Creating a Character (Pokémon Supplement)
Races[edit]
When picking a race in the Pokémon world, Human is the most obvious choice. That being said, the following choices are also available:
Races | Abilities | Speed | Alignment |
---|---|---|---|
Abomasnow | Your Strength, Constitution, and Wisdom scores each increase by 1. | Your base walking speed is 30 feet. | Abomasnow, being reclusive creatures of the wild, tend towards chaotic alignments. They don't generally care about the cosmic battle of good and evil. |
Aggron | Your Constitution score increases by 2 and your Strength score increases by 1. | Your base walking speed is 30 feet. | Aggron, being a nomadic species, don't truly understand the concept of other people, therefore they tend to stray towards the neutral side. |
Alcremie | Your Constitution, Wisdom, Charisma scores each increase by 1. | Your base walking speed is 25 feet. | Alcremies are usually good natured. |
Alolan Marowak | Your Charisma modifier increases by 2, and your Dexterity modifier increases by 1. | Your base walking speed is 25 feet. | Alolan marowak are reclusive and tend towards neutral. |
Armaldo | Your Strength score increases by 2, and your Constitution score increases by 1. | Your base walking speed is 25 feet. You have a swimming speed of 40 feet. | Armaldo tend towards neutrality. |
Aromatisse | Your Constitution score increases by 1 and your Intelligence score increases by 2. | Your base walking speed is 30 feet. | Aromatisse tend to lean towards neutral alignments. |
Audino | Your Constitution score increases by 2. | Your base walking speed is 25 feet. | Audinos, given their desire to help people, especially by healing them, lean towards good alignments, especially lawful or neutral good. |
Banette | Your Dexterity, Intelligence and Charisma scores each increase by 1. | Your base walking speed is 30 feet. | Banettes, given that they are beings born of grudges and other negative emotions, are usually evil-aligned. |
Barbaracle | Your Constitution score increases by 2 and your Strength score increases by 1. | Your base walking speed is 30 feet. | Barbaracle are usually neutral, preferring to have little to do with outsiders. |
Bisharp | Your Strength increases by 2 and your Intelligence increases by 1. | Your base walking speed is 30 feet. | Though mostly lawful or chaotic neutral, many believe, due to their ferocity, that they are evil. |
Blastoise | Your Strength score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 30 feet. | These creatures are very powerful and secretive Pokémon, and as such, normally have no leaning towards any alignment. |
Blaziken | Your Strength score increases by 1 and your Dexterity increases by 2. | Your base walking speed is 35 feet. | Blazikens usually lean towards neutral alignments. |
Breloom | Your Strength score increases by 2, and either your Dexterity or Constitution score increases by 1. | Your base walking speed is 30 feet. | Breloom obey the laws of their herd, but they can be chaotic around strangers. |
Buizel | Your Intelligence score increases by 2, and your Strength score increases by 1. | Your base walking speed is 25 feet. You have a swim speed of 40 feet. | Like most pokemon, they are neutral until they are swayed to good or bad. |
Chesnaught | Your Strength score increases by 1, and your Constitution score increases by 2. | Your base walking speed is 30 feet. | Rarely ever chaotic or evil, chestnaughts are usually neutral good. |
Cinderace | Your Dexterity score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 35 feet. | Cinderace lean towards lawful alignments. |
Cindsler | Your Strength score increases by 1, your Dexterity or Constitution score increases by 1, and one ability score of your choice increases by 1 | Your base walking speed is 30 feet. You have a climbing speed of 15 feet. | Most cindslers lean towards neutral and chaotic alignments. |
Clefable | Your Charisma score increases by 2, and your Constitution score increases by 1. | Your base walking speed is 30 feet. | Clefable are usually neutral and try to avoid affairs outside their own scope. |
Cofagrigus | Your Constitution score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 30 feet. | Most cofagrigus just don't care at all about people or anything else in the world, which makes them go more into the Neutral area than anything else. |
Croagunk | Your Dexterity score increases by 2. | Your base walking speed is 25 feet. | They are normally neutral mainly due to fighting only in self defense. |
Cyclizar | Your Strength score increases by 2 and your Dexterity score increases by 1. | Your base walking speed is 35 feet. | Cyclizars typically lean to neutral alignments. |
Decidueye | Your Dexterity score increases by 2 and your Wisdom score increases by 1. | Your base walking speed is 20 feet. You have a flying speed of 30 feet. | Decidueye, like the avian creatures that they are related to, value freedom over all else, making them very chaotic creatures. When it comes to good and evil, they usually lean towards chaotic good. |
Deino | Your Strength score increases by 2, and your Charisma score increases by 1. | Your base walking speed is 25 feet. | The general demeanor of most Deino's is reclusive but vicious in nature. They tend to Neutrality with hints of Chaotic, or Evil tendencies. |
Delibird | Your Dexterity score increases by 1, and your Wisdom increases by 2. | Your base walking speed is 30 feet. | Delibird tend to more often than not lean towards good alignments, while very few lean towards evil. |
Delphox | Your Intelligence score increases by 2 and your Wisdom score increases by 1. | Your base walking speed is 30 feet. | Despite their reputation of associating with or even being witches, delphoxes usually lean towards neutral alignments. |
Drilbur | Your Dexterity score increases by 2. | You have a base walking speed of 30 feet, and a burrowing speed of 30 feet. | The general evolutionary line is neutral in nature, usually becoming chaotic after evolution. |
Eevlet | Your Dexterity score increases by 1. | Your base walking speed is 30 feet. | The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities. |
Electivire | Your Strength score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 30 feet. | Electivire don't really have an alignment leaning. |
Emboar | Your Strength score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 30 feet. | Emboar are raised in an honor-based society normally, so they are a more lawful race. |
Florges | Your Charisma score increases by 2, and your Wisdom score increases by 1. | You have a base walking speed of 20 feet. | Florges typically lean towards chaotic alignments and are usually neutral or good. |
Froslass | Your Dexterity increases by 1 and your Charisma increases by 2. | You have a normal walking speed of 10 feet. You have a fly speed of 30 feet and you can hover if you are no more than 10 feet off the ground, if you are more than 10 feet off the ground when you end your turn you will fall until you are of no greater altitude. | Usually chaotic or neutral. |
Furret | Your Dexterity score increases by 2 and your Wisdom score increases by 1. | Your base walking speed is 35 feet. You also have a burrowing speed of 15 feet. | Furret are very loyal and would almost never think of turning on its allies, gravitating towards good. |
Gallade | Your Strength, Dexterity and Wisdom scores each increase by 1. | Your base walking speed is 30 feet. | Gallades are almost always lawful good, with evil gallades being an extreme rarity. |
Gardevoir | Your Intelligence score increases by 2, and your Wisdom score increases by 1. | Your base walking speed is 30 feet. | Gardevoir are almost always neutral good or lawful good, though, as mentioned before, evil Gardevoir, though rare, have been known to exist. |
Gengar | Your Dexterity score increases by 1, and your Charisma score increases by 2. | Your base walking speed is 30 feet. | Most gengar is mostly neutral or evil, but a well-aligned gengar is not unheard of. |
Gholdengo | Your Constitution score increases by 1 and your Charisma score increases by 2. | Your base walking speed is 30 feet. | Gholdengo are extremely friendly and aim to get along with everyone. You'd almost never find one committing evil acts willingly. |
Gligar | Your Dexterity score increases by 2 | Your base walk speed is 25 feet. You have a flying speed of 30 feet, but you cannot fly higher than 10 feet. | Gligar are usually neutral. |
Golett | Your Strength or Constitution score increases by 2, and your Wisdom score increases by 1. | Your base walking speed is 25 feet. | Golett are very neutral, sticking to the original intentions of their makers. |
Golisopod | Your Strength score increases by 2, and your Wisdom score increases by 1. | Your base walking speed is 30 feet. You have a swimming speed of 20 feet. | Golisopod tend to be neutral. While they are skilled in battle, they balance it with quiet side activities and do not seek meaningless conflict. |
Goodra | Your Constitution score increases by 2. | Your base walking speed is 25 feet. | Goodras are almost always good-natured, and you'd be hard pressed to find one that is evil aligned. |
Gourgeist | Your Charisma score increases by 2, and your Constitution score increases by 1. | Your base walking speed is 25 feet. | Gourgeists lean towards evil alignments, with most being chaotic. However, a pumpkaboo raised in human society might lean towards good or neutral alignments when it becomes a gourgeist. |
Granbull | Your Strength score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 30 feet. | Granbull usually lean towards neutral and good alignments. |
Graveler | Your Constitution score increases by 2 and your Strength score increases by 1. As normal, you cannot use this trait to exceed your ability score past 20. | Your base walking speed is 20 feet. | As they are warriors of the earth, they lean more towards the neutral side of things. |
Greninja | Your Dexterity score increases by 2 and your Wisdom score increases by 1. | Your base walking speed is 30 feet. You also have a swim speed of 30 feet. | Greninjas tend to lean towards lawful alignments and are usually neutral. |
Grimmsnarl | Your Strength score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 30 feet. | Grimmsnarl are usually neutral or chaotic evil. |
Hakamo-o | Your Strength score increases by 2, and your Charisma score increases by 1. | Your base walking speed is 25 feet. | The general evolutionary line of jangmo-o is neutral, seeking only their own goals, independent of morals and consideration of others. |
Hatterene | Your Intelligence score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 25 feet. | Despite their vicious nature, most Hatterene are neutral, as they prefer to just be left alone. |
Hawlucha | Your Strength score increases by 1, and your Dexterity score increases by 2. | Your base walking speed is 25 feet. You have a flying speed of 30 feet. | Hawlucha generally lean towards good and neutral alignments. |
Heatmor | Your Constitution score increases by 2 and one other score of your choice increases by 1. | Your base walking speed is 30 feet. | Most heatmor are neutral. They keep to themselves and occupy their own business without others. |
Helioptile | Your Dexterity score Increases by 2. | Your base walking speed is 30 feet. | Helioptiles are mainly neutral by nature but evil and good helioptiles can exist but are very rare. |
Hypno | Your Constitution score increases by 1 and your Wisdom score increases by 2. | Your base walking speed is 30 feet. | Hypno are commonly lawful or neutral evil, but lawful neutral hypno exist too. |
Incineroar | Your Strength score increases by 2, and your Charisma score increases by 1. | Your base walking speed is 30 feet. | Incineroars usually lean towards chaotic and neutral alignments. |
Iron Bundle | Your Dexterity score increases by 1 and your Intelligence score increases by 2. | Your base walking speed is 35 feet. | Iron Bundle tend to lean towards neutral alignments. |
Iron Thorns | Your Strength, Constitution and Intelligence scores each increase by 1. | Your base walking speed is 30 feet. | Iron Thorns tend to lean towards neutral alignments. |
Iron Valiant | Your Strength, Dexterity and Intelligence scores each increase by 1. | Your base walking speed is 30 feet. | Iron Valiant's thirst for combat causes it to lean more towards chaotic alignments. |
Jynx | Your Intelligence score increases by 1 and your Charisma score increases by 2. | Your base walking speed is 30 feet. | Jynx are usually neutral and are generally good natured. |
Kabutops | Your Constitution score increases by 2, and your Dexterity score increases by 1. | Your base walking speed is 30 feet. | Kabutops are usually neutral, preferring to stay to their own affairs and not be bothered by others |
Kadabra | Your Intelligence score increases by 3 to a maximum of 20, and your Strength score decreases by 2. | Your base walking speed is 30 feet. | Kadabras view the world like a computer, tending toward lawful neutral alignments. |
Kangaskhan | Your Strength score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 30 feet. | Given their motherly nature, Kangaskhan tend to lean towards Good and Neutral alignments. The only thing rarer than a Kangaskhan is an Evil Kangaskhan. |
Kecleon | Your Dexterity score increases by 1 and your Wisdom or Charisma score increases by 2. | Your base walking speed is 25 feet. | Kecleon are not beholden to a specific alignment. Like their skin, they are adaptable creatures, though they usually stay true to what their own desires are, making them slightly neutral and self-serving. |
Krookodile | Your Strength score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 30 feet. | Krookodile tend to lean towards neutral and evil alignments. |
Lati | Your Dexterity score increases by 2. | Your base walking speed is 10 feet. | Latis tend to be chaotic good due to their free-spirited nature and curiosity along with a good sense of right and wrong. Although those in Lationa tend to be more lawful than those who leave, and some latis have known to do evil deeds. |
Lilligant | Your Charisma score increases by 2, and your Dexterity score increases by 1. | Your base walking speed is 25 feet. | Lilligant are usually quite lawful. They like to get their licks in the right way. |
Litwick | Your Charisma score increases by 2, and your Wisdom score increases by 1. | Your base walking speed is 20 feet. | Litwick are usually neutral or evil, since they pursue to feed mostly. However, some litwick do genuinely want to help people... even if it doesn't end as they plan. |
Lopunny | Your Dexterity score increases by 2 and your Charisma increases by 1. | Your base walking speed is 30 feet. | Lopunnies usually lean towards neutral or lawful alignments, though mostly neutral. |
Lucario | Your Strength and Dexterity scores increase by 1 and either your Intelligence or Wisdom also increases by 1. | Your base walking speed is 30 feet. | Lucario typically have Good alignments. |
Lucario, 2nd Variant | Your Charisma score increases by 2, and your Dexterity or Intelligence score increases by 1. | Your base walking speed is 30 feet. | Lucario are nearly always of good alignment, but it is also possible for them to be Neutral or very rarely evil. |
Lucario, Variant | Your Dexterity score increases by 2. | Your base walking speed is 30 feet. | Riolu tend to lean more towards Chaotic alignments due to their mischievous nature, but they also tend to be Good. However, like most races, they can be much different. |
Ludicolo | Your Constitution score increases by 2, and your Charisma score increases by 1. | Your base walking speed is 30 feet. You have a swim speed of 20 feet. | Ludicolo usually lean towards good alignments. Evil ludicolo are practically unheard of. |
Lycanroc | Your Strength score increases by 2. | Your base walking speed is 25 feet. | Lycanrocs are usually neutral, despite the Midnight form's reputation for being bloodthirsty werewolves, though evil lycanrocs are not unheard of. Most lycanrocs will lean towards lawful or chaotic alignments. |
Mankey | Your Dexterity score increases by 2 and your Strength score increases by 1. | Mankey are incredibly nimble and hyperactive creatures. Your base walking speed is 25 feet. | Mankey are very chaotic due to their temper flares. |
Maractus | Your Intelligence and Charisma scores each increase by 1. | Your base walking speed is 30 feet. | Maractus typically lean towards neutral alignments. |
Mawile | Your Strength, Intelligence and Charisma scores increase by 1. | Your base walking speed is 25 feet. | Despite their deceptive nature, most Mawile are usually neutral. |
Medicham | Your Dexterity, Wisdom and Charisma scores each increase by 1. | Your base walking speed is 30 feet. | Like their natural state of meditation, medicham are usually neutral and avoid rash actions. |
Meloetta | Your Charisma score increases by 1. | Your base walking speed is 30 ft. | The Meloetta race's whimsical nature tends them toward chaotic alignments. |
Meowth | Your Charisma score increases by 1. | Your base walking speed is 30 feet. | Meowths, be they Alolan or Kantonean, usually lean towards neutral alignments. |
Miltank | Your Constitution score increases by 2, and your Dexterity score increases by 1. | Your base walking speed is 30 feet. | Miltank usually lean towards neutral alignments. |
Mimikyu | Your Wisdom score increases by 1 and your Charisma score increases by 2. | Your base walking speed is 25 feet. | Despite being feared, most mimikyus are good. |
Muk | Muk may be rancid, but they are quite hearty. Your Constitution score increases by 2. | Your base walking speed is 25 feet. Plants do little to slow you down, non-magical plants you move through wither and die. | Most muk are chaotic neutral, due to being a nuisance for the sake of survival. |
Obstagoon | Your Constitution score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 30 feet. | Obstagoon usually fall along neutral or evil alignments and are typically chaotic. |
Pangoro | Your Strength score increases by 2 and your Constitution score increases by 1. | Your base walking speed is 30 feet. | Pangoro are very honor-based, giving them a more lawful leaning in everything they do. |
Pawmo | Your Dexterity or Strength score increase by 1 and your Charisma score increases by 2. | Your base walking speed is 25 feet. | Not seeking conflict, pawmo tend to be neutral. They are also friendly but will be the first to strike back when attacked. |
Primarina | Your Dexterity, Wisdom and Charisma scores each increase by 1. | Your base walking speed is 20 feet. You have a swimming speed of 30 feet. | Usually good or neutral, but rarely evil. |
Quagsire | Your Constitution score increases by 2. | Your base walking speed is 25 feet. You have a swim speed of 25 feet. | Given their carefree nature, quagsires lean towards neutral alignments. |
Regi | Your Constitution score increases by 1. | Your base walking speed is 25 feet. | Regi's are made to protect and seem to lean towards neutral, and are usually lawful. |
Reuniclus | Your Intelligence score increases by 2. | You have a flying speed of 30 feet. | Generally, reuniclus tend to be good, but a bit chaotic. |
Ribombee | Your Dexterity score increases by 2, and your Wisdom score increases by 1. | You have a base walking speed of 10 feet. You have a fly speed of 30 feet and you can hover if you are no more than 10 feet off the ground. If you are more than 10 feet off the ground when you end your turn you will fall until you are of no greater altitude. | Ribombees are generally good-natured and mostly lean towards neutrality. |
Roserade | Your Dexterity, Intelligence, and Charisma scores each increase by 1. | Your base walking speed is 25 feet. | Roserades are generally neutral or good natured. |
Sableye | Your Dexterity increases by 2 and Charisma scores increases by 1. | Your base walking speed is 25 feet. | Sableyes are usually neutral. |
Salazzle | Your Dexterity, Constitution and Intelligence scores each increase by 1. | Your base walking speed is 30 feet. | Though Salazzles may appear evil, they are usually neutral. |
Sceptile | Your Dexterity score increases by 2, and your Intelligence score increases by 1. | Your base walking speed is 30 feet. | Sceptile are typically shades of neutral, doing as they please. |
Scrafty | Your Constitution score increases by 2. | Your base walking speed is 25 feet. | Some scrafties, especially ones that live in urban areas, have been known to be lawful evil, but most scrafties are usually lawful neutral. |
Scyther | Your Strength score increases by 2, and your Dexterity score increases by 1. | Your base walking speed is 30 feet. | These swarm creatures are generally neutral and keep to themselves. Their temper makes them chaotic. |
Serperior | Your Dexterity, Constitution, Charisma scores each increase by 1. | Your base walking speed is 30 feet. | Serperiors usually lean towards neutral or good alignments and are rarely chaotic or evil. |
Skorupi | Your Dexterity score increases by 2, and your Intelligence score increases by 1. | Your base walking speed is 25 feet. You have a climbing speed of 20 feet. | Skorupi are rather neutral, keeping to themselves and only attacking for defense or food. |
Slakoth | Your Constitution score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 20 feet. | As they live rather uncaring, they are usually neutral. |
Slowking | Your Constitution, Intelligence and Wisdom score all increase by 1. | Your base walking speed is 20 feet. You have a swim speed of 30 feet. | Slowkings are usually neutral and generally good natured. |
Smeargle | Your Dexterity, Intelligence, and Wisdom scores each increase by 1. | Your base walking speed is 30 feet. | Smeargles are usually neutral and normally don't lean towards good or evil. |
Sneasler | Your Strength score increases by 2 and your Dexterity score increases by 1. | Your base walking speed is 30 feet. You have a climbing speed of 30 feet. | Most Sneaslers lean towards neutral and chaotic alignments. |
Snorlax | Your Strength score increases by 1 and your Constitution increases by 2. | Your base walking speed is 25 feet. | These rotund giants are usually neutral, preferring to simply eat and sleep rather than be good or evil. |
Sprigatito | Your Charisma score increases by 2 and your Dexterity score increases by 1. | Your base walking speed is 25 feet. | Their tendency to seek attention and later likings of mischief means most sprigatito and their evolutions are chaotic. |
Stufful | Your Strength score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 25 feet. | Stufful lean toward no particular alignment |
Swampert | Your Strength score increases by 2, and your Constitution score increases by 1. | Your base walking speed is 30 feet. You have a swimming speed of 25 feet. | They are generally good and very docile creatures. |
Sylveon | Your Dexterity score increases by 2, and your Charisma score increases by 1. | Your base walking speed is 30 feet. | Sylveon usually hail on the side of good since they oppose the supposedly evil dragons. |
Trapinch | Your Strength score increases by 2. | Your base walking speed is 25 feet. | Trapinches are usually neutral and normally don't lean towards good nor evil. |
Treecko | Your Dexterity score increases by 2, and your Intelligence score increases by 1. | Your base walking speed is 25 feet. | Treeckos tend to focus on neutral, but, like humans, are varied to both ends of the spectrum. |
Trevenant | Your Constitution score increases by 2 and your Charisma score increases by 1. | Your base walking speed is 25 feet. | Trevenant usually lean towards good and neutral alignments. |
Tsareena | Your Strength, Dexterity and Charisma scores increase by 1. | Your base walking speed is 30 feet. | Tsreenas are generally neutral or good natured and are almost never evil. |
Turtonator | Your Constitution score increases by 2, and your Charisma score increases by 1. | Your base walking speed is 25 feet. | These pokemon usually tend to be neutral, minding their own business. |
Typhlosion | Your Constitution score increases by 2. | Your base walking speed is 30 feet. | Typhlosions tend to lean towards neutral alignments. |
Tyranitar | Your Strength, Constitution and Wisdom scores each increase by 1. | Your base walking speed is 30 feet. | Tyranitar tend to lean towards neutral and chaotic alignments. |
Tyrogue | Your Constitution score increases by 1. | Your base walking speed is 30 feet. | Due to their disciplined nature, Tyrogues are often lawfully aligned. |
Ursaring | Your Strength score increases by 2, and one other ability score of your choice increases by 1. | Your base walking speed is 30 feet. | Ursaring tend to be very neutral, not caring much for good or evil. |
Urshifu | Your Constitution score increases by 2. | Your base walking speed is 30 feet. | An Urshifus alignment typically coincides with the discipline they choose. Those of the Single Strike discipline are often lawful while those of the Rapid Strike are more chaotic. |
Victini | Your Charisma score increases by 2 and one ability score of your choice increases by 1. | Your base walking speed of 15 feet. You have a flying speed of 30 feet and you can hover if you are no more than 10 feet off the ground. If you are flying more than 10 feet off the ground, you will fall until you are within 10 feet of the ground at the end of your turn. | Victini's are good willing and good-natured beings. They are mostly good or neutral depending on how much of a trickster they are. Evil Victinis are as good as unheard of. |
Weavile | Your Dexterity score increases by 2, and your Intelligence increases by 1. | Your base walking speed is 30 feet. | Because of their wild nature, Weavile tend to lean towards Chaotic alignments. |
Whimsicott | Your Dexterity score increases by 2, and your Intelligence score increases by 1. | Your base walking speed is 25 feet. | Whimsicotts, given their fey nature, usually lean towards chaotic alignments. |
Wigglytuff | Your Charisma score increases by 2, and your Wisdom score increases by 1. | Your base walking speed is 25 feet. | Wigglytuff are usually neutral, occupied only with their own group's matters. |
Wobbuffet | Your Constitution score increases by 2 and your Wisdom score increases by 1. | Your base walking speed is 25 feet. | Wobbuffet tend to lean towards neutral alignments. |
Yanma | Your Dexterity score increases by 2, and your Wisdom score increases by 1. | Your base walking speed is 10 feet. You have a flying speed of 30 feet, and can not fly higher than 30 feet. You must not be encumbered or wearing medium or heavy armor to use this speed. | Though good natured, yanma are typically neutral. |
Zangoose | Your Dexterity score increases by 2. | Your base walking speed is 30 feet. | Zangoose are mostly neutral and are almost never good nor evil. |
Zarude | Your Dexterity score increases by 2 and your Wisdom score increases by 1. | Your base walking speed is 30 feet. You also have a climbing speed of 20 feet. | As monkeys of the forest, zarude can be quite chaotic. Even when tied to a tribe, some zarude are known to break from tradition and strike off on their own. |
Zeraora | Your Dexterity, Constitution, Charisma scores each increase by 1. | Your base walking speed is 35 feet. | They are highly chaotic and standalone, preferring that others do not interfere with their ways. |
Zoroark | Your Strength, Dexterity and Intelligence scores each increase by 1. | Your base walking speed is 30 feet. | Despite rumors that they are evil, Zoroarks are generally neutral.
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Classes[edit]
THe following classes are available to any races listed after it. If a player chooses a spellcasting class, work with them to make sure their spells fit their race's type] (i.e. an ice type should not learn a spell that deals fire damage).
- See Pokémon Classes for an overview of various classes in the world.
- Pokémon Trainer - Any race
- Archer - Any race
- Artificer - Any race
- Barbarian - Any race
- Cleric - Any nonhuman race
- Druid - Any nonhuman race
- Fighter - Any nonhuman race
- Ranger - Any race
- Rogue - Any race
- Sorcerer - Any nonhuman race
- Warlock - Any nonhuman race
- Soldier - Any race
- Aura Warrior - Lucario
Backgrounds[edit]
Effectively any background from official materials or homebrew, excluding those directly relating to specific groups, such as those from Baldur's Gate or Elysium Knight. Additionally, Pokémon is a light-hearted series, so while war, organized crime, and murder may be officially referenced, making them the crux of a character is generally not conducive to the tone.
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