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    Halfling in the Playground
     
    SwashbucklerGuy

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    Dec 2016

    Default Pokemon Player Races for D&D Fifth Edition

    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!

    Spoiler: No, not Pikachu
    Show
    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.



    Spoiler: Ponyta
    Show
    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.




    Spoiler: Doduo
    Show
    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.




    Spoiler: Eevee
    Show
    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.



    Spoiler: Mareep
    Show
    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.



    Spoiler: Absol
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    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.




    Spoiler: Buneary
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    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.



    Spoiler: Petilil
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    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.




    Spoiler: Golett
    Show
    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.



    Spoiler: Honedge
    Show
    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.
    Last edited by Rune Knight; 2019-11-07 at 12:40 PM. Reason: Update
    Pokémon player races for D&D's Fifth Edition.