Pokémon 5e Races
Dragonborn
Background and Location
Standard Bonuses
Dwarf
Background and Location
Standard Bonuses
Cave Dwarf Bonuses
Coronet Dwarf Bonuses
Tunnel Dwarf Bonuses
Chimney Dwarf Bonuses
Elf
Background and Location
Standard Bonuses
Dark Elf Bonuses
High Elf Bonuses
Wood Elf Bonuses
Sea Elf Bonuses
Gnome
Background and Location
Standard Bonuses
Forest Gnome Bonuses
Rock Gnome Bonuses
Half-Elf
Background and Location
Standard Half-Elf Bonuses
Variants
Halfling
Background and Location
Standard Halfling Bonuses
Lightfoot Halfling Bonuses
Stout Halfling Bonuses
1
Ability Score Increase
Stout Resilience
Seafaring Halfling Bonuses
Half-Orc
Background and Location
Standard Half-Orc Bonuses
Human
Background and Location
Standard Human Bonuses
Variant Human Bonuses
Kantoan Human Bonuses
Johtoan Human Bonuses
Hoennian Human Bonuses
Sinnohian Human Bonuses
Tiefling
Background and Location
Standard Tiefling Bonuses
2
Dragonborn
Background and Location
Legends say that the legendary Pokémon Palkia and Dialga fashioned children after the image
of the races of the world, but with their own likeness and aspects. These children became the
Dragonborn. The Northern Clan can be found in North and Northeast Sinnoh. The Western Clan
can be found in Mt. Silver and the untamed areas between Kanto and Johto. Dragonborn tend
to be very clannish. They are prone to disagreeing with a member of the other clan for no other
reason than they do not trust them. Inter-clan relationships are strictly forbidden, though both
clans look the other way at purely professional relationships between differing clan members.
Members of both clans are very principled, whether for good or for evil.
Standard Bonuses
Ability Score Increase
Your Strength score increases by 2 and your Charisma score increases by 1.
Age
Young dragonborn grow quickly. They walk hours after hatching, attain the size and
development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live
to be around 80.
Alignment
Dragonborn tend towards extremes, making a conscious choice for one side or the other
between Good and Evil. Most Dragonborn tend to worship one legendary dragon in particular to
whom they feel a particular affinity for. Lawful Dragonborn tend to worship Latias, Dialga, or
Zekrom. Chaotic Dragonborn tend to worship Latios, Palkia, Reshiram, or Zygarde. The few
Neutral Dragonborn tend to worship Rayquaza, Giratina, or Kyurem.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging
almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Draconic Affinity
Choose one type in character creation. Every Pokémon you catch of that type will start with a
Loyalty of Content (replaces Draconic Ancestry and Breath Weapon).
Draconic Resistance
Note the type you chose for Draconic Affinity. Every Pokémon of that type that has attacked
your Pokémon in this battle will act with one Loyalty level lower than it would normally have for
the rest of the encounter, while it can see you (replaces Damage Resistance).
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
3
Dwarf
Background and Location
Three words that best describe dwarves are short, stout, and skilled. Believed to have arisen
from the resting places of the Legendary Titans, Dwarves find themselves drawn to mountains,
caves, and tunnels. They enjoy the thrills of mining and working the raw ores formed by
thousands of years of Pokémon activity. There are many clans of dwarves, and they tend to
identify themselves loosely by the nature of their homes and their regions. Coronet Dwarves are
found in Mt. Coronet in Sinnoh. Chimney Dwarves are found in Mt. Chimney in Hoenn. Cave
Dwarves can be found in the Union and Dark Caves of Johto. Tunnel Dwarves are found in Mt.
Moon, Diglett’s Cave, and Rock Tunnel in Kanto.
Standard Bonuses
Ability Score Increase
Your Constitution score increases by 2.
Age
Dwarves mature at the same rate as humans, but they're considered young until they reach the
age of 50, On average, they live about 350 years.
Alignment
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend
toward good as well, with a strong sense of fair play and a belief that everyone deserves to
share in the benefits of a just order.
Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Dwarven Load
You can carry an extra 20 lbs of equipment without being over encumbered.
Darkvision
You can see in dim light within 60 feet of you, and darkness as if it were dim light.
Dwarven Resilience
You have advantage on saving throws against poison, you have resistance against poison
damage, and your Pokémon have double the chance to recover from poison on their own.
Stonecunning
Whenever you make a History check related to the origin of stonework, you are considered
proficient in the History skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus. In addition, you are proficient with any tool used in stone or
metalwork, such as tongs and hammers.
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
Cave Dwarf Bonuses
Cave Dwarves are incredibly proud and clannish. Though the Dark Cave clan and the Union
Cave clan have not warred in centuries, there is extensive distrust between the two groups.
4
Cave Dwarven Toughness
You get +1 HP per level.
Cave Dwarven Mindfulness
Your Wisdom score increases by 1.
Coronet Dwarf Bonuses
The wealthiest clan of dwarves resides in the gem-rich Coronet Mountains in central Sinnoh.
They are good friends with the resident Gigaliths and Golems of the mountain, and work closely
with Rampardos and Shieldon to excavate Oreburgh Mine for rare crystals.
Mountain Dwarven Strength
You get +2 Strength OR the Athlete feat.
Gem Affinity
When you enter into a cave, tunnel, or mountain, roll a d20. A roll of 15 or higher allows you to
find an overlooked gem along your path worth $1000 + $100 x your Intelligence mod. This can
only be used once per short or long rest.
Tunnel Dwarf Bonuses
Tunnel Dwarves are the most easy-going of all the dwarven clans, but don’t mistake them for a
Gnome! They are proud and skilled, and to insult one is to invite a visit from an angry Steelix.
Tunnel Dwarven Wariness
You get the Alert feat.
Tunnel Dwarven Mindfulness
Your Wisdom score increases by 1.
Chimney Dwarf Bonuses
Used to the heat and volcanic ash-filled air of Mt. Chimney, it’s difficult to find a hardier group of
beings than Chimney Dwarves. Unlike their name suggests, they do not spend their lives on the
roofs of the ever-changing caverns of Mt. Chimney. Instead, they are masters at predicting and
shaping the flows of lava. It is said that the only reason Hoenn has not had devastating volcanic
activity in centuries is due to the work of Chimney Dwarves.
Chimney Dwarf Durability
You get the Durable feat.
Volcanic Resistance
You have advantage on saving throws against being burned and you have resistance against
burn damage.
Elf
Background and Location
Elves are found in places of ethereal beauty and mystery. They seem more deeply connected to
nature than other races, and it is said that their song can attract the rarest of Pokémon.
Standard Bonuses
Ability Score Increase
Your Dexterity score increases by 2.
5
Age
Although elves reach physical maturity at about the same age as humans, the elven
understanding of adulthood goes beyond physical growth to encompass worldly experience. An
elf typically claims adulthood and an adult name around the age of 100 and can live to be 750
years old.
Alignment
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler
aspects of chaos. They value and protect others’ freedom as well as their own, and they are
more often good than not.
Size
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being infatuated (charmed) and being put to
sleep. Each of your Pokémon that are Pleased or Loyal shares this feat.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours
a day. (The Common word for such meditation is “trance.”) While meditating, you can dream
after a fashion; such dreams are actually mental exercises that have become reflexive through
years of practice. After resting in this way, you gain the same benefit that a human does from 8
hours of sleep.
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
Regional Affinity
You have advantage on any History or Arcana check made to decipher or understand the
Ancient form of your home region’s language.
Dark Elf Bonuses
Dark Elves may be found in the thick, twisted trees of Eterna Forest, where they were banished
long ago after they failed to take over Sinnoh with their legions of mighty Torterra and powerful
Heracross. They rarely leave Eterna Forest for more than bartering. There are no living famous
Dark Elves.
Ability Score Increase
Your Charisma score increases by 1.
Superior Darkvision
Your darkvision has a range of 120 feet instead of 60.
Sunlight Sensitivity
6
You have disadvantage on any Perception checks or Wisdom or Dexterity saving throws that
require sight if either you or the target is in direct sunlight.
Drow Subtlety
You can choose either Deception or Stealth and have your proficiency bonus for using that skill
doubled (replaces Drow Magic).
Alignment
While drow elves are similar to other elves in that they lean towards chaos, they differ from the
other elf subraces in that they tend to be more evil than not due to their exile into the Mountains.
High Elf Bonuses
High Elves reside in the Viridian Forests of Kanto and the Ilex Forests of Johto, keeping a close
eye on the political goings-on of the regions around them. They are influential and tend to
participate in regional government more than other varieties of elves. Famous High Elves
include Erika, the Gym Leader of Celadon City, and James, famous former member of Team
Rocket.
Ability Score Increase
Your Intelligence score increases by 1.
Elven Focus
When you choose a specialization at level 1, its bonus is doubled. (replaces Cantrip)
Extra Language
You can also speak/read one extra language of your choice.
Wood Elf Bonuses
Wood Elves populate Hoenn’s Fortree City and its surrounding regions, preferring to run freely
among the Deerling and Oddish. They are among the few that can easily navigate the thick
grasses of north central Hoenn. The most famous Wood Elf is Winona, Gym Leader of Fortree
City.
Ability Score Increase
Your Wisdom score increases by 1.
Fleet of Foot
Your base walking speed increases to 35 feet.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Sea Elf Bonuses
Sea Elves may be found traveling amongst the many islands in Southern and Eastern Hoenn
with their Jellicent and Sharpedo. It is not uncommon for traveling trainers to happen across a
group of Sea Elves singing and racing their Pokémon atop the rough and merciless waves
around Pacifidlog Town. Famous Sea Elves include Hoenn Elite Four member Drake and
former Team Aqua Admin Shelley.
Ability Score Increase
Your Constitution score increases by 1.
Sea Elf Training
7
You have proficiency with tools made to interact with the sea, such as nets, fishing lines, etc.
Child of the Sea
You have a swimming speed of 30 feet and you can breathe air and water equally effectively.
Friend of the Sea
Using gestures and sounds, you can communicate simple ideas with any Water-type Pokémon
that lives in the sea or in large lakes.
Gnome
Background and Location
Found in every region, gnomes tend to live in their own private communities at the edge of or
just outside nearly every town. Most of their dwellings tend to be sunk into the ground or carved
into the side of the nearest hill. Their inimitable curiosity and irrepressible light-heartedness
make them gravitate towards any profession or hobby that involves creativity, including
engineers, scholars, inventors, investigators, sages, minstrels, jewelers, and tricksters. It is said
that seeing a Gnome in a foul mood is very rare, as they tend to find the proverbial silver lining
in any situation.
Standard Bonuses
Ability Score Increase
Your Intelligence score increases by 2.
Age
Gnomes mature at the same rate as humans, and most are expected to settle into adult life
around the age of 40. They can live to 350 years on average, but it's not too uncommon for
them to reach 500 years of age.
Alignment
Gnomes are generally Good, and their profession tends to reflect their alignment on the
Lawful/Chaotic slider. Lawful Gnomes tend to be inventors, engineers, and investigators.
Chaotic Gnomes tend to be wanderers, tricksters, or minstrels.
Size
Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
Darkvision
Accustomed to life underground or in shady forests, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saves against Psychic-, Fairy-
and Ghost-type moves. Any Pokémon of yours that is Pleased or Loyal shares this benefit.
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
8
Forest Gnome Bonuses
Forest Gnomes tend to live near or in the outer edges of forests. They are generally on good
terms with the Elves that tend to inhabit the inner reaches of said forests, and frequently the
best way to acquire something made by an elf is to barter for it with a gnome. The most famous
Forest Gnomes are Julius, Leonard, and Arthur, who make up the famed Mankey Business
minstrel troupe.
Ability Score Increase
Your Dexterity score increases by 1.
Natural Illusionist
You have advantages on rolls to Hide while in a forest. You also don’t trigger opportunity attacks
when you are in a forest and are within melee range of a ground-based Pokémon.
Speak with Small Pokémon
Through sound and gestures, you may communicate simple ideas with Small or smaller
Pokémon.
Rock Gnome Bonuses
Rock Gnomes are devilishly inventive and hardy for such a small creature. They are well known
for their incredibly intricate contraptions. Kurt, the inventor of Apricorn Balls, is the most famous
of the Rock Gnomes.
Ability Score Increase
Your Intelligence score increases by 1.
Artificer’s Lore
Whenever you make a History check related to alchemical, technological, or Gnome-crafted
items, you can add twice your proficiency bonus instead of any other proficiency bonus that may
apply.
Tinker
You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour
and 10 $ worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device
ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
functioning), or when you use your action to dismantle it; at that time, you can reclaim the
materials used to create it. You can have up to three such devices active at a time. When you
create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork person or Pokémon, such as a Pikachu, Rattata, Lotad,
or Mankey. When placed on the ground, the toy moves 5 feet across the ground on each of your
turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch,
or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box
stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these.
Poké Ball Tinkerer
Using tinker’s tools, you can spend 1 hour and 10 $ worth of materials to improve a Poké Ball
you have in your equipment bag. This ball now has an extra +1 to capture rolls when thrown.
9
Half-Elf
Background and Location
Half-Elves are found in every town and village in every region. They are among the most
variable of the races. Most are eager to take the gym challenge, as they find themselves truly
fitting in neither the elvish nor the human communities. Even if they do not take the gym
challenge, they are frequently found adventuring. They tend to be ambitious and refined in their
tastes, preferring the natural to the technological. Famous Half-Elves include Professor Samuel
Oak of Pallet Town and his grandchildren: the renowned surveyor Daisy Oak and her brother,
former Champion and current Viridian Gym Leader, Blue Oak.
Standard Half-Elf Bonuses
Ability Score Increases
Your Charisma score increases by 2, and two other ability scores of your choice each increase
by 1.
Age
Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They
live much longer than humans, however, often exceeding 180 years.
Alignment
Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and
creative expression, demonstrating neither love of leaders nor desire for followers. They chafe
at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
They are good and evil in equal numbers, a trait they share with their human parents.
Speed
Your base walking speed is 30 feet.
Size
Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is
Medium. Weight approximately 120-150 lbs.
Darkvision
Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Fey Ancestry
You have advantage on saving throws against being infatuated (charmed) and being put to
sleep. Each of your Pokémon that are Pleased or Loyal shares this feat.
Skill Versatility
You gain proficiency in two skills of your choice.
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
Variants
Some half-elves take after their elven parent more than their human parent. Such half-elves
may take one of the following traits in place of the Skill Versatility trait.
Fleet of Foot
10
Your base walking speed increases to 35 feet (Wood Elf).
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena (Wood Elf).
Drow Subtlety
You can choose either Deception or Stealth and have your proficiency bonus for using that skill
doubled (Dark Elf).
Child of the Sea
You have a swimming speed of 30 feet (Sea Elf).
Halfling
Background and Location
Halflings enjoy the comforts of home, whether home be a small farm, a wagon gently jostling
along a dirt road, or a raft floating down a river or on a lake. They are simple folk, whose
priorities include a good meal, fine drink, and fine conversation. They mostly keep to
themselves, but those that venture outside their communities are often very well-liked by all.
There are three variants of Halfling: Lightfoot, Stout, and Seafaring. Famous Halflings include
Bugsy, the Azalea Town Gym Leader; Limbo, the host of the popular talk radio show “Toke it
Away” based in Goldenrod City; and Lucy, the vivacious Pikachu breeder.
Standard Halfling Bonuses
Ability score Increase
Your Dexterity score increases by 2.
Age
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her
second century.
Alignment
Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in
pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning
heavily on the support of their community and the comfort of the old ways.
Size
Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed
Your walking speed is 25 feet.
Lucky
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You
must use the new result, even if it is a 1.
Brave
You have advantage on saving throws against being frightened.
Nimble
You can move through the space of any creature that is of a size larger than yours.
Languages
11
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
Lightfoot Halfling Bonuses
Lightfoot Halflings are even better at being unnoticed. They are particularly adept at using other
creatures as cover, and are affable beings, trying their hardest not to stand out.
Ability Score Increase
Your Charisma score increases by 1.
Naturally Stealthy
You can attempt to hide even when you are only obscured by a creature that is at least one size
larger than you.
Stout Halfling Bonuses
Stout Halflings are hardy and unafraid of getting their hands dirty…as long as there is a hot
meal and fine ale to be had at the end of the job.
Ability Score Increase
Your Constitution score increases by 1.
Stout Resilience
You have advantage on saving throws against poison, and you have resistance to poison
damage.
Seafaring Halfling Bonuses
Seafaring halflings, like their name, spend most of their lives on the water. You can’t ask for a
more skilled chef of seafood, however. Many Seafaring Halflings live in freshwater rivers and
lakes rather than the sea, but they are the same cheery folk.
Ability Score Increase
Your Wisdom score increases by 1.
Water Adept
Your Swim speed is 25 feet and getting in and out of water costs no additional movement. You
are also adept at using hollow reeds and pipes to enable you to breathe while underwater at a
depth of up to 10 feet.
Half-Orc
Background and Location
Half-Orcs are rarely seen in any numbers. Outside of Cianwood City, you’d be hard-pressed to
encounter more than one. Even then, their fierce looks, prodigious strength, and gruff demeanor
intimidate most into giving them a wide berth. Those that venture into ‘civilized’ lands frequently
find themselves getting heaps of offers as bodyguards for the wealthy and famous. Famous
Half-Orcs include Bruno, a member of the Kanto Elite Four, and Chuck, Gym Leader of
Cianwood City.
Standard Half-Orc Bonuses
Ability Score Increase
Your Strength score increases by 2 and your Constitution score increases by 1.
12
Age
Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age
noticeably faster and rarely live longer than 75 years.
Alignment
Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined
toward good.
Size
Half-Orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6
feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your orc blood. you have superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light. and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Menacing
You gain proficiency in the Intimidation skill.
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
You can't use this feature again until you finish a long rest.
Savage Attacks
You are especially good at discerning weak points of your foes and can direct your Pokémon to
focus on those. If your Pokémon lands a critical hit, you can roll one of their move’s damage
dice one additional time and add it to the extra damage of the critical hit.
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto).
Human
Background and Location
Humans can be found in every location in which they are welcome, and a good few in which
they aren’t! Relentless, adaptable, and irrepressible, humans seem to have an innate desire to
spread themselves out across all the regions in a sort of innate diaspora. They can be found in
all professions and walks of life. One thing they have in common is a love of technology.
Humans do not have any subraces, but their adaptability has given them some differing traits
depending on their home region. Choose one home region and add its bonuses to the Standard
Human Bonuses.
Standard Human Bonuses
Ability Score Increase
Your ability scores each increase by 1.
Age
Humans reach adulthood in their late teens and live less than a century.
13
Alignment
Humans tend toward no particular alignment. The best and worst are found among them.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of
your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common plus the regional language based on where your
character is from (e.g. Kantoan if you are from Kanto). You also can choose one additional
language from another region.
Variant Human Bonuses
Some humans like to specialize a bit more than others. All three of the following can optionally
replace the Ability Score Increase in the Standard Human Bonuses.
Ability Score Increase
Two different ability scores of your choice increase by 1.
Skills
You gain proficiency in one skill of your choice.
Feat
You gain one feat of your choice.
Kantoan Human Bonuses
Kantoans are known for being rather assertive compared to other Human cultures. They like to
have a say in any decision.
Kanto Poise
You are proficient in the Persuasion skill.
Johtoan Human Bonuses
Johtoans are known to be honest and always say precisely what they mean, sometimes to a
fault. However, they know other cultures and races are not like this, and so pay close attention
when dealing with non-Johtoans.
Johtoan Discernment
You have advantage on any Charisma saves against being misled. You also have advantage on
Insight checks.
Hoennian Human Bonuses
The Humans of Hoenn are used to a wide variety of weather conditions.
Hoennian Observation
You can see twice as far as any other human in adverse weather conditions such as Hail,
Heavy Rain, Intense Sunlight, and Sandstorm. You also have advantage on any checks against
losing your footing due to weather conditions.
Sinnohian Human Bonuses
Sinnoh has long, bitter winters and so the Humans that live there are used to the cold.
Sinnohian Heartiness
14
You have resistance against Ice damage and are immune to being Frozen. You also ignore the
negative effects of difficult terrain in the tundra; you move at normal speed in icy conditions.
Unovan Human Bonuses
Unovans are very skilled at integrating technology into their lives and seem to have a knack with
it.
Unovan Knack
After scanning a wild Pokémon into your Pokédex, your first attempt to catch said Pokémon
gets a +2 bonus to your roll. If that fails, your next throw gets a +1 bonus. All subsequent
catching attempts do not have a bonus.
Kalosian Human Bonuses
Kalos is known as the cultural heart of the Pokémon world, and its members can be very
charming.
Kalosian Charm
Your Charisma score increases by 1.
Tiefling
Background and Location
Each region has its own legend of how Tieflings came to be. Kantoans tell how Tieflings were
created when Moltres molted eons ago, and how each falling fiery feather of the legendary
bird’s wing became a Tiefling. Johtoans tell how Tieflings sprouted from the Burned Tower after
it was consumed in a great fire. Hoennian legends say how Tieflings were the army that
Groudon raised in one of its attempts to defeat Kyogre. Sinnohians argue that Heatran created
them in one of its mysterious forges. No matter what, Tieflings remain mysterious and
independent, and are therefore distrusted more than any other race. Their reputation was
worsened with the rise of Team Rocket, as several of the top Rocket Admins were Tieflings.
Notable Tieflings include Flannery, the Gym Leader of Lavaridge Town, and Sidney, one of
Hoenn’s Elite Four.
Standard Tiefling Bonuses
Ability Score Increase
Your Intelligence score increases by 1, and your choice of Charisma or Dexterity score
increases by 2.
Age
Tieflings mature at the same rate as humans but live a few years longer.
Alignment
Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or
not, an independent nature inclines many Tieflings toward a chaotic alignment.
Size
Tieflings are about the same size and build as humans. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
15
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Heat Resistance
You have resistance to fire damage. In addition, you can safely touch items or Pokémon that
are up to 1000 °C.
Infernal Legacy
You gain +1 to all saving throws while within 30 feet of an open flame. This bonus increases to
+2 when in the presence of a bonfire, and to +3 when in the presence of an inferno.
16
Appendix A: Weapon Proficiencies
Introduction
In my system, weapon proficiencies are not tied to race or class. Instead, at character creation
each character chooses one weapon with which to be proficient and gets a copy of that weapon
as a piece of starting equipment. I chose to loosen the normal 5e weapon limitations because in
combat, the trainer shares their action with their Pokemon. In most circumstances, it is
preferable for the trainer to not attack with their weapon and instead let their Pokemon attack.
However, there could be circumstances in which a trainer is separated from their Pokemon, or
they are being attacked by a wild Ghost-type Pokemon when all their Pokemon knows is
Normal- and Fighting-type moves, etc. For trainer-on-wild-Pokemon combat, all damage is
counted as neutral, not taking into account type resistances or vulnerabilities or immunities.
Shortbow
Deals 1d6 piercing damage, ranged, weighs 2 lb. Uses arrows as ammunition.Two-handed.
Requires a Dexterity of 12 or higher to use in combat. Range is 80/320.
Sling
Deals 1d4 bludgeoning damage, ranged, weight is negligible. Uses small rocks or the like as
ammunition, as long as the object is under 10 cm in diameter and is mostly spherical or
elliptical. Range is 30/120.
Hunting Knife
Deals 1d4+1 slashing damage, melee, weighs 1.5 lb. Is one-handed. Light. Is better at precision
cuts than the kukri, but is not as good at clearing brush.
Kukri
Deals 1d8 slashing damage, melee, weighs 2 lb. Is one-handed. Finesse. Is better at clearing
brush and cutting bigger things than the hunting knife, but is worse at precision cuts.
Frying Pan
Deals 1d8 bludgeoning damage, melee, weighs 4 lb. Is one-handed. Requires a Strength of 14
or higher to use in combat.
Quarterstaff
Deals 1d6 bludgeoning damage, melee, weighs 4 lb. Versatile (1d8). Requires a Strength of 12
or higher to use one-handed in combat.
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