish a short or long rest to use this ability again.
+.5 = In a Past Life: Your current existence is bound to the weapon you have chosen, but you have kept some of your past experience. You are proficient in an Artisan’s Tool, Gaming Set, Musical Instrument, Herbalism Kit, a Vehicle of your choice, or an extra language of your choice.
+.5 = Haunted Weapon: While you remain motionless and aren’t levitating, you are indistinguishable from a normal weapon of your kind. However, those who can detect spirits or ghosts know you for what you are. The weapon you inhabit cannot be destroyed by corrosive and rusting effects (such as by a Black Pudding or a Rust Monster), but can still be affected by the penalty for attacking without a magical enhancement. You are also immune to disease, poison damage, and the poisoned condition, but have Weakness to force damage (+100% force damage taken) as it disrupts your connection to your spirit weapon.


Doublade (5.5)
-.5 = Size: Doublade are small size.
-2 = Base Speed: 5 You are able to drag yourself along the ground with your tassels if your levitation has been disabled.
+3 = Levitation 30, species with this trait can naturally levitate at a speed of their levitation number. They are also able to hover ten feet above the ground through magnetism, telekinesis, or another means. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend their turn to regain control of their descent, then they slowly lower to their normal hovering height.
+1 = Natural Weapon: A Doublade’s natural attack is based on the type of weapon they have chosen to inhabit.
Evolution: Doublade evolve after storing energy and enter the next stage of their existence with help from a Dusk Stone. They must be at least level 10 to evolve.
Other Body Type: Your spirit weapon copies itself, levitating along with the original and allowing you to affix a second tassel to the copy.
+1 = Lifetaker: You may spend up to two HD after dealing a killing blow. This ability has two uses that you regain after completing a short or long rest.
+1 = Dual Wielder: You may make a natural weapon attack with the copy of your spirit weapon as a bonus action, as long as you are not using a shield. This attack gets your full Strength or Dexterity modifier added to the damage done.


Aegislash (7.01)
-1 = You lose the Dual Wielder feature.
+0 = Size: Aegislash are medium size.
-2.5 = Base Speed: 5 You are able to drag yourself along the ground with your tassels if your levitation has been disabled.
+3 = Levitation 30, species with this trait can naturally levitate at a speed of their levitation number. They are also able to hover ten feet above the ground through magnetism, telekinesis, or another means. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend their turn to regain control of their descent, then they slowly lower to their normal hovering height.
+2 = Ability Score Increase: +1 to Strength or Wisdom.
+1.5 = Natural Weapon: An Aegislash’s natural attack is based on the type of weapon they have chosen to inhabit.
Other Body Type: Your spirit weapon changes once more, the copy takes the form of a shield and its tassel attaches to your original spirit weapon.
+.01 = Kingly Intuition: If you can spend at least one minute observing another creature outside combat, you can determine its leadership potential compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Intellect Score
Wisdom Score
Charisma Score
Number of HD
Number of Retainers
+.5 = Grand Guard: Your spirit shield can be used as a +1 Shield, this enhancement increases to +2 at 15. Gaining a bonus from it requires the use of one of your tassels.

EkulNagrom
2016-12-24, 03:50 PM
Hooray!

I had just read your awesome review of my (less impressive than yours) Pikachu race, and then I found this! It's a Christmas Miracle!

I assume these are all some of your favorite pokemon, which is why you created races for them. Honestly, the one problem I found is that you don't have more! You've motivated me, very much so, and now maybe I'll finally start working on my other half-made races again. Thank you for posting this! Thank you!

Edit: I looked through your google docs, and added something to the problem of Pokemon not able to hold ranged weapons. I hope it's helpful.
2nd Edit: Don't do Whimsicott! It's mine!

Rune Knight
2016-12-29, 12:09 AM
Another five evolution lines here, if anyone has an opinion on them. The first having the first choice of subraces for me.
Also, if anyone notices some of the numbers are different, I have went back and adjusted the ones I posted above in my own documents. After thinking about it, I think I've got a better value for what should and shouldn't be possible for the body shapes. I just haven't changed everything online. (And I was wrong about the small size value.)

Vulpix (4)
-1 = Size: Vulpix are small size.
+1 = Base Speed: 35
+2 = Ability Score Increase: +1 to Dexterity, Wisdom, or Charisma. And +1 to another stat of your choice.
+1 = Natural Weapon: A Vulpix’s natural weapon is a piercing bite attack.
Evolution: Vulpix evolution is triggered by an evolution stone after they have matured enough, you must be at least level 5 to evolve.
-.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+1.5 = There are two tribes of Vulpix, and they usually keep to the warmer and cooler areas of the world respectively.
 Flash Fire: You have Resistance to fire damage, and can breathe fire in a 20’ line. The damage is equal to your natural attack damage, and has a Dexterity save DC of (8 + your proficiency + your constitution modifier) to take half damage on a success. This ability has two uses at the start of a combat encounter, and has Recharge 5-6 (roll a d6 at the beginning of your turn. On a five or six, you get one use back). Out of combat, you recharge at a rate of one use per minute. This can be used in place of an attack (ex: If you have Extra Attack, or something similar, that allows multiple attacks in one round, you may do two fire breaths. An attack, then fire breath. Or fire breath, then regular attack).

 Snow Warning: You can provide immunity to the effects of Extreme Heat (DMG page 110) to yourself and up to three nearby creatures. You can also create a 10’ cone of frigid air that deals cold damage equal to your natural attack damage, and has a Dexterity save DC of (8 + your proficiency + your constitution modifier) to take half damage on a success. Targets who fail their dexterity save have their movement speed reduced by 10 for two turns (this reduction does not stack, but refreshes the duration to two rounds). This ability can only be used once on your turn, but can also be used in place of an attack (ex: If you have Extra Attack, or something similar, that allows multiple attacks in one round, you may do a regular attack, then frost breath. Or vice versa).

Ninetales (6.5)
+0 = Size: Ninetales are medium size.
+.5 = Base Speed: 35
+3 = Ability Score Increase: +1 Dexterity, Intellect, Wisdom, or Charisma.
+1 = Natural Weapon: A Ninetales’ natural weapon is a piercing bite attack.
-.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
+1 = Your tribe's nature continues to show after evolution.
 The Ninetales’ Curse: Choose between Intellect, Wisdom, and Charisma. You learn the Will-O-Wisp cantrip, and may cast the Hex spell with the chosen stat as your caster stat. When you complete a long rest, you may cast Hex again.
 Will-O-Wisp: You shoot a sinister, bluish-white flame at the target that saps the strength of its victim. The target must succeed a Reflex saving throw or take 1d4 fire damage and have the damage of their next attack (anything with an attack roll) reduced by the damage dealt. The damage is increased by 1d4 at level 5, 11, and 17. This cantrip requires an action, has a range of 60, and has the Somatic requirement.

 Gift of the Fey: Choose between Intellect, Wisdom, and Charisma. You may cast the Identify and Faerie Fire spells once each with the chosen stat as your caster stat (Identify may still be used as a ritual). When you complete a long rest, you may cast these spells again.


Magikarp (0)
-1 = Size: Magikarp are small size.
-1.5 = Base Speed: 10
+1 = Swim Speed: 20
+1 = Ability Score Increase: +1 to a stat of your choice.
+1 = Natural Weapon: A Magikarp’s natural weapon is a bludgeoning slam attack.
Evolution: Magikarp evolve through sheer determination and grit, you evolve at level 5.
-1.5 = Chordata: Your species swims as its primary mode of movement. For combat, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
+.5 = Disease Immunity: Magikarp are very hardy and almost never contract illnesses, you are immune to disease.
+.5 = Rattled: If you take damage from a creature with the Aberration, Fiend, or Undead type you may use your reaction to move up to your speed. This movement does not provoke an attack of opportunity from the creature that attacked you.


Gyarados (7.5)
-.5 = You lose the Rattled feature.
+0 = Size: Gyarados are huge size.
-1 = Base Speed: 20
+1.5 = Swim Speed: 30
+3 = Ability Score Increase: +1 to Strength or Constitution. And +1 to another stat of your choice.
+2 = Natural Weapon: A Gyarados’ natural weapon is a bludgeoning slam attack.
-1.5 = Ophidian: Your species uses a method of slithering, or contracting and extending your body, as your primary mode of movement. Your species also have neither arms nor legs, and must make due with only your mouth, body, and tail to manipulate objects. For combat purposes, your species cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
+1 = Aggressive: As a bonus action, you may move up to your speed towards a hostile creature you can see.
+2 = Rampage!: Gyarados are known for their temper and can let loose to wreak havoc until their rage has subsided. You can choose to hit as hard as you can for one minute. While enraged, you deal an extra (natural weapon die/dice) damage on one weapon attack or spell per round (this only adds extra damage to the closest target of an area effect spell). You must complete a short or long rest to use this feature again.


Shinx (2.5)
-1 = Size: Shinx are small size.
+.5 = Base Speed: 30
+2 = Ability Score Increase: +1 to Strength, Dexterity, or Charisma. And +1 to another stat.
+1 = Natural Weapon: A Shinx’s natural weapon is a slashing claw attack.
Evolution: Shinx evolve once they are mature and strong enough, you evolve at level 4
-.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Dynamo: Shinx produce electricity through their muscle movement, you have a pool of five lumen that you can use to power various effects. After completing a long rest, your lumen count is set to 0. You generate one lumen every time you...
• Move at your base speed for an hour (such as traveling or exercise).
• Take the Dash or Dodge action while in a combat encounter or during a chase (DMG 252).
• Take lightning damage.
+.5 = Flash: You may spend an action and one lumen to brighten your lighter colored fur to extreme levels. Each creature within 15 feet must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency) or be blinded until the beginning of your next turn. This effect illuminates everything in a 100 foot radius burst for one round. Afterward, your fur retains some of the energy and may continue to glow in a softer light for up to an hour. You shed bright light in a 20 foot radius, and dim light for an additional 20 feet.
Danger Sense: The electricity you generate isn’t perfectly controlled. While in a situation you perceive as dangerous, your fur sheds dim light in a 5 foot radius. (This one was flavor and doesn't have to be used. It just kept coming up in the Pokedex.)



Luxio (4.5)
+0 = Size: Luxio are medium size.
+.5 = Base Speed: 35
+1 = Natural Weapon: A Luxio’s natural weapon is a slashing claw attack.
Evolution: Luxio evolve after growing stronger and more experienced with controlling their electricity, you evolve once more at level 7.
-.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+1 = Electrified Claws: Your experience with the charge you generate has taught you how to direct it through your claws. When you hit a creature with a natural weapon attack, you can spend two lumen to empower the strike. You deal an extra 1d4 lightning damage and the target must succeed a Constitution saving throw (based on your Con, same as Flash) or be stunned until the beginning of your next turn.



Luxray (6.5)
+0 = Size: Luxray are medium size.
+.5 = Base Speed: 35
+3 = Ability Score Increase: +1 to a stat of your choice.
+1 = Natural Weapon: A Luxray’s natural weapon is a slashing claw attack.
-.5 = Pawed Quadruped: Your species uses four legs as its primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
+.5 = X-Ray Vision: You’ve learned to channel your lumen through your eyes, granting incredible sight. You may spend a bonus action and one lumen to be able to see into and through solid matter for one round. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Your eyes shed bright golden light in a 5 foot cone while this is active.


Snivy (3.5)
-1 = Size: Snivy are small size.
+0 = Base Speed: 25
+1 = Ability Score Increase: +1 to a stat of your choice.
+1 = Natural Weapon: A Snivy’s natural weapon is a bludgeoning slam attack.
Evolution: A Snivy evolves after they are sufficiently strong enough, you evolve at level 4.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
+.5 = Weapon Adaptability: Your kind has a strong tail, even though you are not a true ophidian. You may equip tailblades even though you do not have the Ophidian body type.
+1.5 = Vine Manipulator: Your species can extend vines from themselves that can be used to wrap around things. The vines cannot manipulate small objects as well as a hand or paw, but can manage standard manufactured weapons that do not have the two-handed property as well as the traditional D&D races. Characters may use their vines for grappling. You have Reach while using the vines.


Servine (5.01)
-1 = Size: Servine are small size.
+.5 = Base Speed: 30
+2 = Ability Score Increase: +1 to Dexterity, Constitution, Wisdom, or Charisma.
+1 = Natural Weapon: A Snivy’s natural weapon is a bludgeoning slam attack.
Evolution: A Servine evolves after they gain enough power, you evolve once more at level 7.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
+.01 = Serpent’s Stance: When you stand up from being prone, you only use 5 feet of your movement.


Serperior (6.5)
-.5 = You lose the Weapon Adaptability feature.
+0 = Size: Serperior are large size.
+.5 = Base Speed: 35
+3 = Ability Score Increase: +1 to a stat of your choice.
+1.5 = Natural Weapon: A Serperior’s natural weapon is a bludgeoning slam attack.
-1.5 = Ophidian (serpent-like): Your species uses a method of slithering, or contracting and extending your body, as your primary mode of movement. Your species also has neither arms nor legs, and must make due with only their mouth, body, and tail to manipulate objects. For combat purposes, your species cannot use standard manufactured weapons.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
+.5 = Serpent’s Stance: When you stand up from being prone, you only use 5 feet of your movement. Crawling does not cost extra movement (unless you are in difficult terrain, then it is 2’:1’).
+.5 = Regal Challenge: With your presence and force of will you attempt to cow the target. Ask the DM if the target will show deference or defiance.
• If they show deference, the target’s movement drops to 0 for one turn and you choose an ability. The target gains disadvantage on checks with the chosen ability.
• If they show defiance, you deal an extra (natural weapon die) of psychic damage whenever you hit them with an attack or spell.
The target must have more than 2 Intellect, but you do not need to share a language with the target. After you use this feature, you must complete a short or long rest to use it again.
+.5 = Crushing Grip: While grappling, you may use your action to deal (natural attack die) damage to one creature you have grappled. This damage increases by one (natural weapon die) at 5, 11, and 17.


Emolga (5.5)
-1 = Size: Emolga are small size.
+0 = Base Speed: 25
+3 = Ability Score Increase: +1 to Dexterity, Intellect, or Charisma. +1 to Constitution or Wisdom. And +1 to a stat of your choice.
+1 = Natural Weapon: An Emolga’s natural weapon is an electric shock.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
+1 = Encore: You cheer and applaud for a creature, enticing it into repeating its actions. As a reaction, you can force a target that can see and hear you within 50 feet to make a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency) or they must take the same action again on their next turn. You must complete a short or long rest to use this feature again.
+.5 = Capacitor: Your natural weapon deals lightning damage, has a range of 50 feet, and is generated from the cape along the sides of your body.
+1 = Gliding Wings: Emolga have a thin cape-like membrane they can use to glide with. While you are not incapacitated and your speed has not been reduced to 0, you can use your cape to reduce your fall speed to 5 foot per round and move up to 30 feet horizontally (this is your glide speed). You can willingly dive up to 60 feet in a round during your glide to gain up to 30 extra glide speed for your next turn. You cannot take the Dash action to increase your glide speed.
If you are a spellcaster or have an armor proficiency, your training allows you to cast spells with a somatic component or wear up to medium armor while gliding. But while you can hold an item, you must keep your arms out to glide effectively and cannot make an attack with a manufactured weapon.

M Placeholder
2016-12-29, 06:16 AM
Can you do one for Banette and Sableye please?

EkulNagrom
2016-12-29, 05:48 PM
I had a few ideas about your ranged weapons problem.

1) Magic. This is D&D, after all. My simple idea is that the Player with nubs for hands starts with magic gloves that, when attuned, allow the owner to move the glove's fingers. So you put on the gloves and now you can hold things.

2) Tails. Some Pokemon (Not all, I know) have tails. These tails could be used to throw things or used as Pseudo-hands to pull back a bowstring/crossbow or whatnot.

3) Blowguns. Most Pokemon breathe (Not all, unfortunately) and can therefore use a Blowgun. While a Blowgun wouldn't do that much damage, you can still poison the target

4) Magnetism. A few of the Pokemon have some sort of magnet/levitation ability. Why not magnetically/telekinetically shove something away from you at high speeds?


I hope this helps!

Rune Knight
2016-12-31, 02:25 AM
Greetings from sunny Hoenn, I bring five more with me today.

Ralts (2)
-1 = Size: Ralts are small size.
-.5 = Base Speed: 20
+1 = Ability Score Increase: +1 to a stat of your choice.
+2 = Natural Weapon: A Ralts’ natural weapon is a psychokinetic burst. This attack deals psychic damage and has a range of 50.
Evolution: Ralts evolve after gaining enough energy and control of their powers, you evolve at level 5.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an emotivore, and feed on the emotional energy given off by creatures around you. Mainly positive emotions, and specifically joy.
+.5 = Empathic: Ralts are able to sense the general emotions of creatures within 15 feet of them. You can use your action to read the emotional state of a creature within range.

Kirlia (4)
-1 = Size: Kirlia are small size.
+0 = Base Speed: 25
+2 = Ability Score Increase: +1 to Dexterity, Intellect, Wisdom, or Charisma.
+2 = Natural Weapon: A Kirlia’s natural weapon is a psychokinetic burst. This attack deals psychic damage and has a range of 50.
Evolution: Kirlia evolve through continued training of their mental powers or by a reaction from a dawn stone. In either case, you must be at least level 7 to evolve once more.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an emotivore, and feed on the emotional energy given off by creatures around you. Mainly positive emotions, and specifically joy.
+.5 = Empathic: Kirlia are able to sense the general emotions of creatures within 20 feet of them. You can use your action to read the emotional state of a creature within range.
+.5 = Vision of the Future: You are able to see through dimensions to possible futures and get a sense of what may or may not be a good idea. You can cast the Augury spell with its standard cast time, and you must complete a long rest to cast it again. (You may cast it as many times as you like as a ritual.)

Gardevoir (6.5)
+0 = Size: Gardevoir are medium size.
+0 = Base Speed: 30
+3 = Ability Score Increase: +1 to Dexterity, Wisdom, or Charisma.
+2 = Natural Weapon: A Gardevoir’s natural weapon is a psychokinetic burst. This attack deals psychic damage and has a range of 50.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an emotivore, and feed on the emotional energy given off by creatures around you. Mainly positive emotions, and specifically joy.
+1 = Empathic: Gardevoir are able to sense the general emotions of creatures within 30 feet of them. You can use your action to read the emotional state of a creature within range. Your mastery of this power gives you proficiency with the Insight skill. If you were already proficient in Insight, you gain double your proficiency bonus when trying to detect a discrepancy between what someone is saying and what they feel.

Gallade (6.5)
+0 = Size: Gallade are medium size.
+0 = Base Speed: 30
+3 = Ability Score Increase: +1 to Strength, Dexterity, or Wisdom.
+1 = Natural Weapon: A Gallade’s natural weapon is a melee slashing attack.
+0 = Pawed Biped: Your species uses two legs as its primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an emotivore, and feed on the emotional energy given off by creatures around you. Mainly positive emotions, and specifically joy.
+1 = Empathic: Gallade are able to sense the general emotions of creatures within 30 feet of them. You can use your action to read the emotional state of a creature within range. Your mastery of this power gives you proficiency with the Insight skill. If you were already proficient in Insight, you gain double your proficiency bonus when trying to detect a discrepancy between what someone is saying and what they feel.
+1 = Guardian’s Blade: The critical hit range of your natural weapon is increased by 1.

Sableye (6)
-1 = Size: Sableye are small size.
+0 = Base Speed: 25
+1 = Burrow Speed: 15. You have sharp claws that can dig through loose dirt and soil at a rate of 15 feet per round, or solid rock at a rate of 5 feet per round. You can create a small sized tunnel or have it collapse behind you as you move.
+3 = Ability Score Increase: +1 to Dexterity or Intellect. +1 to Constitution, Wisdom, or Charisma. And +1 to a stat of your choice.
+1 = Natural Weapon: A Sableye’s natural weapon is a slashing claw attack.
+0 = Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a terravore, and feed on stone or gems.
+.5 = Darkvision: You can see in dim light as if it were bright light, and darkness as if it were dim light out to 60 feet. You can only see shades of grey in darkness.
+.5 = Sneaky: Sableye are adept at concealing themselves, you gain proficiency in the Stealth skill.
+1 = Gemstone Hide: Your kind metabolizes the stone you eat in such a way that leftover minerals crystallize in growths on your skin. Your unarmored AC is 12 + your Dexterity modifier.

Feebas (.5)
-1 = Size: Feebas are small size.
-1.5 = Base Speed: 10
+1.5 = Swim Speed: 30
+1 = Ability Score Increase: +1 to a stat of your choice.
+1 = Natural Weapon: A Feebas’ natural weapon is a bludgeoning slam attack.
Evolution: Feebas evolution is catalyzed by a prismatic scale after they have grown strong enough, you must be at least level 5 to evolve.
-1.5 = Chordata: Your species swims as its primary mode of movement. For combat, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat just about anything.
+1 = Water of Life: Feebas are known for their vitality and ability to live in poor conditions. You are immune to disease, and have Resistance to poison damage.


Milotic (7)
+0 = Size: Milotic are large size.
-.5 = Base Speed: 25
+2 = Swim Speed: 40
+3 = Ability Score Increase: +1 to Constitution, Wisdom, or Charisma. And +1 to another stat of your choice.
+1.5 = Natural Weapon: A Milotic’s natural weapon is a bludgeoning slam attack.
-1.5 = Ophidian: Your species uses a method of slithering, or contracting and extending your body, as your primary mode of movement. Your species also have neither arms nor legs, and must make due with only your mouth, body, and tail to manipulate objects. For combat purposes, your species cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat just about anything.
+1 = Marvel Scale: While you are Blinded, Paralyzed, Poisoned, or Stunned you have Resistance to non-magical slashing, bludgeoning, and piercing damage.
+.5 = Peaceful Aura: Your kind has the ability to inspire tranquility in others, you may cast the Calm Emotions spell with Charisma as your caster stat. You must complete a long rest to cast this spell again.

Shuppet (3)
-1 = Size: Shuppet are small size.
-2 = Base Speed: 5 you can only inch along the ground prone if your levitation has been disabled.
+2.5 = Levitation 25: Your kind has the ability to float through the air at a speed of their levitation number. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend all of their movement for one round to regain control.
+1 = Ability Score Increase: +1 to a stat of your choice.
+1.5 = Natural Weapon: A Shuppet’s natural weapon is a ghostly force attack. This is a melee attack that deals force damage.
Evolution: At some point before evolution, you detect a strong hatred emanating from somewhere within 100 miles, following it leads to an abandoned plush doll. Shuppet evolve after gathering enough energy and finding a suitable body to inhabit, you must also be at least level 8 to evolve.
-.5 = Other Body Type: Shuppet are semi-incorporeal presences believed to originate from the Ethereal Plane. While you do not have a body, physical and magical damage still disrupts your form on the Material Plane, and your connection can be permanently severed with enough harm. You may also envelop one object at a time to manipulate it.
Diet: You are an emotivore, and feed on the emotional energy given off by creatures around you. Primarily envy and hatred.
+.5 = Poison Resistance: You lack the systems most poisons affect, but foreign substances in your energy field still cause some pain. You have Resistance to poisonous gases, and immunity to liquid poisons.
+1 = Phasing: Shuppet are insubstantial and can pass through creatures and even solid walls. Your movement is not blocked by creatures of any size, and you may move through walls and floors as part of your movement. If you end your movement inside a solid object, you take force damage equal to your level.



Banette (6.51)
+0 = Size: Banette are Medium size.
+2 = Levitation 25: Your kind has the ability to float through the air at a speed of their levitation number. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend all of their movement for one round to regain control. Levitating your body is more difficult upon evolution and requires your concentration.
+2 = Ability Score Increase: +1 to Strength, Dexterity, or Charisma.
+1.5 = Natural Weapon: A Banette’s natural weapon is a ghostly force attack. This is a melee attack that deals force damage.
Diet: You are a nullivore, you get the energy you need from the symbiotic link between your body and soul.
+.01 = Transgression: Upon merging with your new body, you gain intimate knowledge and contempt of one particular person in the world. You have advantage on Investigation, Perception, and Survival checks to find this person. (Speak with your DM about who this person should be. They may or may not recognize you, and they could be anyone in the present or past. The only requirement is that they must have owned your plush doll at some point in their life.)
-.5 = Other Body Type: You lose the ability to manipulate objects by enveloping them, but your body takes on the characteristics of the plush doll you merged with.
 Biped Doll
• Base Speed: 25
• Pawed Biped: You can use objects, clothes, weapons, and armor designed for bipeds.

 Quadruped Doll
• Base Speed: 30
• Pawed or Hoofed Quadruped: You can use objects, clothes, weapons, and armor designed for quadrupeds.

Ophidian Doll
• Base Speed: 30
• Ophidian: You can use objects, clothes, weapons, and armor designed for ophidians.
• Crushing Grip: While grappling, you may use your action to deal (natural attack die) damage to one creature you have grappled. This damage increases by one die at 5, 11, and 17.

Wynaut (6)
-1 = Size: Wynaut are small size.
-.5 = Base Speed: 20
+2 = Ability Score Increase: +1 to Constitution, and +1 to another stat of your choice.
Evolution: Wynaut evolve after toughening up for their next form, you evolve at level 4.
+0 = Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
+1 = Shadow Tag: Your kind is able to pin a target in place for a short time. A target within one space of you must make a Reflex saving throw with a DC of (8 + your Constitution modifier + your proficiency) or have their speed reduced to 0 for two turns, or until you move more than one space from them. You must complete a short or long rest to use this feature again.
+1.5 = Toughness: Wynaut have great vitality and can take a hit. Your maximum HP is increased by 1 one, and it increases by 1 every time you gain a level.

Wobbuffet (6)
+0 = Size: Wobbuffet are medium size.
-.5 = Base Speed: 25
+3 = Ability Score Increase: +1 to Constitution or Wisdom.
+0 = Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
+1 = Bounce Back: Wobbuffet can use their reaction to deal damage to a target equal to the damage they just received from that target. You can use this feature twice, and you must complete a short or long rest to regain the uses.



And thanks for the ideas, they do help. If anyone else has any requests, go for it. Sableye ended up being pretty straightforward, but Shuppet had me stumped for a while. Couldn't figure out any way for it to make sense that a Banette is "A doll that became a Pokémon over its grudge of being thrown away." Kind of implies it wasn't a Pokémon before then, but obviously there's the Shuppet that's been there for a while.
Solution? The Shuppet and the doll had to be two separate personalities in symbiosis with one another. It nowhere near the first Pokémon to be a two for one deal. The Shuppet feeds on the dolls emotions, and in return grants the doll the ability to move.

It's actually got me thinking of possible adapted rules for that old trading card game mode. Two-headed giant.

D&D players have done crazier things...

M Placeholder
2016-12-31, 12:57 PM
The Sableye is great, thank you so much for making it.

Morphic tide
2017-01-02, 08:22 PM
Before I even read the thread, I just want to make something clear: A table like the old Dragon age category tables some people use for quick reading, with separate stats for each age category all on one table, is essential for Pokemon. That cuts down the list by hundreds of entries. 3.5 had scaling LAs, why not use something similar?(oh wait, 5e doesn't have LA, does it?)

In place of the age part, use level. Pokemon evolve by level, after all. Consider dividing the level for evolution in Pokemon by 5 to get D&D levels, because Pokemon goes to 100 and D&D goes to 20. Where Pokemon evolve with item use, you need some workaround, because race change on magic item use is weird and prone to DM lockdown.

Edit: Okay, I'm looking over the thing you pointed at as a race creation guide, and I think I have an idea to have all the things useful at all the levels:

Have the overall goal be to have the modifiers be 6 for the non-evolving, 5 and 7 for two-stage and 4, 6 and 8 for the three stage. Evolutions, here, would happen at level 10 for the two-stage and at levels 7 and 14 for the three-stage. You end up stronger with more evolutions, but hurt more earlier on for it, and some campaigns don't run long enough to get the benefit. Also, the power difference isn't necessarily game breaking unless you goofed a lot. Pseudolegendaries should be bumped up by one each stage, or have a largely-irrelevant-for-them downside to let them focus more on what makes them strong. Ultrabeasts, if we do those, should be built to exploit this race creation system as hard as possible to be overwhelming with 7 points, within their in-game niche. It's what they do in-game in Pokemon, after all, putting all their stats in a brokenly good setup and having a brokenly good move pool with the synergy of stats and other parts of the move pool.

A good way to make them able to be considerably stronger while keeping to that race build guide is to try to implement the type chart in some form, as resistances and weaknesses. Either one of each, or one resistance and two weaknesses.

Now I want try to figure out enough of character optimizing in 5e to get started on Ultrabeasts... They should each be bizarrely powerful off of 6-8 points in that guide by focusing on similar parts of the game to their Pokemon-in-game versions, perhaps being made specifically to imbalance a class with similar abilities to their Pokemon-in-game versions, like making Kartana into a horrific monster of a Rogue, or Buzzwole into an atrocity of a Fighter. Dump the stats that are unneeded, buff the ones that are, grab the most-useful cantrip and have fun with a min-maxed beast of a race-class combo.

Edit 2: Having 1 resistance and 2 weaknesses buys 1 more point. But, we need the Pokemon types translated to D&D damage types.

My try:

Pokemon: D&D (Explanation)

Normal: Slashing, Bludgeoning (Cut and Tackle are what make this what it is.)

Fire: Fire, Radiant (Obvious and Radiant says it makes the flesh burn like fire)

Water: Bludgeoning, Cold (Cold is obvious, because D&D has so many Water elemental types go for the Cold resistance. Bludgeoning is because that's how water damages normally)

Electric: Lightning, Thunder (Duh and Duh. More specific? Electricity and the thunder that follows)

Grass: Necrotic, Radiant (Sort of abstract and wanting to be pure energy damage. Grass has a lot of life drain, and Radiant damage is basically positive energy overload)

Ice: Cold, Piercing (Duh and because Ice gets often used for pointy things in game)

Fighting: Bludgeoning, Force (Duh and Aura stuff being Fighting type)

Poison: Poison, Acid (Duh and Acid moves in pokemon being Poison type)

Ground: Bludgeoning, Thunder (Smashing and shockwaves being sound)

Flying: Piercing, Slashing (More pointy and slashy things in Flying than there are bashy things)

Psychic: Psychic, Force (Duh and Psionics does it)

Bug: Poison, Piercing (Bug-types have a lot of poison cross-type moves, and bug type damage is mostly bites and stings. AKA pointies)

Rock: Bludgeoning, Force (Special stat ground type moves have basically no other explanation and Rock)

Ghost: Force, Radiant (Pokemon Ghost has basically no life drain, Force damage bypasses intangibility, at least in 3.5, and Radiant damage is described as damaging Souls by overload)

Dragon: Force, Fire (Generic Mystic Stuff of Force, and Fire because Dragon)

Dark: Necrotic, Piercing (Necrotic because dark&death and Piercing because stabs in the back are a thing Dark does. Also Bites tend to be pointy)

Steel: Thunder, Bludgeoning (Thunder because of the amount of sound based Steel attacks and Bludgeoning because metal)

Fairy: Radiant, Thunder (Radiant because Glowy and Goody, even when the stereotype is wrong, and Thunder because of a lack of other damage types that fit. All of one or two things, but there are often used Fairy type sound things, if only because the metagame makes it so)

Rune Knight
2017-01-04, 06:37 AM
Well, since there's a lack of anyone saying "Oh no! Why do you think this works?" I'll keep on with generally what I've been doing for balance. And to Morphic tide, I'm not sure what kind of table you mean. I doubt I'll post all of them on these forums, but I'm using Microsoft Word to organize them by region with headers to easily click to whichever one I want to look at. Also, I'll consider some way of getting the types more into it, but I doubt I'll be throwing around too many weaknesses. You might find a thunder weakness on an Alolan Sandslash whenever I get around to that one, but otherwise, I don't think all the extra damage being thrown around is going to be good for a D&D game.

With that said, what better place to spend these cold winter days than lovely Alola?


Rowlet (2)
Size: Rowlet are small size.
Base Speed: 20
Fly Speed: 25
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A Rowlet’s natural weapon is a piercing gore from their beak.
Evolution: Rowlet evolve after they grow strong enough, you evolve at level 4.
Flying Avian: Your species uses their wings as their primary mode of movement.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
Silent Wings: Your kind is able to slip through the air quietly. You can use the Stealth skill to hide while flying, but must still meet the other requirements of hiding.

Dartrix (4)
Size: Dartrix are small size.
Base Speed: 20
Fly Speed: 25
Ability Score Increase: +1 to Dexterity, Constitution, Wisdom, or Charisma.
Natural Weapon: A Dartrix’s natural weapon is a piercing gore from their beak.
Evolution: Dartrix evolve once they store enough energy, you evolve once more at level 7.
Flying Avian: Your species uses their wings as their primary mode of movement.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
Prehensile Primaries: Your kind’s flight feathers have adapted to be able to grasp objects as a humanoid would. However, you can’t hold anything like this when flying.

Decidueye (6.5)
Size: Decidueye are small size.
Base Speed: 25
Fly Speed: 30
Ability Score Increase: +1 to Dexterity, Intellect, or Wisdom.
Natural Weapon: A Decidueye’s natural weapon is a piercing feather fired from their wings. This is ranged attack deals piercing damage with a range of 70/210.
Flying Avian: Your species uses their wings as their primary mode of movement.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.


Litten (2)
Size: Litten are small size.
Base Speed: 30
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A Litten’s natural weapon is a slashing claw attack.
Evolution: Litten evolve after storing enough energy, you evolve at level 4.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Flame-slinger: Litten can spit fire in different ways, at level one you learn either the Produce Flame or Fire Bolt cantrip. At level 3 you learn either Burning Hands or Hellish Rebuke.

Torracat (5)
Size: Torracat are small size.
Base Speed: 35
Ability Score Increase: +1 to Strength, Dexterity, or Intellect.
Natural Weapon: A Torracat’s natural weapon is a slashing claw attack.
Evolution: Torracat evolve after growing strong enough, you evolve once more at 7.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Mane Detector: Your kind’s mane can pick up even slight disturbances near you. You gain proficiency in the Perception skill, and you may use your action to gain Blindsight 30 until the end of your next turn.

Incineroar (6.5)
Size: Incineroar are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Constitution, or Charisma.
Natural Weapon: An Incineroar’s natural weapon is a slashing claw attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a carnivore, and eat meat and flesh.
Opportunist: Your kind has never been above taking advantage of an opening. The first attack you do in a surprise round deals an extra 2d6 damage of the same type as the attack.


Popplio (2.5)
Size: Popplio are small size.
Base Speed: 20
Swim Speed: 20 you are also able to hold your breath for a number of minutes equal to your Constitution score.
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A Popplio’s natural weapon is their thunderous voice. This attack deals thunder damage with a range of 50, and uses Charisma as its attack stat. You cannot use your natural attack if you are unable to speak.
Evolution: Popplio evolve once they gain enough energy, you evolve at level 4.
Other Body Type: Your kind is has forepaws that are just as coordinated as a humanoid’s, but these are the limbs that do most of the work to move you. While on land, you cannot use melee weapons with the two-handed property or two melee weapons. You can’t use a shield, but if you have proficiency with them, you may instead use Extra Plating. You can still move at your full speed if you are holding and item in one of your paws. You are able to stand upright on your tail to reach higher places or use ranged weapons.
Diet: You are a carnivore, and eat meat and flesh.
Performance Artist: Your kind has a deep love of entertaining and those instincts have passed on to you, you have proficiency in the Perform skill.

Brionne (4)
Size: Brionne are small size.
Base Speed: 25
Swim Speed: 20 you are also able to hold your breath for a number of minutes equal to your Constitution score.
Ability Score Increase: +1 to Dexterity, Constitution, Wisdom, or Charisma.
Natural Weapon: A Brionne’s natural weapon is their thunderous voice. This attack deals thunder damage with a range of 50, and uses Charisma as its attack stat. You cannot use your natural attack if you are unable to speak.
Evolution: Brionne evolve after practicing their singing and growing strong enough, you evolve once more at 7.
Other Body Type: Your kind is has forepaws that are just as coordinated as a humanoid’s, but these are the limbs that do most of the work to move you. While on land, you cannot use melee weapons with the two-handed property or two melee weapons. You can’t use a shield, but if you have proficiency with them, you may instead use Extra Plating. You can still move at your full speed if you are holding and item in one of your paws. You are able to stand upright on your tail to reach higher places or use ranged weapons.
Diet: You are a carnivore, and eat meat and flesh.

Primarina (6.5)
Size: Primarina are medium size.
Base Speed: 30
Swim Speed: 30 you are also able to hold your breath for a number of minutes equal to your Constitution score.
Ability Score Increase: +1 to Constitution, Wisdom, or Charisma.
Natural Weapon: A Primarina’s natural weapon is their thunderous voice. This attack deals thunder damage with a range of 50, and uses Charisma as its attack stat. You cannot use your natural attack if you are unable to speak.
Other Body Type: Your kind is has forepaws that are just as coordinated as a humanoid’s, but these are the limbs that do most of the work to move you. While on land, you cannot use melee weapons with the two-handed property or two melee weapons. You can’t use a shield, but if you have proficiency with them, you may instead use Extra Plating. You can still move at your full speed if you are holding and item in one of your paws. You are able to stand upright on your tail to reach higher places or use ranged weapons.
Diet: You are a carnivore, and eat meat and flesh.
Performance Artist: You’re adept in most areas of the arts, but your kind has a naturally magical voice. You add double your proficiency bonus to a Perform check that has to do with singing.


Rockruff (2.5)
Size: Rockruff are small size.
Base Speed: 35
Ability Score Increase: +1 to Strength, Dexterity, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A Rockruff’s natural weapon is a slashing attack.
Evolution: Rockruff evolution is closely tied to the sun and moon, you must be at least level 6 to evolve.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Keen Eye: Your kind’s eyes are sharp and difficult to evade. You may use the Search action as a bonus action.

Lycanroc, Midday (6.5)
Size: Lycanroc are medium size.
Base Speed: 45
Ability Score Increase: +1 to Strength or Dexterity.
Natural Weapon: A Lycanroc’s natural weapon is a slashing attack.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Accelerock: When you use the Dash action, you increase your base speed by 10 for that turn (before the Dash goes into effect). At any point during your move, you may use a bonus action to deal (1 + your strength modifier) bludgeoning damage to a target within your reach.

Lycanroc, Midnight (6.5)
Size: Lycanroc are medium size.
Base Speed: 35
Ability Score Increase: +1 to Strength or Constitution.
Natural Weapon: A Lycanroc’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a carnivore, and eat meat and flesh.
Punishing Blow: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. The first attack you make against the creature that triggered this feature requires them to make a Strength saving throw (DC = 8 + your strength + your proficiency) or be knocked prone. You can’t use this feature again until you complete a long rest.


Mudbray (3)
Size: Mudbray are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Constitution, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A Mudbray’s natural weapon is a bludgeoning slam attack.
Evolution: Mudbray evolve after gaining enough strength and mud coating, you evolve at level 7.
Hoofed Quadruped: Your species uses four hooved legs as their primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a hybrid herbivore/terravore, eating both plants and soil.
Stamina: Your kind is tough and unyielding. You can use your reaction to gain Resistance against the next slashing, bludgeoning, or piercing damage you take.

Mudsdale (6.5)
Size: Mudsdale are large size.
Base Speed: 35
Ability Score Increase: +1 to Strength or Constitution.
Natural Weapon: A Mudsdale’s natural weapon is a bludgeoning slam attack.
Hoofed Quadruped: Your species uses four hooved legs as their primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a hybrid herbivore/terravore, eating both plants and soil.
Strength of the Earth: Carrying around all that mud in their coats has promoted stronger muscles in your kind. You are considered one size category larger when determining your natural weapon damage, your carrying capacity, and the weight you can push, pull, lift, or drag.


Fomantis (1.5)
Size: Fomantis are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Dexterity, Wisdom, or Charisma. And +1 to another stat of your choice.
Natural Weapon: A Fomantis’ natural weapon is a slashing attack.
Evolution: Fomantis evolve during the day after gathering enough solar energy and experience, you must be at least level 7 to evolve.
Other Body Type: You are a small plant creature that can hold an object between your two sickle arms, but lack the fine control most other bipeds have. You are able to imitate climbing by clinging to non-overhanging surfaces with your leafage and roots, but each 1 foot you move costs 3 feet of your movement.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
False Appearance: With your leafy features, you are indistinguishable from a common shrub if you remain motionless.
Darkvision: Fomantis are nocturnal, sleeping and photosynthesizing during the day and becoming active at night. This has led to your kind developing very good night vision. You can see in dim light as if it were bright light, and darkness as if it were dim light out to 60 feet. However, you can only see in shades of grey in darkness.

Lurantis (7)
Size: Lurantis are Medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Dexterity, or Constitution. And +1 to Intellect, Wisdom, or Charisma.
Natural Weapon: A Lurantis’ natural weapon is a bludgeoning slam attack.
Other Body Type: You are a plant creature that can hold objects in the bends of your arms. This grip lacks the control needed for combat, but you are able to use tool kits with them in non-threatening situations.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
False Appearance: Your flowerlike appearance and aroma can lead others to believe you are nothing more than an exotic plant. You are indistinguishable from a large flower if you remain motionless.
Power of the Sun: You know how to make use of energy directly from the sun as part of your offense. You learn either Solar Beam or Solar Blade upon evolving.
• Solar Beam: You gather sunlight and direct its pure form at your foes. While you are in direct sunlight, you may use your action to begin charging energy. As a bonus action on your next turn, you may unleash that energy at a target within 100 feet. Make a ranged spell attack against that target using your choice of Intellect, Wisdom, or Charisma. If you hit, the target takes 5d10 radiant damage. The damage increases by 1d10 at level 10 and 15. You must complete a short or long rest to use this feature again.

• Solar Blade: You channel sunlight through your sickles to damage your foes. As a bonus action, for one minute you deal an extra 1d4 radiant damage on natural weapon attacks while in direct sunlight. This feature has two uses, and both are returned when you complete a long rest.


Stufful (3)
Size: Stufful are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength or Constitution. And +1 to another stat of your choice.
Natural Weapon: A Stufful’s natural weapon is a bludgeoning slam attack.
Evolution: Stufful evolve after gaining enough strength and stamina, you evolve at level 6.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Powerhouse: You are considered one size category larger when determining your natural weapon damage. You are also not slowed by heavy armor.

Bewear (6.5)
Size: Bewear are large size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Constitution, or Charisma.
Natural Weapon: A Bewear’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a carnivore, and eat meat and flesh.
Crushing Grip: While grappling, you may use your action to deal (natural attack die) damage to one creature you have grappled. This damage increases by one die at 5, 11, and 17.


Wimpod (2.5)
Size: Wimpod are small size.
Base Speed: 30
Ability Score Increase: +1 to Dexterity, Constitution, Wisdom, or Charisma.
Natural Weapon: A Wimpod’s natural weapon is a bludgeoning slam attack.
Evolution: Wimpod evolve through perseverance and overcoming their nature, you evolve at level 7.
Other Body Type: You are a crustacean and move around on eight legs with a hard segmented carapace over your back. These legs are not adapted to make use of standard manufactured weapons, but you can use tool kits you are proficient with and other small objects.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Amphibious: Your kind live in the oceans and on beaches, you can breathe both air and water.
Aquatic Stride: While in water, you can choose to sink 30 feet per round. You may move your full speed while walking along the bottom of a body of water.
Advance in the Other Direction: Your kind knows when to fold `em. You may use the Dash action as a bonus action if you use your movement to move away from hostile creatures.

Golisopod (6.5 to ∞)
Size: Golisopod are medium size.
Base Speed: 30
Ability Score Increase: +1 Strength, Constitution, or Wisdom.
Natural Weapon: A Golisopod’s natural weapon is a slashing claw attack.
Other Body Type: You are a crustacean and move around on two legs. You have two large upper limbs that behave similarly to a pawed biped’s, along with four smaller appendages that can manipulate objects or perform the somatic components of spells. You can take one extra object interaction on your turn.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
First Impression: You may use a bonus action to grant yourself advantage on an ability check or attack roll on a creature, alternatively you may use a bonus action to grant the target disadvantage on the saving throw of a spell. Once you affect a target with this feature you cannot affect that target with this feature again for 24 hours. This feature has two uses and both return after completing a short or long rest.
Stuff of Nightmares: Only active when Rune Knight is the DM, because... damn... you scary.


Mimikyu (6)
Size: Mimikyu are tiny size. You can hide behind or move through the space of small or larger creatures. However, you cannot use heavy or versatile weapons and you have disadvantage with non-light weapons unless using them in two hands, but you may use light weapons normally.
Base Speed: 30
Ability Score Increase: +1 to Dexterity or Wisdom. +1 to Strength, Constitution, or Intellect. And +1 to a stat of your choice.
Natural Weapon: A Mimikyu’s natural weapon is a slashing attack.
Other Body Type: Your kind try to keep their body hidden throughout their life. Supposedly to keep others from seeing their hideous form, but only those closest to a Mimikyu know the truth. And none of them have revealed the secret. What is known, is that Mimikyu can manipulate two objects, as if they had a pair of paws, with the shadowy energy that rolls from under their cloth hoods.
Diet: Diet: You are a nullivore, and do not require food or water.
Disguise: The cloth your kind stays hidden under serves as a distraction for most creatures. The first attack you are hit by breaks your disguise, but you take no damage from the attack. You can restore your disguise after completing a long rest.
Art of Deception: Your kind has a proven acting talent. You are considered proficient and add double your proficiency bonus to Deception checks made to pass yourself off as someone else.


Dhelmise (5.51)
Size: Dhelmise are large size.
Base Speed: 5
Levitation 25: Your kind has the ability to float through the air at a speed of their levitation number, and are able to hover ten feet above the ground through magnetism, telekinesis, or another means. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend all of their movement for one round to regain control, then they lower 60 feet per round to their normal hovering height.
Ability Score Increase: +1 to Strength or Constitution. +1 to Intellect or Wisdom. And +1 to Strength, Constitution, Intellect, Wisdom, or Charisma.
Natural Weapon: A Dhelmise’s natural weapon is a bludgeoning slam attack. This attack has a range of 50 feet and uses Strength as its attack stat.
Other Body Type: Your spirit is bound to the seaweed entwined with your anchor and debris. You do not need to breathe or drink water. You can use tool kits and other small objects by wrapping your seaweed around them, but cannot use standard manufactured weapons.
Diet: You are a technically an herbivore, and maintain your body through infusions of seaweed.
Anchors Aweigh!: You are able to throw everything into an attack and hit as hard as you can. You may use a bonus action to cause you next natural attack to deal an extra 1d10 of damage, this increases to 2d10 at 8, and 3d10 at 14. You must complete a short or long rest to use this feature again.
Seaworthy: You’ve picked up a large amount of equipment from ships over your lifetime, and tinkering with them has allowed you to learn how they’re used. You gain proficiency with, and are always considered to have access to, Navigator’s Tools. You always know which direction is north.

Morphic tide
2017-01-04, 06:51 AM
The sort of table I'm talking about is how some people have made tables for the different age categories of Dragon, having each row be a different age category. Doing the same would make it easier to read what the relation between the evolution stages are and the basic stat bonuses and penalties.

What do you think of the idea of making the Ultrabeasts into minmaxed layouts made to make a class much more powerful by making a dumb stat all the more dumped while pumping what the class needs? Because the Ultrabeasts are actually Pseudolegendary stats, but the layout of stats and moveset are made to be extraordinarily powerful.

Rune Knight
2017-01-06, 05:32 AM
I remember those tables from 3.5 now. I could use Excel for that probably, but what I've been using to keep track of them right now is just a long Microsoft Word document. Looking back over them, I can see how it might be confusing. I'm only really showing you all part of what I'm looking at while making these.

This is an example of what I see while trying to decide if I need to add or remove anything.

Mareep (3)
---ABSI = +2
---Natural Weapon = +1
---Hoofed Quadruped = -1
---Small = -1
---25 move = +0
---Thick Coat = +1
---Light the Way = +.5
---Lightning Resistance = +.5
------• Flaaffy (4.5)
---------ABSI = +3
---------Natural Weapon = +1
---------Hoofed Biped = -.5
---------Medium = +0
---------30 move = +0
---------Light the Way = +.5
---------Lightning Resistance = +.5
------------• Ampharos (6)
---------------ABSI = +4
---------------Natural Weapon = +1
---------------Hoofed Biped = -.5
---------------Medium = +0
---------------30 move = +0
---------------Light the Way = +.5
---------------Lightning Immunity = +1
(I actually use an indent in the document instead of dashes. Also that's the reason some of these have probably looked cramped, indents aren't showing up in the post.) And this is what I've been posting.

Mareep (3)
Size: Mareep are small size.
Base Speed: 25
Ability Score Increase: +1 to Constitution or Charisma, and +1 to a different stat of your choice.
Natural Weapon: A Mareep’s natural weapon is a bludgeoning slam attack, likely a head-butt.
Evolution: Mareep evolve after reaching a certain level of power, you evolve at level 4.
Hoofed Quadruped: Your species uses four hoofed legs as their primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Thick Coat: Your fleece is difficult to attack through, your Armor Class is 12 + Dexterity modifier.
Light the Way: The tip of your tail is luminescent, you may use a bonus action to illuminate or douse it. Your tail sheds bright light in a 20 foot radius and 20 feet of dim light beyond that.
Lightning Resistance: Your wool absorbs some of the electricity directed at you, granting you Resistance to lightning damage.

Flaaffy (4.5)
You lose the Thick Coat feature.
Size: Flaaffy are medium size.
Base Speed: 30
Ability Score Increase: +1 to Intellect or Charisma.
Natural Weapon: A Flaaffy’s natural weapon is a bludgeoning slam attack, likely a head-butt.
Evolution: Flaaffy evolve once they attain enough energy, you evolve once more at level 7.
Hoofed Biped: Your species uses two legs as their primary mode of movement. The hooves at the end of their arms tend to not be able to manipulate or grab onto objects very well. For combat purposes, this species can hold an object between both arms, but cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Light the Way: The tip of your tail is luminescent, you may use a bonus action to illuminate or douse it. Your tail sheds bright light in a 25 foot radius and 25 feet of dim light beyond that.
Lightning Resistance: Your hide is rubbery and resists shocks, you have Resistance to lightning damage.

Ampharos (6)
Size: Ampharos are medium size.
Base Speed: 30
Ability Score Increase: +1 to Constitution or Intellect.
Natural Weapon: An Amparos’s natural weapon is a bludgeoning slam attack, likely a head-butt.
Hoofed Biped: Your species uses two legs as their primary mode of movement. The hooves at the end of their arms tend to not be able to manipulate or grab onto objects very well. For combat purposes, this species can hold an object between both arms, but cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Light the Way: The tip of your tail is luminescent, you may use a bonus action to illuminate or douse it. Your tail sheds bright light in a 30 foot radius and 30 feet of dim light beyond that.
Lightning Immunity: Your hide is rubbery and absorbs shocks, you have Immunity to lightning damage.

Basically, you have everything of the base form, then add anything new for the evolved forms (if you lose something, it's always the first thing under the species name). I do realize I've put their body shape, diet, and natural weapon on each of them (even when there wasn't a change). I don't really have an excuse for that one. There's some that stay generally as they are for all their evolutions, then there are others like any bug that has a cocoon stage. It kind of makes me want to pull my hair out.


Sentret (3)
Size: Sentret are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Dexterity, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A Sentret’s natural weapon is a bludgeoning slam attack.
Evolution: Sentret evolve after storing enough energy, you evolve at level 4.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a carnivore, and eat meat and flesh.
Alert: You have proficiency with the Perception skill.
Keen Eye: Your kind’s eyes are sharp and difficult to evade. You may use the Search action as a bonus action.


Furret (6.5)
Size: Furret are medium size.
Base Speed: 35
Ability Score Increase: +1 to Strength, Dexterity, Constitution, or Wisdom.
Natural Weapon: A Furret’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a carnivore, and eat meat and flesh.
Labyrinthine Recall: Your kind prefer to live in homes of complicated layout, you can perfectly recall any path you have traveled.
Lithe: Your kind are thin and flexible, you are considered one size category smaller when determining if you are squeezing through a space.


Cleffa (2.5)
Size: Cleffa are small size.
Base Speed: 25
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A Cleffa’s natural weapon is a bludgeoning slam attack.
Evolution: Cleffa evolve most frequently during times they are at peace with themselves, you must be at least level 3 to evolve.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Magic Guard: Your fey powers protect you from certain dangers. You have Resistance against damage that does not involve an attack roll or saving throw. (For example: If you were engulfed by a gelatinous cube, you would halve the acid damage you take at the beginning of your turn.)

Clefairy (4.5)
Size: Clefairy are small size.
Base Speed: 30
Ability Score Increase: +1 to Intellect, Wisdom, or Charisma.
Natural Weapon: A Clefairy’s natural weapon is a bludgeoning slam attack.
Evolution: Clefairy evolution is triggered by exposure to a moon stone, you must be at least level 5 to evolve again.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Moon’s Flight: Your kind can store moonlight in the wings on your back to fly through the air. You gain a fly speed of 20 that lasts up to 10 minutes and requires your concentration. Once you use this feature, you must complete a long rest to use it again.

Clefable (7)
Size: Clefable are medium size.
Base Speed: 30
Ability Score Increase: +1 to Constitution, Wisdom, or Charisma.
Natural Weapon: A Clefable’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Supernatural Hearing: Your kind has been rumored to be able to hear a pin drop from over half a mile away, but they have never seen fit to correct the world at large. You can cast the Clairvoyance spell with the “hearing” option. It requires your concentration and lasts up to 5 minutes, but you do not need to provide material components and it only requires 1 minute to cast. You must complete a long rest to cast this spell again.
Surface Tension: Your kind is able to walk on the surface of liquids without falling through. You do, however, still touch the liquid and possibly take damage from being in contact with it.
Something tells me Magic Guard will need tweaking, I can't remember too many instances of being able to take damage without either of those rolls going out. But I'm sure there's more than I can recall. I know of: 1) taking damage from falling and the environment, such as lava. But not traps, because most of those have attack rolls or saves. 2) swallowed alive like in the example. 3) damage from Magic Missile. 4) reoccurring damage from spells like Witch Bolt.
I marked it down in my notes with a value of 1.5, but I'm wondering if that's too strong still?

Audino (5.51)
Size: Audino are medium size.
Base Speed: 30
Ability Score Increase: +1 to Constitution. +1 to Dexterity or Wisdom. And +1 to a stat of your choice.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Audioscopic: The feelers on your ears are very sensitive to sound. You have proficiency in the Perception skill when the check relies on hearing. You are also able to read the current emotional state of a creature you can touch with a feeler.
Healer: You have proficiency in the Medicine skill or with the Herbalism Kit.
Blessed Touch: Audino are able to fortify the body with just a touch. You can cast the Heroism spell at level 3 and Lesser Restoration at level 5, you can cast each once, then must complete a long rest to cast them again. Upon character creation, you choose Intellect, Wisdom, or Charisma to use as your caster stat for these spells.
Mercy: Your kind have always preferred pacifism, and that instinct has long woven itself into Audino blood. Any damage you intentionally deal may be considered non-lethal.


Zorua (3.5)
Size: Zorua are small size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Dexterity, Intellect, or Charisma. And +1 to a stat of your choice.
Natural Weapon: A Zorua’s natural weapon is a slashing claw attack.
Evolution: Zorua evolve after time and practice with their illusions, you evolve at level 7.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Illusionary Disguise: You are able to use your magic to make yourself appear to be another creature. You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until this effect ends or you use your action to dismiss it. You can seem to be a creature you know well, that is also the same size category as you. The effects of this feature are purely visual and don’t have a physical presence in the world. Creatures and objects will pass through the disguise if you appear as a creature larger than yourself, and things would bump into you while seemingly in midair if your disguise makes you appear smaller. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation check (DC = 8 + your spellcasting modifier + your proficiency). Choose Intellect, Wisdom, or Charisma as your spellcasting stat for this feature during character creation. The disguise lasts as long as you concentrate on it and takes 1 minute to don, as you focus on the details of the illusion.

Zoroark (6.5)
Size: Zoroark are medium size.
Base Speed: 30
Ability Score Increase: +1 Dexterity or Intellect.
Natural Weapon: A Zoroark’s natural weapon is a slashing claw attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Disguise Mastery: Through maturity and practice with your illusions, you’ve grown more adept with your natural abilities. You may appear to be a creature one size category larger or smaller than you really are with the Illusionary Disguise feature.
Hybrid Movement: If you are holding nothing in your paws, you may run on all fours to increase your speed. You can use the Dash action as a bonus action if you aren’t carrying anything in your paws.


Minccino (3.01)
Size: Minccino are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Dexterity, Constitution, or Charisma. And +1 to another stat of your choice.
Natural Weapon: A Minccino’s natural weapon is a bludgeoning slam attack.
Evolution: Minccino evolve with exposure to a shiny stone, you must be at least level 5 to evolve.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Cute Charm: As a reaction after being hit with an attack or targeted with a spell, you may cast the Charm Person spell on the attacker. Your caster stat for this spell is Charisma, and the target doesn’t get advantage for you or your companions fighting them on the saving throw. You must complete a long rest to use this feature again.
Cleanliness: You are able to produce the cleaning effects of the Prestidigitation cantrip by batting the creature, object, or area with your broom-like tail. The effects of this feature are non-magical and don’t fade after an hour.

Cinccino (5.51)
Size: Cinccino are small size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Dexterity, or Charisma.
Natural Weapon: A Cinccino’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Technician: Your kind knows size isn’t everything and can use smaller weapons to their advantage. Increase the damage die of your natural weapon, ranged weapons without the Heavy property, and melee weapons with the Light property by one. (Only increase the damage of weapons by a maximum of one die. A dagger wouldn’t become a 1d8 if thrown.)

Rune Knight
2017-01-07, 05:11 AM
I realize I didn't say anything about the ultra beasts in that last comment. I thought they had huge base stat totals, but turns out they're lower than the pseudolegends I had already planned to get around to. And the last say is always with the DM anyway. I guess it can't really hurt to add seven more to the 300 and some already in the works.

Currently, I'm thinking of having the option to drop your stats below 8 and raise them above 15 on character creation (for the stat buy method). And you would likely be considered an Aberration for determining whether spells and stuff hit you, rather than a "humanoid" like the other Pokemon characters. As they're supposed to be alien. Like, you-might-qualify-for-making-a-Great-Old-One-warlock-pact alien.


Growlithe (3.5)
Size: Growlithe are small size.
Base Speed: 35
Ability Score Increase: +1 to Strength, Constitution, or Intellect. And +1 to another stat of your choice.
Natural Weapon: A Growlithe’s natural weapon is a piercing bite.
Evolution: Growlithe evolution is prompted by a fire stone, you must be at least level 5 to evolve.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Tracker: Your kind have a keen sense of smell. You are considered proficient and add double your proficiency bonus to Survival and Perception checks that rely on smell.
Brave: Growlithe aren’t easily intimidated, you have advantage on saves against being frightened.

Arcanine (7)
Size: Arcanine are large size.
Base Speed: 40
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: An Arcanine’s natural weapon is a piercing bite.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Tireless: Your kind is renowned for their ability to travel for long periods of time. You only need to sleep for 6 hours once every three days, instead of once every 24 hours. You also have advantage on Constitution saves against exhaustion.
Want to hear something silly? An Arcanine "is said to be able to run 6200 miles in a single day and night." -Emerald, Black and White 2 Pokedex.
Now, how fast is that? I'm sure some people already recognize it as ridiculous.
If they run nonstop for 24 whole hours, that's still a little under 260 mph. Well, that's faster than the vaunted Rapidash, that clocks in at 150.
But if that Arcanine is say, going at an adventuring pace of 8 hours of travel with breaks and stopping to eat and sleep to fill out that 24 hours? Then you have a big dog breaking the sound barrier on foot at 775 mph.
Sorry I couldn't let you have a base movement speed of 1135. Where do you get these random statistics from, anyways, Game Freak?

Slowpoke (4)
Size: Slowpoke are small size.
Base Speed: 15
Swim Speed: 30 you are also able to hold your breath for a number of minutes equal to your Constitution score.
Ability Score Increase: +1 to Strength, Dexterity, or Constitution. And +1 to another stat of your choice.
Natural Weapon: A Slowpoke’s natural weapon is a watery spray. This attack deals bludgeoning damage with a range of 50 and uses Constitution as the attack stat.
Evolution: Slowpoke evolution occurs when a Shellder attaches onto their tail or head, you must be at least level 8 to evolve.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Delayed Reaction: Whether your kind can ignore pain or their nervous system is slower than average is unclear. Whenever you are dropped to 0 hit points, you may activate this feature to instead drop to 1 HP and ignore further damage to you. At the end of your next turn you fall unconscious and are dying (even if you received healing). You must complete a long rest to use this feature again.

Slowbro (6.5)
Size: Slowbro are medium size.
Base Speed: 20
Swim Speed: 30 you are also able to hold your breath for a number of minutes equal to your Constitution score.
Ability Score Increase: +1 to Strength, Dexterity, Constitution, or Intellect.
Natural Weapon: A Slowbro’s natural weapon is a watery spray. This attack deals bludgeoning damage with a range of 50 and uses Constitution as the attack stat.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Moment of Clarity: Your Shellder partner bites down on your tail to grant you a measure of focus. You may use a bonus action to gain advantage on the next ability check you make until the end of your turn. You must complete a short or long rest to use this feature again.

Slowking (6.5)
Size: Slowking are small size.
Base Speed: 20
Swim Speed: 30 you are also able to hold your breath for a number of minutes equal to your Constitution score.
Ability Score Increase: +1 to Constitution, Intellect, Wisdom, or Charisma.
Natural Weapon: A Slowking’s natural weapon is a watery spray. This attack deals bludgeoning damage with a range of 50 and uses Constitution as the attack stat.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Brilliant Recollection: Poison flowing through another creature’s brain may be a problem, but your kind makes the most of it. You are considered proficient in Arcana, History, Medicine, Nature, and Religion checks when…
• Recalling arcane lore about magic items and spells (but not identifying a spell that was cast).
• Recalling historic information about events and places.
• Recognizing a certain disease in someone.
• Recalling knowledge about beasts, plants, terrain, types of vegetation and weather.
• Recalling lore about deities, temples, and rituals.


Grimer (3.01)
Size: Grimer are small size.
Base Speed: 20
Ability Score Increase: +1 to Strength, Constitution, Intellect, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A Grimer’s natural weapon is a bludgeoning slam attack.
Evolution: Grimer evolve after gaining enough strength, you evolve at level 8.
Other Body Type: You are an amorphous being, and can slip through cracks even as small as 1 inch given enough time to get all of your body through. You’re able to control the sludge that makes up your body well enough to grasp objects and manipulate the environment with them.
Diet: You are a true omnivore, and can survive on just about anything.
Indigestion: Your toxic makeup can prove harmful to anything that wants to make a meal of you. If you ever find yourself in a creature’s stomach, that creature takes 3d6 of poison damage at the start of its turn.
Alchemical Composition: Grimer are divided into two subraces that are mostly dependent upon what you consumed while young.
 Sneaky: Your kind slide along the ground, and your body blends with dim light. You have proficiency with the Stealth skill.

 Poison Fang: You may use your action to make an attack roll. If you hit, the target takes natural weapon damage and they must succeed a DC (8 + your proficiency + your Constitution modifier) Constitution save or take (1/5 of your level, rounded up) d8s poison damage.

Muk (6.01)
Size: Muk are medium size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Constitution, or Intellect.
Natural Weapon: A Muk’s natural weapon is a bludgeoning slam attack.
Other Body Type: You are an amorphous being, and can slip through cracks even as small as 1 inch given enough time to get all of your body through. You’re able to control the sludge that makes up your body well enough to grasp objects and manipulate the environment with them.
Diet: You are a true omnivore, and can survive on just about anything.
Alchemical Composition: Your evolution has triggered further development of your capabilities.
 Stench: Your kind emit a powerful odor that can make other violently ill. A creature that starts its turn within 10 feet of you must succeed a DC (8 + your Constitution modifier + your proficiency) Constitution saving throw or be poisoned until the start of its next turn. On a successful save, the creature is immune to your stench for 24 hours.

 Oil Slick: Your kind are able to produce semi-magical effects through the vivid colors and physical makeup of your bodies. You can create effects that mimic the Grease and Hypnotic Pattern spells. The Grease effect can be placed within 20 feet of you. The Hypnotic Pattern effect emanates from you, but you are not affected by it. You can use each effect once, then must complete a long rest to use them again.


Shellder (2)
Size: Shellder are small size.
Base Speed: 15
Swim Speed: 20
Ability Score Increase: +1 to Strength, Dexterity, Constitution, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A Shellder’s natural weapon is spike-shot. This attack deals piercing damage with a range of 50 feet and uses Dexterity as its attack stat.
Evolution: Shellder evolve either through a reaction to a water stone, you must be at least level 8 to evolve.
Other Body Type: You are a mollusk with hard shells encasing your body. For combat purposes, you cannot use standard manufactured weapons, but lacking the required strength for heavy armor does not slow your movement speed.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Amphibious: You are able to breathe both air and water.


Cloyster (6)
Size: Cloyster are medium size.
Base Speed: 20
Swim Speed: 20
Ability Score Increase: +1 to Dexterity, Constitution, Wisdom, or Charisma. And +1 to another stat of your choice.
Natural Weapon: A Cloyster’s natural weapon is spike-shot. This attack deals piercing damage with a range of 50 feet and uses Dexterity as its attack stat.
Other Body Type: You are a mollusk with hard shells encasing your body. For combat purposes, you cannot use standard manufactured weapons, but lacking the required strength for heavy armor does not slow your movement speed.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Withdraw: You can take cover inside your shell and endure damage. Whenever you take damage, you can use your reaction to reduce the damage by (1d12 + your Constitution modifier). You must complete a short or long rest to use this feature again.
This one still feels a bit on the boring side.

Krabby (3)
Size: Krabby are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Dexterity, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A Krabby’s natural weapon are their crushing pincers.
Evolution: Krabby evolve after storing enough energy, you evolve at level
Other Body Type: You are a crustacean that stands on four legs and has a pair of pincers. The pincers are somewhat clumsy and you have disadvantage on checks using any tool kit or musical instrument you don’t have proficiency with. Your extra legs help to resist external movement, though. When an effect would attempt to move you from your current space, you are considered proficient in whatever save or check you need to make.
Diet: You are a carnivore, and eat meat and flesh.
Amphibious: Your kind live in the oceans and on beaches, you can breathe both air and water.
Aquatic Stride: While in water, you can choose to sink 30 feet per round. You may move your full speed while walking along the bottom of a body of water.

Kingler (6.5)
Size: Kingler are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Dexterity, or Wisdom.
Natural Weapon: A Kingler’s natural weapon are their crushing pincers.
Other Body Type: You are a crustacean that stands on four legs and has a pair of pincers. The pincers are somewhat clumsy and you have disadvantage on checks using any tool kit or musical instrument you don’t have proficiency with. Your extra legs help to resist external movement, though. When an effect would attempt to move you from your current space, you are considered proficient in whatever save or check you need to make.
Diet: You are a carnivore, and eat meat and flesh.
Southclaw: Evolution has caused your left pincer to grow out of proportion. You are considered one size category larger when determining your natural weapon damage with the left pincer. When you wield a weapon or shield in your left claw, it may have different effects.
• Weapons with the heavy property deal an extra 1d4 of the same damage type.
• As an action, you may take cover behind your oversized shield. Choose a side of your space (or direction), you have ¾ cover against attacks originating from that side (+5 to AC and Dexterity saves). To use this, you must have a larger than average shield.

Rune Knight
2017-01-12, 03:38 AM
So, with 45 evolution families (108 different Pokemon) done, I don't see too much need to keep asking for feedback. With around 400 views and no one saying that anything looks too bad, I'll just try to keep everything in line with what's already written down. I may not keep posting in sets of five anymore, but at the very least I should be back with the completed project. If I keep going at the pace that I have been (about 20 evolution families per week), I should be done in around four months. I plan to post 15 more here, to make it an even 60. Unless anyone requests some, the upcoming five are Chimchar, Budew, Roggenrola, Timburr, and Deino.


Rhyhorn (4.5)
Size: Rhyhorn are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength or Constitution. And +1 to another stat of your choice.
Natural Weapon: A rhyhorn’s natural weapon is a piercing gore.
Evolution: Rhyhorn evolve after growing strong enough, you evolve at level 9.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Strength of Stone: Your kind is able to bear heavy loads easily. Wearing heavy armor does not lower your movement speed, and you are considered one size category larger when determining how much you can push, pull, drag, or lift.

Rhydon (6)
Size: Rhydon are medium size.
Base Speed: 25
Burrow Speed 5: Rhydon are able to drill through solid rock, but it takes time to make a large enough tunnel with the small surface area of their horn compared to the rest of their body.
Ability Score Increase: +1 to Strength, Constitution, or Intellect.
Natural Weapon: A rhydon’s natural weapon is a piercing gore.
Evolution: Rhydon evolution may be triggered by a strong desire to defend others (or just a protector item), you must be at least level 13 to evolve once more.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Lavawalker: Your kind’s hide can withstand extreme heat. You have Resistance to magical fire damage (breath weapons and other monster attacks are included here) and immunity to non-magical fire damage. This heat resistance even allows you to move in lava unharmed, though it is considered difficult terrain.

Rhyperior (7)
Size: Rhyperior are large size.
Base Speed: 25
Burrow Speed 5: Rhyperior are able to drill through solid rock, but it takes time to make a large enough tunnel with the small surface area of their horn compared to the rest of their body.
Natural Weapon: A rhyperior’s natural weapon is a piercing gore.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Rock Blast: Your kind is able to launch stones from the holes in your palms. Using your action, you may throw any rock heavier than 5 pounds. The stone deals (3d6 + your strength modifier) bludgeoning damage, at 17 the damage increases by 1d6. You are proficient with this 30/60 ranged attack, and you use Strength as your attack stat for it.


Nincada (3.5)
Size: Nincada are small size.
Base Speed: 25
Burrow Speed: 15
Ability Score Increase: +1 to Dexterity or Constitution. And +1 to another stat of your choice.
Natural Weapon: A nincada’s natural weapon is a slashing attack.
Evolution: Nincada evolve when they have stored enough energy and shed their adolescent carapace, you evolve at level 5.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Sunlight Sensitivity: Your kind’s eyes don’t deal well with harsh sunlight. You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Tremorsense: Your kind is able to detect vibrations in the ground around them. If you are in contact with the ground, you can detect the presence of creatures with 45 feet if they are also in contact with the ground. Detecting a creature through this means removes the disadvantage imposed by Sunlight Sensitivity.

Ninjask (7)
You lose your Burrow Speed, Sunlight Sensitivity, and Tremorsense.
Size: Ninjask are small size.
Base Speed: 5
Fly Speed: 50
Ability Score Increase: +1 to Dexterity, Intellect, or Wisdom.
Natural Weapon: A ninjask’s natural weapon is a slashing attack.
Other Body Type: You are a flying insectoid, whose shadow manifests to harry opponents. You are able to use your paws with no real trouble while hovering. You also have a second set of smaller paws that can make an extra object interaction during your turn.
Diet: You are an herbivore, and eat plant matter.
Winged Flight: You are able to move through the air at your fly speed, or can hover in place. Your wingspan is twice your height and you are only able to fly in areas large enough to accommodate them. You also cannot wear heavy armor while flying.
Blurred Speed: Your kind can become near invisible when moving quickly. If you take the Dash action, you may cast the Blur spell as a bonus action. Your casting stat for this spell is Wisdom. You must complete a long rest to use this feature again.
Shade’s Presence: Some think a nincada’s soul splits in two upon evolution, leaving the physical body and spirit separate. What you let others believe is up to you, but your shadow is able to take the shape of the carapace you shed upon evolution when it affects the material world. You have the following options...
• Spite: As a bonus action, your shadow manifests in a space adjacent to you and curses a creature within 60 feet. Until the end of your next turn, the next ability check the target makes has disadvantage.
• Shadow Sneak: As an action, your shadow lunges at a target within 80 feet and remains adjacent to them until your next turn. The target must succeed a Strength saving throw (DC = 8 + your proficiency + your wisdom modifier) or take 1d8 necrotic damage. This damage increases by 1d8 at level 5, 11, and 17.
• Shadow Sight: As an action, your shadow moves to a location within 100 feet and you are able to see and hear through it. At the start of your next turn, you decide whether to keep looking through the shadow’s eyes or have it return to you. The shadow has the same senses that you have. During this time, you are deaf and blind with regard to your own senses.
Your shadow can’t block any creature’s movement, and it doesn’t get a reaction. It can only be damaged by fire and necrotic, but any amount of those damage types will disperse it. If your shadow is dispersed, you must wait 1d4 rounds for it to reform before you can use any of these features again.


Nosepass (3.5)
Size: Nosepass are medium size.
Base Speed: 25
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A nosepass’ natural weapon is a bludgeoning slam attack.
Evolution: Nosepass evolve in areas of strong magnetic fields, or places high above sea level. You must be at least level 6 to evolve.
Hoofed Biped: Your species uses two legs as their primary mode of movement. The hooves at the end of their arms tend to not be able to manipulate or grab onto objects very well. For combat purposes, this species can hold an object between both arms, but cannot use standard manufactured weapons.
Diet: You are a terravore, and feed on stone or gems.
Ironskin: Your kind is tough and hard to land a solid strike against. You have a +1 bonus to Armor Class.
Magnetic Attunement: You always know which direction is north. Also, you are able to draw objects made of ferrous metal towards yourself. As an action, you can increase your magnetic pull, possibly drawing metals within 20 feet towards you. Small unattended objects up to a couple pounds, fly to you. Also, creatures who are holding metal weapons must succeed a Strength saving throw (DC = 8 + your Constitution + your proficiency) or be disarmed as their weapon is attracted to you. These items stick to you until the end of your next turn. You must complete a short or long rest to use this feature again.

Probopass (6.5)
Size: Probopass are medium size.
Base Speed 0: You are unable to move without the use of your magnetic powers.
Levitation 30: Your kind has the ability to float through the air at a speed of their levitation number, and are able to hover ten feet above the ground through magnetism. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend all of their movement for one round to regain control, then they lower 60 feet per round to their normal hovering height.
Ability Score Increase: +1 to Constitution, Wisdom, or Charisma.
Natural Weapon: A probopass’ natural weapon is a bludgeoning slam attack.
Other Body Type: Your main body is mostly immobile, but evolution has granted you fine control over your magnetic powers. You are able to move the three mini-noses that follow you to manipulate small objects, but they don’t have the grip required for wielding weapons. However, you are able to magnetically control weapons and objects made of ferrous metals, weapons controlled in this way effectively have the Reach property.
Diet: You are a terravore, and feed on stone or gems.
Master of Magnetism: Evolution has granted you more control over your innate powers. Your Magnetic Attunement’s range is increased to 30 feet, and unattended objects of up to 400 pounds are dragged 15 feet towards you. Creatures made of metal, or wearing metal armor cannot move further away from you than they currently are, and must succeed a Strength saving throw (DC = 8 + your Constitution + your proficiency) or be drawn 15 feet closer to you.



Skitty (3.5)
Size: Skitty are small size.
Base Speed: 35
Ability Score Increase: +1 to Dexterity, Wisdom, or Charisma. And +1 to another stat of your choice.
Natural Weapon: A skitty’s natural weapon is a slashing claw attack.
Evolution: Skitty evolve through exposure to the energies given off by a moon stone, you must be at least level 5 to evolve.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Darkvision: You can see in dim light as if it were bright light, and darkness as if it were dim light out to 60 feet. You can only see shades of grey in darkness.
Distractible: Whether a curse or a ruse, your kind appears to have a fascination with moving objects. Whenever you take the Dodge action, you may also use a bonus action to chase your own tail. You get all the normal benefits of the Dodge action and any creature within 10 feet of you acts as if under the Confusion spell until the end of your next turn. At the start of your next turn, you must succeed a DC 10 Dexterity check or fall prone. If you fail the check, standing up takes all of your movement speed this turn (if you remain prone, standing only requires half your movement on the next turn). Creatures may not be affected by your antics for 24 hours after they have been confused by them. You must complete a short or long rest to use this feature again.

Delcatty (6.5)
Size: Delcatty are medium size.
Base Speed: 40
Ability Score Increase: +1 to Strength, Dexterity, Wisdom, or Charisma.
Natural Weapon: A delcatty’s natural weapon is a slashing claw attack.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Wanderlust: Evolution triggers a desire to experience new things in your kind. But, while some can be convinced to stay in one place, the majority won’t be satisfied. This drive manifests in a couple of ways…
• Learning new languages and tool sets takes half the time, and you do not need an instructor for learning how to use tool sets (PhB page 187).
• Your kind’s nature is known in most civilized places of the world. When attempting to learn more about rumors and local information, even unscrupulous people will overlook general curiosity. Asking more directly of sensitive information requires the creature to make a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency). Success means they take offense. Failure means they don’t act against you, but they also aren’t required to give you an answer.
I enjoyed this one. Not going to lie, it took a while to come up with an interesting reason as to why a skitty would make their home in a tree, but then a delcatty suddenly doesn't keep a permanent place to sleep. And you knew that silly tail-chasing thing had to be in here in some way. It's only mentioned in every single one of the Pokedex entries for skitty. It was kind of like Aron.

Aron (1.5)
Size: Aron are small size.
Base Speed: 25
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: An aron‘s natural weapon is a bludgeoning slam attack.
Evolution: Aron evolve after growing strong, you evolve at level 7.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a terravore, and feed on stone or gems.
Steadfast: Your kind barely notice the extra weight of armor. Heavy armor does not slow you for having a low Strength score.
Mountainwise: Your kind once lived in the mountain ranges of the world and they passed their knowledge on to you. You are considered proficient and add double your proficiency bonus to any check related to…
• Athletics and Acrobatics checks made to traverse mountainous terrain.
• Knowledge of plants and animals that tend to live at higher elevations.
• Plotting a course through a range, or a trek up a specific mountain.

Lairon (4)
Size: Lairon are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength or Constitution.
Natural Weapon: A lairon’s natural weapon is a bludgeoning slam attack.
Evolution: Lairon evolve when they grow more powerful, you evolve once more at level 9.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a terravore, and feed on stone or gems.
Sturdy: Your kind are resilient and can take a hit. Whenever you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You must complete a long rest to use this feature again.

Aggron (7.5)
Size: Aggron are large size.
Base Speed: 30
Burrow 5: Aggron are able to break through bedrock with their horns, but it takes time to make a large enough tunnel for themselves.
Ability Score Increase: +1 to Strength or Constitution.
Natural Weapon: An aggron’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a terravore, and feed on stone or gems.
Vigilant: Your kind possesses an acute awareness of your environment, even while busy with other tasks. You always contribute your passive Perception score to the group’s chance of noticing a hidden threat while traveling, regardless of whether you are navigating, drawing a map, tracking, or foraging (PhB 183). If you focus your attention on watching for dangers and do no other activities, you get a +5 to your passive Perception score while traveling. Also, when taking the Search action, you have advantage on the roll.
Except every evolution talks about how these creatures eat iron. I get it Game Freak, please give me something I can work with next time!

SangoProduction
2017-01-12, 05:43 AM
Want to hear something silly? An Arcanine "is said to be able to run 6200 miles in a single day and night." -Emerald, Black and White 2 Pokedex.
Now, how fast is that? I'm sure some people already recognize it as ridiculous.
If they run nonstop for 24 whole hours, that's still a little under 260 mph. Well, that's faster than the vaunted Rapidash, that clocks in at 150.
But if that Arcanine is say, going at an adventuring pace of 8 hours of travel with breaks and stopping to eat and sleep to fill out that 24 hours? Then you have a big dog breaking the sound barrier on foot at 775 mph.
Sorry I couldn't let you have a base movement speed of 1135. Where do you get these random statistics from, anyways, Game Freak?


Well, it's not as bad as a lava snail that's hotter than the surface of the sun.

Rune Knight
2017-01-14, 01:32 AM
I want to believe they just accidentally put in an extra 0 for how hot a magcargo is. Then it would be in the average temperature range for most magma, but I've learned to live with most of what I've found.

Chimchar (2.5)
Size: Chimchar are small size.
Base Speed: 30
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A chimchar’s natural weapon is a bludgeoning slam attack.
Evolution: Chimchar evolve after storing enough energy, you evolve at level 4.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Natural Climber: Your kind are agile and easily climb rough cliffs. You are considered proficient in Athletics checks made to climb something and add double your proficiency modifier. Climbing doesn’t slow your movement speed.

Monferno (4)
Size: Monferno are small size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Dexterity, Intellect, or Charisma.
Natural Weapon: A monferno’s natural weapon is a bludgeoning slam attack.
Evolution: Monferno evolve once they have enough control over their fiery abilities, you evolve once more at level 8.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Iron Fist: You are considered one size category larger when determining your natural weapon damage die.

Infernape (6.5)
Size: Infernape are medium size.
Base Speed: 35
Ability Score Increase: +1 to Strength, Dexterity, or Intellect.
Natural Weapon: An infernape’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Fiery Arts: Your kind use their own unique style of martial arts. When attacking with your natural weapon or an unarmed strike, your damage may be either bludgeoning or fire (chosen before making the attack).


Budew (.5)
Size: Budew are tiny size.
Base Speed: 15
Ability Score Increase: +1 to Constitution, Wisdom, or Charisma. And +1 to another stat of your choice.
Natural Weapon: A budew’s natural weapon is a poisonous powder. If you take the Attack action, you may send a cloud of poisonous pollen at a creature within 25 feet, the target must succeed a Constitution saving throw (DC = 8 + your Constitution + your proficiency) or take damage equal to (your natural weapon damage die + your Constitution modifier).
Evolution: Budew evolve after storing enough energy, you must be at least level 4 to evolve.
Other Body Type: You are a plant-like creature that moves on two legs, your vines are currently undeveloped and you must make due with other means of interacting with your environment.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
False Appearance: While you remain motionless, you appear to be a small bush. Those proficient with the Nature skill may be able to recognize you for what you are.
Sweet Scent: Your poisons produce a very enticing aroma that can distract creatures. As a bonus action, a creature within 50 feet must succeed a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency) or the next attack roll made against them has advantage. Once a creature has been affected by this feature, they cannot be affected again for 24 hours. You must complete a short or long rest to use this feature again.

Roselia (5.5)
Size: Roselia are small size.
Base Speed: 25
Ability Score Increase: +1 to Dexterity, Intellect, Wisdom, or Charisma.
Natural Weapon: A roselia’s natural weapon is a poisonous stab. This attack deals piercing or poison damage, chosen when making the attacking. If you chose poison as the damage type, the target must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency) or gain the Poisoned condition for 1 minute. This attack cannot be delivered by your vines.
Evolution: Roselia evolution is triggered by a shiny stone, you must be at least level 7 to evolve.
Other Body Type: You are a plant-like creature that moves on two legs and has a pair of arms with large, faux roses at the wrists.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
False Appearance: While you remain motionless, you appear to be a small rose bush. Those proficient with the Nature skill may be able to recognize you for what you are.
Vine Manipulator: Your species can extend the thorny vines that are hidden in the rose petals at the end of your arms, which can be used to wrap around things. The vines cannot manipulate small objects as well as a hand or paw, but can manage standard manufactured weapons that do not have the two-handed property as well as the traditional D&D races. When using your vines for grappling, you deal 1 piercing damage at the start of your turn to any creature you have grappled. You have Reach while using the vines.

Roserade (7)
Size: Roserade are small size.
Base Speed: 30
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A roserade’s natural weapon is a poisonous slash. This attack deals slashing or poison damage, chosen when making the attack. If you chose poison as the damage type, the target must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency) or gain the Poisoned condition for 1 minute. This attack can only be delivered by your vines.
Other Body Type: You are a plant-like creature that moves on two legs and has a pair of arms with large, faux, rose bouquets at the wrists.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
False Appearance: While you remain motionless, you appear to be a rose bush. Those proficient with the Nature skill may be able to recognize you for what you are.
Sweeter Scent: You may use the Sweet Scent feature twice, both uses are returned after completing a short or long rest.


Roggenrola (0)
Size: Roggenrola are small size.
Base Speed: 20
Ability Score Increase: +1 to Strength, Constitution, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A roggenrola’s natural weapon is a bludgeoning slam attack.
Evolution: Roggenrola evolve after gaining enough energy, you evolve at level 6.
Biped: Your species uses two legs as their primary mode of movement. The lack of arms requires this species to come up with more creative ways to manipulate their environment. For combat purposes, species with this trait cannot use most standard manufactured weapons.
Diet: You are a terravore, and feed on stone or gems.
Echolocation: Your kind lack eyes, but “see” the world through their sense of hearing. You are unable to distinguish color or exact form (reading words from a book would be impossible). But you have Blindsight within a range of 20 feet and automatically detect creatures who are not trying to be quiet out to a range of 80 feet. Beyond 20 feet, you cannot detect the surrounding terrain. You are considered proficient and add double your proficiency bonus when making a Perception check that relies on hearing. You cannot be affected by the Blinded condition.
Steadfast: Your kind barely notice the extra weight of armor. Heavy armor does not slow you for having a low Strength score.
Cave Dweller: Your kind have preferred, and have adapted to, living underground over the ages. You know a few things about how to get around caves and the Underdark…
• You are considered proficient in the appropriate skill when making a check to recall information on plants, animals, and monsters that live in caverns.
• You are considered proficient in the Perception and Investigation skills when searching for traps and locations that are at risk of caving in.

Boldore (3)
Size: Boldore are medium size.
Base Speed: 25
Ability Score Increase: +1 to Strength or Constitution.
Natural Weapon: A boldore’s natural weapon is a bludgeoning slam attack.
Evolution: Boldore evolve after travel and experience, you evolve once more at level 9.
Other Body Type: You are a three legged mineral based life-form. Your forelimbs cannot use standard manufactured weapons and can have difficulty with small tools or objects without proper training, but you have advantage on checks to resist the Shove action.
Diet: You are a terravore, and feed on stone or gems.
Echolocation: The range of your Blindsight increases to 25 feet, and you can detect creatures who are not trying to be quiet at a range of 100 feet.
Sturdy: Your kind are resilient and can take a hit. Whenever you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You must complete a long rest to use this feature again.

Gigalith (6)
Size: Gigalith are large size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Constitution, or Wisdom.
Natural Weapon: A gigalith’s natural weapon is a bludgeoning slam attack.
Other Body Type: You are a four legged mineral based life-form. Your forelimbs cannot use standard manufactured weapons and can have difficulty with small tools or objects without proper training, but you have advantage on checks to resist the Shove action.
Diet: You are a terravore, and feed on stone or gems.
Echolocation: The range of your Blindsight increases to 30 feet, and you can detect creatures who are not trying to be quiet at a range of 120 feet.
Solar Beam: You gather sunlight and direct its pure form at your foes. While you are in direct sunlight, you may use your action to begin charging energy. As a bonus action on your next turn, you may unleash that energy at a target within 100 feet. Make a ranged spell attack against that target using your choice of Intellect, Wisdom, or Charisma. If you hit, the target takes 6d10 radiant damage. The damage increases by 1d10 at level 14. You must complete a short or long rest to use this feature again.


Timburr (2.51)
Size: Timburr are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Constitution, or Intellect. And +1 to another stat of your choice.
Natural Weapon: A timburr’s natural weapon is a bludgeoning slam attack.
Evolution: Timburr evolve after discovering the miracle of steel, you evolve at level 6.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Apprentice Engineer: Your kind have an instinctive understanding of architecture. You have proficiency with Carpenter’s Tools. You are also able to cut a perfectly square 8X8 wooden club during a short rest. When using such a piece of lumber as your natural weapon, you double your high and long jump distances. You may also use your reaction to gain advantage on an Acrobatics check to keep your balance. All crafted weapons from the Engineer features require both hands to wield.

Gurdurr (5.01)
Size: Gurdurr are medium size.
Base Speed: 30
Natural Weapon: A gurdurr’s natural weapon is a bludgeoning slam attack.
Evolution: Gurdurr evolve after figuring out the secrets of concrete, you evolve once again at level 9.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Journeyman Engineer: You gain proficiency with Smith’s Tools, and are able to craft a small steel girder over the course of a long rest. You have Reach when using the girder as your natural weapon, but you are considered one size category smaller when determining your natural weapon damage die.
Overwhelm: Your kind’s great strength can take down even the toughest of opponents. If you attack with one of your kind’s crafted weapons, you are considered one size category larger when determining your natural weapon damage die.

Conkeldurr (7.02)
Size: Conkeldurr are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Constitution, Intellect, or Wisdom.
Natural Weapon: A conkeldurr’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Master Engineer: You gain proficiency with Mason’s Tools, and are able to craft a pair of concrete canes over the course of 24 hours. When using the canes as your natural weapon, you may use your action to swing both at an adjacent target. If your hit, you deal 1d(natural weapon damage die) + your strength modifier bludgeoning damage.
Area Control: You know how to make most use of your kind’s crafted weapons. There are a few different techniques for each weapon…
• Lumber: As a bonus action, you throw the weapon into a surface within 40 feet. It becomes difficult terrain until removed. You may pick the weapon back up as a bonus action, but another creature must use an action to attempt to remove the weapon and succeed a DC 14 Strength check.
• Girder: As a bonus action, you drive the weapon into an unoccupied adjacent space. It becomes difficult terrain until removed. You may pick the weapon back up as an action, but another creature must use their action to attempt to remove the weapon and succeed a DC 18 Strength check.
• Concrete: As a bonus action, you may place both canes on two separate adjacent spaces. These spaces are considered difficult terrain, but may be easily stood upon by anyone. They can also provide half cover (PhB page 196). These pillars are heavy and difficult to move in regards to other creatures. Pushing one aside requires the creature moving it to take an action and attempt a DC 20 Strength check.


Deino (2)
Size: Deino are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Constitution or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A deino’s natural weapon is a piercing bite.
Evolution: Deino evolve once they grow powerful enough, you evolve at level 11.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Shadow Ancestry: Your kind are said to originate from the Shadowfell, where it is bleak and large areas are ruled by beings of great cruelty. Your kind grew used to these looming threats before they were able to migrate to the material plane. You have advantage on saving throws against being frightened, and illuminating magic doesn’t “stick” to you (for example; the Light spell can’t be placed on you or an object you are wearing, and you automatically succeed the saving throw for Faerie Fire).

Blindsense: Your kind lack eyes and cannot see the world in the way most do. You are easily able to detect motion as an outline around the moving creature or object, but can otherwise only “hear” the location of anything around you in a limited form of echolocation. You are unable to distinguish color or exact forms (such as reading words on a book). Something that remains motionless and silent is also difficult to detect (you must take the Search action to attempt to find such a creature or object, and beat their Constitution [Stealth] vs. your Wisdom [Perception] check. Or DC 10 Wisdom [Perception] check to find a non-moving object), succeed allows you to see the outline of the creature or object until the end of your next turn. In combat, creatures are moving enough to give you a clear picture of them, and they do not gain advantage on their attacks against you from you being blind. You cannot be affected by the Blinded condition.

Ravening Darkness: As an action, you can breathe shadowy energy in a 15 foot line. Any creature in the area must succeed a Dexterity saving throw (DC = 8 + your proficiency + your constitution modifier) or take 1d6 necrotic damage on a failed save, or half as much on a success. This damage increases by one die at level 6, 11, and 16. This feature has Recharge 6 (roll a d6 at the beginning of your turn. On a six, you regain your use of this feature). Out of combat, you recharge at a rate of one use per minute.


Zweilous (5.5)
Size: Zweilous are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Constitution, Intellect, or Wisdom.
Natural Weapon: A zweilous’ natural weapon is a piercing bite.
Evolution: Zweilous evolve after storing energy, you evolve once more at level 13.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Engulfing Darkness: The area of Ravening Darkness becomes a 15 foot cone, and the damage dice change to d8s.
Reactive Heads: A zweilous’ two heads often squabble, but can work together when in danger. You have one extra reaction that may only be used for opportunity attacks.


Hydreigon (8.5)
Size: Hydreigon are large size.
Base Speed: 20
Fly: 30
Natural Weapon: A hydreigon’s natural weapon is a piercing bite.
Other Body Type: You are a three headed, bipedal creature that is able to fly on six wings. Your three heads have mostly stopped bickering with one another, and they are all able to coordinate to use objects, and wield manufactured weapons and shields if you have the training for them. However, you cannot use a head’s natural bite attack if that head is holding something.
Diet: You are a carnivore, and eat meat and flesh.
Reactive Heads: You have two extra reactions that may only be used for opportunity attacks.
Consuming Darkness: The area of Ravening Darkness becomes a 20 foot cone, and the damage dice change to d10s.

Hoo boy, wall of text on the deino, but I knew they had to remain blind in some way to stay true to the source. Maybe I should've made one of these for Dratini first, I feel like there was an overabundance of combat related features in this set. Anyway, there's the first pseudo-legend. They'll all be the same point value if I can help it, ultra beasts will probably get an 8 since they don't evolve. If I end up making homebrew of the real legends, they'll probably be 9-10.

Currently, the next five are Fennekin, Pancham, Furfrou, Komala, and Turtonator. And for the final five... I'm taking suggestions, because I don't have anymore written down.

Rune Knight
2017-01-15, 03:20 AM
Fennekin (3)
Size: Fennekin are small size.
Base Speed: 30
Ability Score Increase: +1 to a stat of your choice.
Natural Weapon: A fennekin’s natural weapon is their pyromancy. This is attack has a range of 50, deals fire damage, and uses Intellect or Charisma as its attack stat (chosen at creation).
Evolution: Fennekin evolve after storing enough energy, you evolve at level 4.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Telekinetic: Your species has a developed ability to manipulate their environment with their thoughts. You know the Mage Hand cantrip. When you get this feature, choose between Intellect, Wisdom, and Charisma, that is your caster stat for this cantrip. At level 7 your psychic powers have developed further, you may choose one of the following…
• Mage Hand no longer requires concentration.
• You may use your Mage Hand to attack with a weapon that it can carry.
• You may use your Mage Hand to perform grapple, shove, or disarm maneuvers.
• Your Mage Hand’s range is increased to 60 feet.

Braixen (5.5)
Size: Braixen are medium size.
Base Speed: 30
Ability Score Increase: +1 to Constitution, Intellect, or Charisma.
Natural Weapon: A braixen’s natural weapon is their pyromancy. This is attack has a range of 60, deals fire damage, and uses Intellect or Charisma as its attack stat (chosen at creation).
Evolution: Braixen evolve after gaining more control over their magic, you evolve once more at level 8.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Wands Will Fix It: Your kind know how to imbue twigs and tree branches with magical power. These wands can only be used by you, and you can enchant one over the course of a long rest. When you gain this feature you gain either…
• If you are a wizard, you add a wizard spell of first or second level to your spellbook. You may prepare one extra spell of first or second level while you are in possession of one of your crafted wands.
• If you are not a wizard, you learn a wizard spell of first or second level and may cast this spell with the wand as a required focus. You must compete a long rest to cast the spell again.

Delphox (7)
Size: Delphox are medium size.
Base Speed: 30
Ability Score Increase: +1 to Intellect, Wisdom, or Charisma.
Natural Weapon: A delphox’s natural weapon is their pyromancy. This is attack has a range of 70, deals fire damage, and uses Intellect or Charisma as its attack stat (chosen at creation).
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Vision of the Future: You are able to look into a flame to see possible futures, and get a sense of what may or may not be a good idea. You learn the Augury spell, and may cast it with its standard cast time. You must complete a long rest to cast it again. (You may cast it as many times as you like as a ritual.)
Delphox aren't getting a higher stat total because they're my favorite (they actually aren't), but because I realized that starting with one bonus to an ability score is going to suck. I've changed the features on all of the starters to keep them all at 7 (shamefully, I also saw that none of the Rowlet line had darkvision...).


Pancham (3)
Size: Pangoro are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength, Dexterity, Constitution, or Charisma. And +1 to another stat of your choice.
Natural Weapon: A pancham’s natural weapon is a bludgeoning slam attack.
Evolution: Pancham evolve after growing strong and diversifying their fighting style, you must be at least level 7 to evolve.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Panda-monium: You are considered one size category larger when determining your natural weapon damage die. You also deal double damage to inanimate objects.

Pangoro (6)
Size: Pangoro are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength, Constitution, or Wisdom.
Natural Weapon: A pangoro’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Wind’s Whisper: Your kind has the ability to detect movement through changes in air pressure. Pangoro around the world say it works best with a stalk of grass, wheat, or a bamboo twig by feeling how it moves against the roof of their mouth and tongue. You have Blindsight with a range of 10 feet.


Furfrou (6.5)
Size: Furfrou are medium size.
Base Speed: 35
Ability Score Increase: +1 to Strength, Constitution, Wisdom, or Charisma. And +1 to two stats of your choice.
Natural Weapon: A furfrou’s natural weapon is a piercing bite.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Fur Coat: Your kind’s coats are tough and difficult to pierce. While you aren’t wearing armor your AC is 12 + your Dexterity modifier.
Fabulous Trim: Your kind favor trimming their coats into various shapes. You may only have one style active, but can change it during a long rest. In 2d4 days, your fur grows back out and you return to the Natural style…
• Natural: When spending Hit Dice during a short rest, you use the higher of the number rolled or your Constitution modifier as the result for the die.
• Star: You may use the Dash or Disengage action as a bonus action. You may use this feature once, it has Recharge 6 (at the start of your turn, roll a d6. On a six, you may use this feature again).
• Diamond: You have advantage on saving throws vs. being frightened and charmed.
• Heart: As a reaction to a creature hitting you, the next source of damage the creature does deals half damage. You may use this feature once, it has Recharge 6 (at the start of your turn, roll a d6. On a six, you may use this feature again).
• Pharaoh: As an action, you may stir up dust and debris in the nearby area. This affects a 120 foot area, centered on you and lasts for 1 minute. Creatures can only see 60 feet through the sandstorm, but otherwise aren’t hindered. You must complete a long rest to use this feature again.
• Kabuki: You gain proficiency in the Persuasion and Performance skills. If you already have proficiency in either, you add double your proficiency bonus to the appropriate skill.
• La Reine: You gain proficiency in the Intimidate skill. As an action, you may attempt to demoralize a creature. A target within 60 feet must succeed a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency) or be frightened of you for 1 minute. You must complete a short or long rest to use this feature again.
• Matron: You may use the Help action as a bonus action. You may use this feature once, it has Recharge 6 (at the start of your turn, roll a d6. On a six, you may use this feature again). If you use the Help action to aid another creature’s ability check, you may apply the benefits to two creatures.
• Dandy: You are considered proficient in Insight and Investigation checks made to determine if someone is being deceitful or evasive, and to find clues while searching an area. If you already have proficiency in Insight or Investigation, you add double your proficiency bonus to the appropriate check.
• Debutante: You gain protection from Extreme Heat (DMG 110), and can cast the Charm Person spell (DC = 8 + your Charisma modifier + your proficiency). You must complete a long rest to cast this spell again.
Had a lot of fun with this one. That's probably a good indication I may have went overboard without noticing though.


Komala (5.5)
Size: Komala are small size.
Base Speed: 25
Ability Score Increase: +1 to Strength. +1 to Wisdom or Charisma. And +1 to a stat of your choice.
Natural Weapon: A komala’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Comatose: Your kind exist in a state that other see as a combination of sleepwalking and dozing. You interpret the world around you mostly through your sense of hearing and smell which constructs a dream world where everything has a counterpart (though it may or may not be close to what it actually is in the waking world). You can “see” as far as a normal creature of your size and abilities. You are immune to the Poisoned and Blinded conditions, and magic can’t put you to sleep. You also remain aware of your surroundings while you are asleep.
Heavy Swing: Being the small or tiny size does not impose disadvantage with heavy weapons for you.
Deathly Sleep: Your kind produce a potent sedative in their saliva. It can be processed by you or a creature proficient with Alchemist’s Tools into a poison that puts a creature who ingests it into a deep sleep for 12 hours. During this time, the creature appears dead to all outward inspection and to spells used to determine the target’s status. The creature is blinded, incapacitated, and their speed drops to 0. A creature can willingly fail the saving throw if they know what they’re drinking, but an unaware creature must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency) or fall under the effects of the poison. This poison loses its effectiveness after a week.
Dream Logic: Your interpretations of the world sometimes give you clues about other people. Most komala describe this phenomenon as a creature’s dream world appearance reflecting their inner character. You have proficiency with the Insight skill.


Turtonator (6)
Size: Turtonator are medium size.
Base Speed: 25
Ability Score Increase: +1 to Constitution. +1 to Intellect, Wisdom, or Charisma. And +1 to a stat of your choice.
Natural Weapon: A turtonator’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an herbivore, and eat plant matter.
Shell Armor: While not wearing armor, your base armor class is considered 12 + your Dexterity modifier. Your kind are also able to rely on their sturdy shells in place of avoiding an attack, you may substitute your Constitution modifier for your Dexterity modifier as a bonus to armor class. (You are still limited by the maximum Dexterity modifier on the armor you wear. A turtonator with 20 Constitution and wearing full plate still only has 18 AC.)
Fire Trap: Your kind’s shells produce a volatile chemical which can be dangerous to unaware or unlucky foes. If a creature rolls a 1 on a melee attack against you, you may deal 1d12 fire damage to the attacker.

Rune Knight
2017-01-16, 05:18 AM
Ekans (3)
Size: Ekans are medium size.
Base Speed: 30
Ability Score Increase: +1 to Dexterity, Intellect, or Charisma. And +1 to another stat of your choice.
Natural Weapon: An ekans’ natural weapon is a piercing bite.
Evolution: Ekans evolve after growing strong, you evolve at level 5.
Ophidian: Your species uses a method of slithering, or contracting and extending your body, as your primary mode of movement. Your species also have neither arms nor legs, and must make due with only your jaw, body, and tail to manipulate objects. For combat purposes, your species cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Poison Fang: You may use your action to make an attack roll. If you hit, the target takes natural weapon damage and they must succeed a Constitution saving throw (DC = 8 + your proficiency + your Constitution modifier) or take 1d8 extra poison damage. This damage increases by 1d8 at level 6, 11, and 16.
Serpent’s Stance: When you stand up from being prone, you only use 5 feet of your movement. Crawling does not cost extra movement (crawling in difficult terrain still increases how much movement you use as normal).
Sneaky: Your kind are very quiet when you want to be. You gain proficiency in the Stealth skill.

Arbok (6)
Size: Arbok are medium size.
Base Speed: 30
Ability Score Increase: +1 to Strength or Dexterity. And +1 to Intellect or Charisma.
Natural Weapon: An arbok’s natural weapon is a piercing bite.
Ophidian: Your species uses a method of slithering, or contracting and extending your body, as your primary mode of movement. Your species also have neither arms nor legs, and must make due with only your jaw, body, and tail to manipulate objects. For combat purposes, your species cannot use standard manufactured weapons.
Diet: You are a carnivore, and eat meat and flesh.
Shed Skin: Your kind can restore their health by concentrating their energy into the outer layer of their hide. Upon completing a long rest, you may remove one disease or poison affecting you.
Serpent’s Mark: Your kind develop distinct patterns across your hoods upon evolution which grant different effects. Choose one upon evolution…
 Attack: You are considered one size category larger when determining your natural weapon damage die.
 Crush: While grappling, you may use your action to deal (natural attack die) damage to one creature you have grappled. This damage increases by one (natural weapon die) at 5, 11, and 17.
Fear: You gain proficiency in the Intimidate skill.
 Life: As an action, you may heal yourself for 1d8 + your level. You must complete a long rest to use this feature again.
o Speed: You base movement speed is increased by 5 feet.
 Stealth: You have advantage on saving throws vs. traps, and attack rolls made by traps have disadvantage against you.


Oddish (1.5)
Size: Oddish are small size.
Base Speed: 25
Ability Score Increase: +1 to Intellect, Wisdom, or Charisma. And +1 to another stat of your choice.
Natural Weapon: An oddish’s natural weapon is a draining necrotic touch.
Evolution: Oddish evolve when they absorb enough moonlight and gain enough energy, you evolve at level 5.
Biped: Your species uses two legs as their primary mode of movement. The lack of arms requires this species to come up with more creative ways to manipulate their environment. For combat purposes, species with this trait cannot use most standard manufactured weapons.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
Darkvision: You can see in dim light as if it were bright light, and darkness as if it were dim light out to 60 feet. You can only see shades of grey in darkness.
Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Sleep Powder: You can scatter a cloud of tiring spores towards a point nearby. This feature replicates the effects of the Sleep spell (your caster stat is Constitution), but may still be used in antimagic zones. You must complete a long rest to use this feature again.

Gloom (5.5)
You lose the Sunlight Sensitivity feature.
Size: Gloom are small size.
Base Speed: 25
Ability Score Increase: +1 to Intellect or Wisdom.
Natural Weapon: A gloom’s natural weapon is a draining necrotic touch.
Evolution: Gloom evolve with exposure to a leaf or sun stone, you must be at least level 7 to evolve once more.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a hybrid carnivore and phototroph. Mainly getting your sustenance from creatures, but in lean times you can survive by drawing energy directly from the sun. This is sickening for your kind after three weeks and life threatening after four.
Stench: A creature that starts its turn within 10 feet of you must succeed a DC (8 + your Constitution modifier + your proficiency) Constitution saving throw or be poisoned until the start of its next turn. On a successful save, the creature is immune to your stench for 24 hours.
Poison Powder: Your pollens can have a variety of effects on creatures. You may use Sleep Powder twice. You may also change the effects into a poisoning cloud with the same range and area. Any creatures in the area must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency) or gain the Poisoned condition for one minute.

Vileplume (7)
Size: Vileplume are medium size.
Base Speed: 30
Natural Weapon: A vileplume’s natural weapon is a draining necrotic touch.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a hybrid carnivore and phototroph. Mainly getting your sustenance from creatures, but in lean times you can survive by drawing energy directly from the sun. This is sickening for your kind after three weeks and life threatening after four.
Stun Spore: Your toxins can attack the nervous system of creatures. One creature within 30 feet must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency) or gain the Paralyzed condition until the beginning of your next turn. You must complete a long rest to use this feature again.

Bellossom (7.01)
You lose the Stench feature.
Size: Bellossom are small size.
Base Speed: 30
Ability Score Increase: +1 to Dexterity, Wisdom, or Charisma.
Natural Weapon: A bellossom’s natural weapon is a draining necrotic touch.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.
Bringer of the Sun: You can spend one minute to remove precipitation and cloud cover in a one mile radius.
Dance Practice: Your kind has a natural sense for rhythm. Whenever you make a Performance check related to dancing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal bonus.


Poochyena (3.5)
Size: Poochyena are small size.
Base Speed: 35
Ability Score Increase: +1 to Strength or Dexterity. And +1 to another stat of your choice.
Natural Weapon: A poochyena’s natural weapon is a piercing bite.
Evolution: Poochyena evolve after storing enough energy, you evolve at level 4.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Tracker: Your kind have a keen sense of smell. You are considered proficient and add double your proficiency bonus to Survival and Perception checks that rely on smell.
Strong Jaw: You are considered one size category larger when determining your natural weapon damage die.

Mightyena (6.5)
Size: Mightyena are medium size.
Base Speed: 40
Ability Score Increase: +1 to Strength, Dexterity or Constitution.
Natural Weapon: A mightyena’s natural weapon is a piercing bite.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an omnivore, and can eat most of the things an herbivore or carnivore can.
Flanking Tactics: Your kind have a natural instinct for fighting as a group. If a creature has one of your allies within 5 feet of it, you may use a bonus action to gain advantage on the next attack roll you make until the end of your turn. This feature has two uses and Recharge 6 (at the start of your turn, roll a d6. On a six, you regain a use of this feature).


Munchlax (3.51)
Size: Munchlax are medium size.
Base Speed: 20
Ability Score Increase: +1 to Strength or Constitution. And +1 to another stat of your choice.
Natural Weapon: A munchlax’s natural weapon is a bludgeoning slam attack.
Evolution: Some munchlax can only undergo evolution if they enjoy what they have made of their life, you must be at least level 6 to evolve.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat just about anything.
On the Menu: You find twice as much food while foraging, but you require twice as much food as another creature of your size category.
Thick Fat: Your kind’s body is well insulated with their layer of fat. You have Resistance to Fire and Cold damage.
Concealing Fur: The long hair of your body can hide items well. You are considered proficient and add double your proficiency bonus to Sleight of Hand checks made to conceal objects on yourself.

Snorlax (7.01)
Size: Snorlax are large size.
Base Speed: 25
Ability Score Increase: +1 to Constitution. And +1 to Strength or Wisdom.
Natural Weapon: A snorlax’s natural weapon is a bludgeoning slam attack.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are an omnivore, and can eat just about anything.
Iron Stomach: You are immune to ingested poisons and acids you may have inadvertently drank.


Deerling (3.5)
Size: Deerling are small size.
Base Speed: 35
Ability Score Increase: +1 to Dexterity, Constitution, or Wisdom. And +1 to another stat of your choice.
Natural Weapon: A deerling’s natural weapon is a bludgeoning slam attack.
Evolution: Deerling evolve after storing enough energy, you evolve at level 7.
Hoofed Quadruped: Your species uses four hoofed legs as their primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Seasonal: Your kind are well attuned to the time of year, and your coat changes to reflect them. Being in extreme areas will cause your body to undergo this change as well (being in an arctic or desert area for one week will change your Seasonal feature to winter or summer respectively)…
• Spring: You may use the Disengage action as a bonus action, and your movement speed is increased by 5 feet.
• Summer: As a bonus action, you may spend up to 1 Hit Dice as if you had just completed a short rest (the Hit Dice you spend with this feature are subtracted from the pool of Hit Dice you normally have). You must complete a long rest to use this feature again. The number of Hit Dice you may spend increases by one at level 6, 11, and 16.
• Fall: You are considered one size category larger when determining your natural weapon damage die, and your movement speed is increased by 5 feet.
• Winter: You have Resistance to Fire and Cold damage.
Mask of the Wild: You may attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist or other natural phenomena.

Sawsbuck (6.5)
Size: Sawsbuck are large size.
Base Speed: 40
Ability Score Increase: +1 to Strength, Dexterity, Constitution, or Wisdom.
Natural Weapon: A sawsbuck’s natural weapon is a bludgeoning slam attack.
Hoofed Quadruped: Your species uses four hoofed legs as their primary mode of movement. These species’ hooves are usually not dexterous enough to manipulate or even grab an object. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are an herbivore, and eat plant matter.
Blending Coat: You become more attuned to the turning of the seasons. You add these new benefits to your current Seasonal feature (this feature deals with rules on page 110 of the DMG)…
• Spring: You and up to four allies are not hampered by Heavy Precipitation.
• Summer: You are protected against Extreme Heat, and can extend this protection to four nearby creatures.
• Fall: You and up to four allies are not hindered by Strong Winds. This also grants advantage on saving throws against spells which use wind to attempt to push you or your allies.
• Winter: You are able to extend protection against Extreme Cold to four nearby creatures.

I plan to update the gdocs in my signature at the end of every month with the new Pokemon I've completed. Thank you all for the feedback.

Kzinssie
2017-08-03, 03:50 PM
How do the natural weapon damage dice work? I can't seem to find anything on it for 5e in the player's handbook, DMG, or monster manual. Am I just stupid, or is this from some other piece of homebrew, or what?

Dunk1010
2017-08-04, 02:53 AM
Could you possibly make a separate shedinja rather than combining it with ninjask?

Beyond that, I really like the work you have done, thank you and congratulations.

JBPuffin
2017-08-04, 05:04 PM
Yeah, you really need to better describe the stats for each race's natural weapon(s). Essentially, these take the place of normal weapons for most races, so it might be okay to use larger dice for them than for races like lizardfolk who still have access to weapons, but we need to know how much damage you plan to have these things do.

Rune Knight
2017-08-05, 01:05 PM
Kzinssie, JBPuffin
The natural weapon damage size turned out to be on another sheet that I didn't put a link to. Eight-month-long "oops." What I've been working with recently is this:
---------Level 1-6---Level 7+
Tiny--------1d3-------1d4
Small-------1d4-------1d6
Medium-----1d6-------1d8
Large-------1d8------1d10
Huge-------1d10------2d6
Gargantuan--2d6------2d8

I'm hoping this works well enough. The average damage isn't too different between the sizes, the most relevant jump being from 1d10 to 2d6 (1.5 increase to average damage). Most Pokemon start as small, so the natural weapon will look underwhelming at level 1 against any fighter using a greatsword, but almost all pokemon also increase in size. Having access to a longsword at nearly all times at level 7 should counteract the slow start.
I'm also working on rules for the equivalent of shields and two handed weapons, because the species without hands/paws/tentacles to hold something are at a bit limited in play style. In true Pokémon fashion, the item slot I've decided to call it is the Held Item. Currently, there's a choice between Extra Plating or a natural weapon enhancement item. Plating is just a shield, 2 armor and you can do anything else with it that you can a shield. The others can be as simple as saying it's a Silk Scarf, Choice Band, or anything like that (but my favorite was a hitmonchan player who said that he was using horseshoes stuffed into the padding of his gloves, Aran Ryan style), that part is mostly for flavor though. The mechanical part of it is that the simple weapon version calculates your damage as if you had one more of your attack stat (not modifier), and the martial version calculates as if you had two more. Either can be enchanted like other weapons and shields you find (or maybe even transmuted from the actual item from the DMG by an alchemist, wizard, or something).
Finesse is another thing that I know will come up (it's also not on the pages I had linked in my signature...). A quick version is that if a player takes Dex as one of their ability score increases, their natural weapon has Finesse if the natural weapon is a melee range attack and it normally uses Strength as the attack stat.


Dunk1010
I put Ninjask and Shedinja together for a couple reasons (not to say I won't try to think on it, though).
The biggest was that I'm not sure how you can balance playing as one. Pokemon types don't convert too well into D&D, so the only things that affected the feature ninjask get were fire and necrotic. Flying could be interpreted as anything from slashing or piercing damage to simply taking damage from anything with wings. And while Rock could be bludgeoning damage, if the DM allowed that, then literally any humanoid could do an unarmed attack for 1+their strength mod of damage and knock you out if they hit.
The second reason was more for role playing purposes. There's plenty of pokemon that join together, slowpoke and shellder being the original example (and I'm even thinking on rules for a multi-headed giant style of play where two players use the same body/space/one guy's along for the ride), but nincada split to form two. I've never been fond of giving someone two characters to play. I suppose it could work if you get a new player part of the way through the campaign and they want to play the other half?

If you and your group can find a way to make it work, more power to you, but I'm still kind of stumped on Shedinja.


Everyone just remember that I'm not the voice of law on all of this. I've only tried to make a set of player races for others to use, ones that I felt are balanced but stay true to the source. However, I did put in a whole lot of radical features. Players commonly fly or levitate, they have features that recharge like monsters, some of them have crazy hindrances like Slaking or Magikarp (by virtue of being a magikarp :smallamused:), and I imagine some of it will need to be house ruled. But D&D has always had house ruling, so I won't be mad if anyone changes something for their own game. I wouldn't even know about it, unless someone told me. Then, I'd try to just think on why there's probably a reason for the change.

Kzinssie
2017-09-06, 10:30 AM
I feel like the Gargantuan 7+ damage dice should be 2d8, so that you get an actual increase in max damage rather than just a slight increase in stability.

I'd also recommend rebalancing the Deerling coats - Spring in particular seems a bit underpowered, maybe remove the speed increase from Fall to make Spring a bit more standout? (The size increase for Fall is plenty, since neither Deerling nor Sawsbuck can use normal weapons)

Edit: This is a lesser thing, but Cyndaquil's Ember feature seems to render its natural weapon almost useless, and I'm not sure if the somatic component is enough of a balance.

Rune Knight
2017-09-11, 11:16 AM
http://i0.kym-cdn.com/photos/images/original/001/086/918/afb.gif

It's been 335,520 minutes...
That's not how that goes?

Anyway. It's been a long road, and how foolish I was to say this would be done in May, but we're there. 324 land-(and air)-based player races for Fifth Edition.
Now that I can link things, here's the main document: https://docs.google.com/document/d/1B7IWWhUQKofVyMBrEIvl8Xi_uYfC_n5rXiDMSz6JAms/edit?usp=sharing

Next up is basically all the water type pokémon and any others that can survive completely underwater. However, I haven't forgotten about that one request for the ultra beasts and legends. They're on the list after, but maybe this will be enough of a teaser.

Regigigas (14)
Size: Regigigas are huge size.
Base Speed: 25
Ability Score Increase: +2 to Strength. +1 to Dexterity, Constitution, and Wisdom. And +1 to a stat of your choice.
Natural Weapon: A regigigas’ natural weapon is a bludgeoning slam.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a nullivore, and do not require food or water.

Powerful Build: You are considered one size category larger when determining your carrying capacity and the weight you can push, drag, or lift.

Steadfast: Your kind barely notice the extra weight of armor. Heavy armor does not slow you for having a low Strength score.

Slow Start: During a combat encounter or chase, you gain one Startup token at the beginning of each of your turns, you can have a maximum of ten tokens. All Startup tokens are lost when an encounter or chase is over. You gain the following:
• Increase all your movement speeds by 1’ for each Startup token you have.
• If you have at least five Startup tokens, you deal an extra 1d10 damage of the same type on the first melee or ranged attack that deals piercing, slashing or bludgeoning damage on your turn.
• If you have at least ten Startup tokens, you deal an extra 1d10 damage of the same type on the first melee or ranged attack that deals piercing, slashing or bludgeoning damage on your turn, in addition to the 1d10 damage from having five tokens.

Colossal Blow: As an action, make an attack roll against a creature within reach and remove all of your Startup tokens. If you hit, you deal 1d10 bludgeoning damage per token removed.

My Body is Regi: At level 7, as a bonus action, you gain 1d4 Startup tokens. This feature has Recharge 6 (at the beginning of your turn, and if you have used this feature, roll a d6. On a six, you may use this feature again).


R.I.P. the DM. They'll all have values around that high, so, players, try not to be mad at your DM if they don't let you play them. They're intended to be balanced against each other, definitely not the PhB. If a group of legends are allowed, DMs, that also means you have free reign to throw nastier stuff... My suggestion? Make them earn their place!

Rune Knight
2017-09-13, 06:55 AM
I feel like the Gargantuan 7+ damage dice should be 2d8, so that you get an actual increase in max damage rather than just a slight increase in stability.

I'd also recommend rebalancing the Deerling coats - Spring in particular seems a bit underpowered, maybe remove the speed increase from Fall to make Spring a bit more standout? (The size increase for Fall is plenty, since neither Deerling nor Sawsbuck can use normal weapons)

Edit: This is a lesser thing, but Cyndaquil's Ember feature seems to render its natural weapon almost useless, and I'm not sure if the somatic component is enough of a balance.

There aren't too many that get access to the gargantuan dice, so it probably wouldn't be too bad to have d8s there. As for Deerling and Cyndaquil, Fall has been changed and the ember thing was an actual mistake. I'm not sure what I was thinking there.

Kzinssie
2017-09-25, 12:28 PM
Quick request: when you make Shaymin as Among the Legends, could you also make a nerfed version to be in line with the Mystery Dungeon games, where they're just another race of Pokemon? (Possible suggestions for this would be reducing ABSIs or removing powerful special moves like Seed Flare). This wouldn't need to be on the main doc, but it is something I'd like to have around for potential use.

Rune Knight
2017-09-27, 07:47 AM
Looking at Shaymin has actually made me rethink this. I guess I was just imagining the Dex entries and game encounters for certain legends (I had completely forgotten about Explorers of Sky), when a lot of them could fit in well enough with what I already have.

Regigigas (8)
Size: Regigigas are large size.
Base Speed: 25
Ability Score Increase: +2 to Strength. +1 to Dexterity, Constitution, or Wisdom.
Natural Weapon: A regigigas’ natural weapon is a bludgeoning slam.
Pawed Biped: Your species uses two legs as their primary mode of movement. The paws, claws, or hands at the end of their arms manipulates their environment as well as any human, orc, or elf. For combat purposes, species with this trait can use any standard manufactured weapon.
Diet: You are a nullivore, and do not require food or water.

Powerful Build: You are considered one size category larger when determining your carrying capacity and the weight you can push, drag, or lift.

Steadfast: Your kind barely notice the extra weight of armor. Heavy armor does not slow you for having a low Strength score.

Slow Start: When you roll for initiative, you also gain a Startup Token. You can have a maximum of ten of these tokens. All Startup tokens are lost when you complete a short or long rest. You gain the following:
• Increase your Base Speed by 1’ for each Startup token you have.
• If you have at least five Startup tokens, you deal an extra 1d10 damage of the same type on the first melee or ranged attack that deals piercing, slashing or bludgeoning damage on your turn.
• At level 5, if you have at least ten Startup tokens, you deal an extra 1d10 damage of the same type on the first melee or ranged attack that deals piercing, slashing or bludgeoning damage on your turn, in addition to the 1d10 damage from having five tokens.

My Body is Regi: At level 7, when you complete a short rest you gain 1d4 Startup Tokens. When you complete a long rest, you gain 1d6 tokens.


Darkrai (7.5)
Size: Darkrai are medium size.
Base Speed: 5
Levitation 30: Your kind has the ability to float through the air at a speed of their levitation number. This feature prevents fall damage in most situations. However, a character who regains consciousness midair must spend all of their movement for one round to regain control.
Ability Score Increase: +1 to Intelligence, Wisdom, or Charisma (this is your chosen stat). +1 to Intelligence or Charisma. And +1 to another stat of your choice.
Other Body Type: You are a wraith-like creature that levitates through the air. Your arms end in hands that function the same as a pawed biped’s of your size category.
Diet: You are an herbivore, and eat plants.

Darkvision: You can see in dim light as if it were bright light, and darkness as if it were dim light out to 60 feet. You can only see shades of grey in darkness.

Bad Dreams: Your presence causes terrible nightmares, taking a few forms:
• During a combat encounter or chase, sleeping creatures within 60 feet of you take 1d4 psychic damage at the beginning of their turn. This damage does not wake a sleeping creature, and creatures immune to fear are immune to this damage.
• At other times, creatures within 60 feet require an extra two hours to complete a long rest. Creatures immune to fear are immune to this effect.

Good Night: You learn the Sleep spell, and may cast it one time without using a spell slot. At level 5, you may cast it a second time without using a spell slot. You must complete a long rest to cast this spell without using a spell slot again.

Dark Void: At level 7, when you cast the Sleep spell you may change the spell’s area of effect to “a single creature within range.” If you do, the following occurs…
• The spell no longer affects the creature based on hit points, instead requiring a Wisdom saving throw (DC = 8 + your proficiency + your chosen stat).
• If the affected creature fails its saving throw, it can attempt another saving throw at the end of their turn to wake up.

Witching Hour: At level 11, creatures you cast the Sleep spell on and who do not have line of sight with the sun are affected in one of two ways:
• Creatures affected by the area version of your Sleep spell cannot be woken up by another creature using an action to shake or slap them awake.
• Creature affected by the targeted variant of your Sleep spell have disadvantage on the initial saving throw.


Shaymin (5)
Size: Shaymin are tiny size.
Base Speed: 25
Ability Score Increase: +1 to Dexterity, Intelligence, or Charisma. And +1 to two stats of your choice. Also, choose between Intelligence and Charisma, this is your chosen stat for racial features.
Pawed Quadruped: Your species uses four legs as their primary mode of movement. Their front paws may be able to manipulate small objects with practice. For combat purposes, species with this trait cannot use standard manufactured weapons.
Diet: You are a phototroph, and get your energy from sunlight. Six hours of normal sunlight per day is ideal, 9 hours for an overcast day.

Photocombustive: You learn the Seed Flare cantrip which uses your chosen stat as the caster stat for the spell.
Seed Flare
Evocation cantrip
Cast time: 1 action
Range: 90
Components: Somatic, Verbal
Duration: Instantaneous
Your magic detonates into radiant light in an area within range. The target must succeed a Dexterity saving throw (DC = 8 + your chosen stat’s modifier + your proficiency) or take 1d6 radiant damage and gain the Sunburned condition for one minute. Until the end of your next turn, the space (or one of the spaces for larger creatures) the target was in emanates bright illumination in a 5 foot radius and dim light for another 5 feet. This damage increases by 1d6 at level 5, 11, and 17.
Sunburned – Those affected by a Seed Flare spell are weakened against further Seed Flares cast by the same creature. A creature who has the Sunburned condition takes an extra 1d4 radiant damage when hit by Seed Flare. This damage increases by 1d4 at level 5, 11, and 17.

Toxin Neutralization: The leaves growing on your back can be made into remarkably potent medicine. During a short or long rest, you may brew a few of the leaves into a drink that removes one disease or poison from a creature. This drink only stay potent for the duration of the short or long rest. In addition, you may use your reaction to neutralize an inhaled poison within 45 feet of you. You must complete a short or long rest to use this reaction again.

Minor Empathy: You are able to sense feelings of gratitude and sarcasm from creatures within 15 feet of you. At level 3, you’ve become more accustomed to listening to these feelings and you gain proficiency with the Insight skill.

Earth and Wind: Your kind are affected by the sun and time of day more than most. As such, you always know how long until the next sunrise or sunset, and you are able to transform into your Sky Form during the daytime hours. The transformation lasts until you dismiss it as a bonus action, or the sun sets. You must complete a long rest to transform into Sky Form again.
Land Form – You are tiny, hedgehog-like quadruped with a coat of grass growing from your back.
• False Appearance: With your leafy features, others may pass by you without notice. If you remain motionless, you have advantage on Stealth checks to be mistaken for a flowering patch of grass. Those proficient with the Nature skill gain advantage on their check to notice you, as they may recognize you for what you are.
• While not wearing armor, your Armor Class is 12 + your Dexterity modifier.
Sky Form – You are a tiny, canine-like quadruped capable of flying.
• Your Base Speed is reduced by 5 feet.
• You gain a Fly Speed of 25 that follows the rules of winged flight, and any effect that increases your Base Speed also increases your Fly Speed.
• Your Strength score is considered two higher when determining the weight you can push, lift, drag, and carry.


I considered making Sky Form change your size category, since 1-3' was what I used for the small size category for quadrupeds. However, here, shaymin don't have a natural weapon, so it wouldn't make a whole lot of difference and would probably just end up more complicated to keep track of what changes you need to remember for tiny to small. Which actually does have a fair amount of stuff with it. So, they get an extra 30 pounds that they can carry, and 60 they can lift, drag, or push in sky form (upping their size category would double what they can carry).

EkulNagrom
2017-09-27, 06:38 PM
I just came back and looked at your google doc full of Pokemon Player Races.

I can't even say I'm impressed. It's too much of an understatement.

You, sir, are my hero.

Rune Knight
2017-09-28, 03:27 AM
I just came back and looked at your google doc full of Pokemon Player Races.

I can't even say I'm impressed. It's too much of an understatement.

You, sir, are my hero.

I'm not the hero the D&D homebrew community deserves, but I am the one they once considered the need to believe they thought that they wanted.

And I always like hearing D&D stories, so be sure to come back and let me know how it goes if you get to play as one of them.

Kzinssie
2017-09-28, 08:56 PM
That Shaymin looks great! I figure I may as well talk about some of the uses of these races I've been part of:

In a (modified) Curse of Strahd adventure I'm DMing, one of my players is a Cyndaquil rogue. We're still very early on in the campaign (about halfway through Death House), but thus far he's been one of the highlights, particularly when the group fought some Carrionettes (from 2e Ravenloft) and his natural weapon was the only thing any of the characters had that could deliver the killing blow.

In my main adventure, an "anything goes" campaign with multiple characters per player, I'm playing a Deerling named Brienne Alderleaf (adoptive teenage daughter of Quelline from Lost Mine of Phandelver, which we started with). Her "raised by halflings in the middle of nowhere" background leads to fun roleplaying moments, and she's also pretty interesting from a gameplay perspective - she uses the Blue Mage sorcerous origin (which allows her to absorb spells cast upon her, I'd link it but I don't have enough posts to embed links), and I traded one of my ABSIs for an increase in damage die size, so she's a rough-and-tumblr frontline mage. She's currently evading a crashed Neogi Undead Old Master (from Spelljammer) who holds her and her allies personally responsible for its being stranded on an "unenlightened" planet.

I also have a Shaymin character down the pipe - likely for that same campaign or another one with similarly anything-goes character restrictions, though I have quite a bit of backlog of characters for that. She's a Warlock with the Undying patron - more specifically, The Nameless One, from Planescape: Torment. The "torment" that drew TNO to her is that, in spite of her race's sunny reputation, she's a deeply cynical academic philosopher, and has a hard time having her theses taken seriously due to being a tiny cute hedgehog (she refuses to ever shift into sky forme), while her hometown shuns her as an outsider corrupted by the darkness of the outside world.

Rune Knight
2017-09-30, 05:10 PM
Something I've realized recently is that the natural weapons are only as useful as how often you use them. Now, I'm happy with how I think it'll be with full-time attack action users and half attack action users, but the problem showed up when I thought about full casters. 99% of the time, there will be no reason to try to make an attack action instead of casting a damage cantrip when doing your damage for the turn (because cantrips scale with level and these classes lack Extra Attack or any other modifiers to increase weapon damage). So, since the natural weapon can be valued at as much as 1/3 of the total point value for a race, I'm here to ask what you all think about this as part of the natural weapon?

Through your elemental connection to the world, you are able to mix your own natural energies with spells you cast. If you are a full casting class (such as a bard, cleric, druid, sorcerer, or wizard), you may change the damage type of a spell you cast to the damage type of your natural weapon. If you used this feature and the damage type was unchanged, you deal extra damage to one target of the spell equal to your natural weapon damage die. You may use this feature a number of times equal to your caster stat's modifier + 1, and you regain all uses when completing a long rest.


The other possibility I was thinking of for how many uses of this you could have would be Recharge 6.
Do you all consider Warlock to be a full caster? Or is it more like the weird uncle of D&D classes?
The bonus damage when using the feature on a spell of the same damage type as your natural weapon is there to reflect the same type attack bonus, and if your favorite spells happen to be the same damage type as your natural weapon. Does this work?

Kzinssie
2017-09-30, 09:21 PM
Honestly, I think natural weapons having limited uses in certain builds is totally fine. They're an option, and for some builds it's not going to be a great option.

If you do go with that fix, though, Recharge 6 is awkward for player races. Just stick to once per short or long rest.

Edit: For Meowstic, I feel like Recharge (and/or once per rest) should only be on the female natural weapon enhancement. The male version already has a 50% chance of being nearly useless with the light effect, having recharge on top of that makes it seem worthless in comparison to the much more reliable female power.

Edit 2: Would you have an issue with me using the statblocks here to create a Mystery Dungeon campaign setting splatbook on homebrewery? Aside from setting details, it would include new backgrounds and monsters, and maybe a few classes as well.

Rune Knight
2017-10-02, 02:46 AM
Honestly, I think natural weapons having limited uses in certain builds is totally fine. They're an option, and for some builds it's not going to be a great option.

If you do go with that fix, though, Recharge 6 is awkward for player races. Just stick to once per short or long rest.

Edit: For Meowstic, I feel like Recharge (and/or once per rest) should only be on the female natural weapon enhancement. The male version already has a 50% chance of being nearly useless with the light effect, having recharge on top of that makes it seem worthless in comparison to the much more reliable female power.

Edit 2: Would you have an issue with me using the statblocks here to create a Mystery Dungeon campaign setting splatbook on homebrewery? Aside from setting details, it would include new backgrounds and monsters, and maybe a few classes as well.

A lot of Kalos and Alola needs another pass, to be honest. I've been taking a short break from getting the final 20 water based pokemon done until my desktop is working again. I should probably make a real schedule of what to do first, but Kalos and Alola will probably be after the water pokemon are done.

As for the campaign setting, I absolutely wouldn't mind. Any specific ideas that you can share on what those backgrounds, classes, and monsters would be?

Kzinssie
2017-10-02, 11:49 AM
Monsters would just be adaptations of the player races to have a handful of class features and/or multiattacks, for the most part. Backgrounds could include members of rescue teams and/or exploration guilds, students at schools like the one in PSMD, and direct servants/acolytes of legendary pokemon. I've decided it would probably be easier to make class archetypes than full classes - immediate ideas include a Fighter archetype focused on getting the most out of natural weapons, an Ultra Beast Warlock patron, and new Cleric domains for Legendary Pokemon types. There could also be rules for PMD held items and/or stuff like reviver seeds. I could also have an appendix of crossing over PMD with official settings - rules for being transformed into a Pokemon like in the games, possible reasons that someone from something like Dragonlance or Eberron would even be pulled into the Pokemon world, and what might result when a PMD character finds a spelljamming vessel or a portal to Sigil.

UrielAwakened
2017-10-02, 12:18 PM
So I've been watching for awhile and not saying anything, but I just wanted to voice concerns that the differences between Pokemon, especially ability score wise, is not nearly pronounced enough to capture their uniqueness or personalities you would come to expect as a long-term fan.

Pokemon ability scores actually convert really-well to D&D scores straight-up.

Attack -> Str
Speed -> Dex
HP -> Con
Special Attack -> Int/Cha
Special Defense - Wis

With enough Defense as a natural armor bonus to AC.

Then depending on how true to the power differential you want to be, you can divide their ability scores by either 5 or 10 and convert them to actual stats.

For instance, dividing by 5 means an ability socre of 50 becomes a D&D 10, while a 100 becomes a 20, with the upper-end being closer to 30 (except for extreme outliers). If this gap is too great, you can divide by 10, and a 50 becomes a 5, a 100 a 10, and the upper-end is closer to 15-20.

Just a thought.

Kzinssie
2017-10-02, 03:14 PM
I do think they should probably lean on "two points into stats of your choice" less, yeah. No need to go quite so hyper-analytical on stat distribution, though.

UrielAwakened
2017-10-02, 03:20 PM
Yeah even something as simple as looking at the Pokemon's two highest stats in-game and giving a bonus to those ones in D&D would go a long way.

IE: Ponyta gets a bonus to Str and Dex, Chansey gets a bonus to Con and Wis, Abra gets a bonus to Int and Dex, etc...

Kzinssie
2017-10-03, 01:52 AM
Anyway, I've put together an incomplete first draft of a few PMD backgrounds: Rescue Team Member, Exploration Guild Member, and Transformed Outsider. You can find the WIP here (http://homebrewery.naturalcrit.com/share/S1tnoge2W).

Rune Knight
2017-10-03, 07:13 AM
So I've been watching for awhile and not saying anything, but I just wanted to voice concerns that the differences between Pokemon, especially ability score wise, is not nearly pronounced enough to capture their uniqueness or personalities you would come to expect as a long-term fan.

Pokemon ability scores actually convert really-well to D&D scores straight-up.

Attack -> Str
Speed -> Dex
HP -> Con
Special Attack -> Int/Cha
Special Defense - Wis

With enough Defense as a natural armor bonus to AC.

Then depending on how true to the power differential you want to be, you can divide their ability scores by either 5 or 10 and convert them to actual stats.

For instance, dividing by 5 means an ability socre of 50 becomes a D&D 10, while a 100 becomes a 20, with the upper-end being closer to 30 (except for extreme outliers). If this gap is too great, you can divide by 10, and a 50 becomes a 5, a 100 a 10, and the upper-end is closer to 15-20.

Just a thought.

The stat conversion you gave is pretty close to what I was using for all of them. The attack stat tended to cover strength or dexterity, or strength and dexterity in some way. The pokemon's size category, body shape, and speed stat were what I used to determine the race's movement speed. The reason I used so many "+1 to one or the other" and "+1 to any score" was to reflect the effort value training.

A lot of the shelled or armored pokemon did get some kind of natural armor or an armor proficiency. Most of the turtle-like pokemon get the option of 12 + their Con modifier as their armor class.

Dividing the Pokemon base stats to get their ability scores could work very well for monsters. Though, the core D&D rules constantly say player characters can't go over 20 in an ability score (except in special circumstances), so, nearly all fully evolved pokemon would be against the rules. However, even if you cap the stats at 20, there's still a couple problems. If I understand this correctly (you would be dividing pokemon base stats into ability scores instead of rolling or buying ability scores), all characters of a specific pokemon race would be locked into the same scores and there might not be a whole lot of room for playing the class you want to play without the race to go with it. Another issue would just be the power that gets you, while still getting ability score increases from classes. Glalie has always been my bane in tabletop conversions, so I'll use one as an example here too. If you divide a glalie's stats by five, you get 16s across the board for ability scores. If you do this for a snorunt, you end up with 10s. One is just too strong, and the other is far weaker than another character at level 1.

I hope you aren't discouraged by what I said in the last paragraph. I'm not trying to push people out of the home brewing community. Also, you can always ask what the DM wants to allow. I just can't recommend dividing pokemon base stats as anything other than a guideline . Maybe as a form of the stat buy option (begin with 8s in all scores, then find the distribution that closely matches your pokemon's stats, then spend your ability score increases at higher levels to match your evolution)? It might be able to work another way, but I'm just not sure what that way might be.

Rune Knight
2017-10-03, 07:31 AM
Monsters would just be adaptations of the player races to have a handful of class features and/or multiattacks, for the most part. Backgrounds could include members of rescue teams and/or exploration guilds, students at schools like the one in PSMD, and direct servants/acolytes of legendary pokemon. I've decided it would probably be easier to make class archetypes than full classes - immediate ideas include a Fighter archetype focused on getting the most out of natural weapons, an Ultra Beast Warlock patron, and new Cleric domains for Legendary Pokemon types. There could also be rules for PMD held items and/or stuff like reviver seeds. I could also have an appendix of crossing over PMD with official settings - rules for being transformed into a Pokemon like in the games, possible reasons that someone from something like Dragonlance or Eberron would even be pulled into the Pokemon world, and what might result when a PMD character finds a spelljamming vessel or a portal to Sigil.

I found a PDF of the Kanto dex with the pokemon as monsters before I started on this project. It was done by caniswolfman. https://www.reddit.com/r/UnearthedArcana/comments/4xppyh/pokemon_conversion_full_kanto_pokedex/

UrielAwakened
2017-10-03, 08:51 AM
The stat conversion you gave is pretty close to what I was using for all of them. The attack stat tended to cover strength or dexterity, or strength and dexterity in some way. The pokemon's size category, body shape, and speed stat were what I used to determine the race's movement speed. The reason I used so many "+1 to one or the other" and "+1 to any score" was to reflect the effort value training.

A lot of the shelled or armored pokemon did get some kind of natural armor or an armor proficiency. Most of the turtle-like pokemon get the option of 12 + their Con modifier as their armor class.

Dividing the Pokemon base stats to get their ability scores could work very well for monsters. Though, the core D&D rules constantly say player characters can't go over 20 in an ability score (except in special circumstances), so, nearly all fully evolved pokemon would be against the rules. However, even if you cap the stats at 20, there's still a couple problems. If I understand this correctly (you would be dividing pokemon base stats into ability scores instead of rolling or buying ability scores), all characters of a specific pokemon race would be locked into the same scores and there might not be a whole lot of room for playing the class you want to play without the race to go with it. Another issue would just be the power that gets you, while still getting ability score increases from classes. Glalie has always been my bane in tabletop conversions, so I'll use one as an example here too. If you divide a glalie's stats by five, you get 16s across the board for ability scores. If you do this for a snorunt, you end up with 10s. One is just too strong, and the other is far weaker than another character at level 1.

I hope you aren't discouraged by what I said in the last paragraph. I'm not trying to push people out of the home brewing community. Also, you can always ask what the DM wants to allow. I just can't recommend dividing pokemon base stats as anything other than a guideline . Maybe as a form of the stat buy option (begin with 8s in all scores, then find the distribution that closely matches your pokemon's stats, then spend your ability score increases at higher levels to match your evolution)? It might be able to work another way, but I'm just not sure what that way might be.

Oh no it definitely wouldn't work for a straight "Put these creatures in a version of D&D with other normal players," but in a version where everything is that outside-of-the-box I feel it would be quite balancing.

I think if it were me I would do a modified array type of situation. For instance, if you wanted more variety in the playable stat arrays, take something like Snorunt (10 in everything), then subtract 2 from each score. Then let the player roll a number of dice that they can add to each score to go up by that value. That would give you more variety without taking all of the personality out of the Pokemon.

Or you could do it the other way and just give less "+1 to any" options and focus more on giving them bonuses to just one or two stats. That's probably the easier way.

Anyway don't let me stop you or discourage what you're doing. I've toyed with custom Pokemon systems for D&D for 3 versions now, so I've spent a lot of time trying to do as many close 1-to-1 conversions as possible and it is never 100% foolproof.

Kzinssie
2017-10-03, 10:26 AM
Really, you should definitely get rid of the +1 to any stuff (with the exception of stuff like Mew). It's a bit silly that the basic capabilities of a Charmander are less mechanically defined than the basic capabilities of a dwarf. (To fix the obvious problem here: say evolution ABSIs can increase the 20 cap)

UrielAwakened
2017-10-04, 09:51 AM
I found a PDF of the Kanto dex with the pokemon as monsters before I started on this project. It was done by caniswolfman. https://www.reddit.com/r/UnearthedArcana/comments/4xppyh/pokemon_conversion_full_kanto_pokedex/


Yeah I kind of hate that project, not gonna lie. The stats are completely arbitrary and nothing like the real Pokemon.

Things like Jigglypuff and Chansey should have obscene Con scores, Alakazam should not have a higher Int than Mewtwo, etc...

goodpeople25
2017-10-04, 05:12 PM
Yeah I kind of hate that project, not gonna lie. The stats are completely arbitrary and nothing like the real Pokemon.

Things like Jigglypuff and Chansey should have obscene Con scores, Alakazam should not have a higher Int than Mewtwo, etc...
Yes Chansey well known for it's ability to naturally take on a great many of the pokemon equivalent of great axes or claws to the face... I guess? Though stuff like poison or however forutitude saves work in this edtion seems to work well in the examples given.

And why not, Alakazam is rather well known for great intelligence.

UrielAwakened
2017-10-04, 08:05 PM
Yes Chansey well known for it's ability to naturally take on a great many of the pokemon equivalent of great axes or claws to the face... I guess? Though stuff like poison or however forutitude saves work in this edtion seems to work well in the examples given.

And why not, Alakazam is rather well known for great intelligence.

Because Mewtwo has a full 24 points more special attack than Alakazam. If Alakazam is a 30 Mewtwo should be like a 40. Realistically though, converting their ability scores would result in like a 27 for Alakazam and a 31 for Mewtwo. Regardless of how true to the original stats you want to be, in no conversion is Alakazam a better offensive attacker than Mewtwo.

And yeah Chansey has almost twice the hit points of any other Pokemon. Its defense was garbage so it took tons of damage from physical attacks but it would wall special attackers forever.

Overall the guy just had a very loose understanding of what made each Pokemon unique in the games and as a long-time fan that annoys me.

goodpeople25
2017-10-04, 08:49 PM
Because Mewtwo has a full 24 points more special attack than Alakazam. If Alakazam is a 30 Mewtwo should be like a 40. Realistically though, converting their ability scores would result in like a 27 for Alakazam and a 31 for Mewtwo. Regardless of how true to the original stats you want to be, in no conversion is Alakazam a better offensive attacker than Mewtwo.

And yeah Chansey has almost twice the hit points of any other Pokemon. Its defense was garbage so it took tons of damage from physical attacks but it would wall special attackers forever.

Overall the guy just had a very loose understanding of what made each Pokemon unique in the games and as a long-time fan that annoys me.
Okay, I'll make this simple, I don't accept the premise of stats having absolutely to match. My point is that stats don't necessarily correspond perfectly, if there's no low defence to represent buckling to phyiscal hits how is Chansey having more HP to soak all types of hits inherently better than alternatives? As for Alakazam, if your premise is rejected what do you have? I pointed out that Alakazam has plenty going for it having very high Int regardless of stats. And again alternatives.


Of course that project could still have no idea of pokemon stats, sure I'm not arguing for it and haven't looked through it throughly to judge any of it.

Kzinssie
2017-10-04, 11:36 PM
Pokemon has a lot of canon sources. Sticking purely to game stats is unnecessarily limiting, I feel.

UrielAwakened
2017-10-05, 07:52 AM
It's just silly to ignore then when they are clearly defined and consistent across every game, AND they apply so well to D&D stats.

It's not like the creators picked them out of a hat each time.

And yeah AC is pretty clearly an amalgamation of defense and speed.

Kzinssie
2017-10-05, 06:40 PM
The issue is that game stats are significantly narrower in scope than DnD stats. Like, yes, Mewtwo has more Sp.Atk than Alakazam, and by that logic should have higher INT, but a huge part of the lore around Alakazam is that it's one of the smartest creatures in existence, so it doesn't make sense for it to have lower INT. Make it so the sum of INT and CHA is higher for Mewtwo than Alakazam, maybe.

yarrowdeathbloo
2017-10-06, 01:26 AM
Nice work! :smallsmile:

UrielAwakened
2017-10-06, 05:53 PM
The issue is that game stats are significantly narrower in scope than DnD stats. Like, yes, Mewtwo has more Sp.Atk than Alakazam, and by that logic should have higher INT, but a huge part of the lore around Alakazam is that it's one of the smartest creatures in existence, so it doesn't make sense for it to have lower INT. Make it so the sum of INT and CHA is higher for Mewtwo than Alakazam, maybe.


The lore says Pidgeot can fly like Mach 3 but it's got a base speed of 91. It says Tyranitar destroy entire mountains when it rages.

It's almost universally-accepted that the Pokedex entries are the wild imagination of a 10-year old and not canon facts.

Kzinssie
2017-10-07, 01:31 AM
I mean, the 5000 IQ thing is obviously an exaggeration, but when pretty much every source other than the game stats talks about how hyper-intelligent Alakazam is it's silly to ignore that in the interest of accuracy to one specific source. And you still didn't address my main point about the comparative narrowness of Pokemon stats to D&D stats.

UrielAwakened
2017-10-08, 09:18 AM
They're not narrow though?

Attack translates easily to Strength.
Defense can contribute to natural AC.
Speed translates to Dexterity.
HP translates to Constitution.
Special Attack becomes Intelligence.
Special Defense becomes Wisdom.

Make Cha the average of your base stats and have it be the spell DC for status effects.

Done. D&D stats are used 99% of the time for combat so why pretend otherwise?

Kzinssie
2017-10-09, 09:38 PM
For starters, not in my campaigns. :smalltongue:

Even beyond noncombat uses (which dominate a lot of campaigns!), D&D just isn't as specific in its definition of stats as Pokemon. Intelligence, Wisdom, and Charisma, for instance, can all take the role of Special Attack depending on class. Dexterity is used for AC and finesse weapons, not just initiative. Constitution serves as resistance to certain nondamaging effects. And so on. I'm not saying base stats are useless for D&D conversions, you just can't use them as your only basis.

UrielAwakened
2017-10-10, 08:47 AM
But it's really easy to just use Int and have every class use the same attribute for every type of attack.

You don't need Int casters, Wis casters, and Cha casters in a Pokemon conversion. Frankly you don't need them in regular D&D. If it wasn't for skills, D&D would lose nothing from having four stats: Strength, Dexterity, Constitution, and Magic.

And like I said, AC is pretty clearly a component of defense and ability to dodge, so should really be 10 + Defense + Speed in Pokemon terms.

Kzinssie
2017-10-10, 10:00 AM
I'll grant that in a pure-Pokemon campaign you could probably stand to just use the Pokemon stats outright, but that's not really the focus of this conversion, and in 5e as it exists you have WIS and CHA casters.

UrielAwakened
2017-10-10, 10:08 AM
Yeah I don't care what OP does, I was just criticizing that PDF that gets lauded any time someone talks about D&D-to-Pokemon.

It has high production value and a lot of time went into it but the monsters just don't look or feel like Pokemon to me.

Kzinssie
2017-10-11, 12:47 AM
Yeah, it's iffy at best. I guess it's useful if you just want to throw in a Bulbasaur or whatever, but it's definitely not something you can put in a Pokemon-centric campaign.

(One final note: I probably WOULD actually give Alakazam higher INT than Mewtwo, just because I don't see Mewtwo as an INT caster. Probably WIS, as a joke on Special being one stat in Gen 1, though I can also see CHA.)

Geodude6
2017-10-23, 10:02 PM
I actually made a Meloetta race on...DanDwiki. Yeah. The page was a complete mess when first I laid eyes on it, and it was on the deletion pile, but I took it under my wing and made it make sense. It may still need some fine-tuning, but I think I've gotten it to a playable state. You can find it here (https://www.dandwiki.com/wiki/Meloetta_(5e_Race)).

Someone else on that wiki also made a Mimikyu race which I helped with, which seems like a lot of fun. It's over here (https://www.dandwiki.com/wiki/Mimikyu_(5e_Race)).

Kzinssie
2018-01-17, 09:58 PM
Is Among the Legends dead?

Even if so, the new Poipole line in USUM is roughly balanced with "normal" Pokemon. Any chance of having it in there?

Rune Knight
2018-04-30, 05:34 AM
Is Among the Legends dead?

Even if so, the new Poipole line in USUM is roughly balanced with "normal" Pokemon. Any chance of having it in there?

I admit this hasn't been the swiftest reply, but I've still been working on it. Ultra Sun and Moon pokémon included.

I gave it some thought, and there was no reason for me not to try setting up two versions of most of the legends. I have most of the low power versions, I don't want to say "done" but they exist and I think they're ready to try.
Some of them (like Shaymin), I think balanced well with the normal races, but would just seem unnecessarily bloated with features or ability score increases if I made a super powered version. However, there were others (typically big pokemon) that felt like they needed a higher limit than what I had set for myself to really feel like that pokémon.

So, the current plan is to finish the set of all the legends for low power, then have another set of a select few for higher power. You know, pretty much the opposite of how I started working on the legendaries.