Oneshot N.2 - Player Character sheets

by Darkwhellm

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Before starting...

The Trainer's Almanac

In order to play with Pokémon in DnD 5e, some homebrew is necessary. This comes in the form of the Trainer's Almanac, a comprehensive guide to everything regarding how to create, train and customize Pokémons and Pokémon's trainers. It is not necessary to read all of it though! This module contains most of the materials ready to plug and play.

These are the only sections of the almanac that should be read by every player before starting:

Artist - miki kudo

Jhonnan Kirimmon

Level 4 Trainer, Ninja


  • Size: Medium
  • Proficency bonus: +2
  • Speed: 30 feet, can run and climb
STR DEX CON
8(-1) 15(+2) 12(+1)
INT WIS CHA
16(+3) 14(+2) 10(+0)

  • Skill proficiencies: Animal Handling, Insights, Perception, Investigation, Intimidation (with help from Seviper)
  • Tool proficiency: Poisoner’s Kit, Disguise Kit.
  • Languages: Common

Racial features

  • Vertical speed. You can climb at your speed.
  • Parkour. You and your Pokémon are immune to fall damage. Additionally, you have advantage on all athletics and acrobatics checks for jumping.
  • Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colors in the dark, only shades of gray.
  • Camouflage. You can hide using the environment and camouflage tricks, taking on the appearance of an object. Outside of combat, you can spend ten minutes making yourself completely indistinguishable from a tree, rock, or other landscape feature. You count as hidden, but with a natural 20 on the skill check.
  • Paths of the shadow. You have spent many years of your life following the orders and teachings of your master and lord. Whether you are still in his service or not, your past work gives you access to his network of acquaintances and favors. You can find someone of your order in most cities, and they will be friendly towards you.
  • Spells. You know the cantrip Minor Illusion. When you reach 3rd level, you can cast the spell Disguise Self once with this feature and you regain the ability to do so when you complete a long rest. The spellcasting ability for these spells is Wisdom. You do not have to provide any material components to use these spells.

Class Features

(Level 2 class feature) Trainer Bond. Your pokemon have more hp and can memorize more move than wild pokemons. You can also get aided by them in some skill checks, becoming proficient in them.

(Level 3 subclass feature) Type Master. You gain advantage on all skill checks you make regarding poison Type Pokémon.

(Level 4 feat) Skilled. Proficient in Insight, Perception and Investigation.

Equipment

Poisoner’s Kit, Disguise Kit, a straw for breathing underwater, some climbing claws, a set of plastic kunai or shuriken, two smoke bombs, a bamboo blanket painted with natural patterns and a dark suit.

A water bottle, a sleeping bag, a flashlight with 10 batteries, a lighter, 10 daily rations, 50 feet of hemp rope tied to the backpack, a crowbar, a Pokédex and a Trainer's License.

1 SuperPotion, 1000 ₽

Artist - Dimitar Angeloff

PP-less moves

Struggle, Launch, Dash, Disengage, Dodge, Ready, Help, Push, Throw, Hide, Search

Background

Jhonnan is a skilled investigator working for Gehenna, a covert state agency specializing in counter-espionage. With his deadly Seviper at his side, he enters the Royale Z-A to quietly probe the secrets of Quasartico Inc. Calm, sharp-minded, and hard to read, Jhonnan never reveals more than necessary. Victory is simply the next step in his investigation.


Seviper

Large Pokémon, Poison-type, level 4


  • Hit Points: 66 (4d12+8+10)
  • Armor Class: 9 (10+Proficiency+WIS+CHA)
  • Proficency bonus: +2
  • Speed: 40 feet, can run and climb
  • Nature: Naughty (+STR,-WIS)
STR DEX CON
17(+3) 10(+0) 14(+2)
INT WIS CHA
15(+2) 6(-2) 8(-1)

  • Saving Throws: Strength+5, Dexterity+2
  • Weaknesses: Psychic, Ground
  • Resistances: Bug, Grass, Fairy, Fighting, Poison

Skills

Shed Skin: This Pokémon heals from every condition at the end of its turn.

Feats

Mobile: This Pokémon has become very elusive. Gains the following features:

  • +10 feet/turn speed
  • If it dashes, it ignores difficult terrain
  • If it attacks an enemy, it doesn't provoke attacks of opportunity from them for the rest of the turn, whether it hit or not.

Moves

  • Poison Jab: Melee Attack: +5 to hit, range 5 ft., one target. On hit: 16 (2d12+3) poison damage. The target must make a Constitution save DC 13. If it fails, it is poisoned. 5 PP.
  • Bite: Melee Attack: +3 to hit, range 5 ft., one target. On hit: 16 (2d12+3) dark damage. The target must make a Constitution save DC 11. If it fails, it flinches. 5 PP.
  • Vine Whip: Melee Attack: +3 to hit, range 15 ft., one target. On hit: 16 (2d12+3) grass damage. 5 PP.
  • Acid: targets everything inside a 15-foot cone emanating from you. Targets must make a DC 12 Dexterity save. On a fail: 6 (1d6+2) poison damage. Targets that fail by 5 or more their save have their Armor Class reduced by 1 until the adrenaline surges ends, up to a maximum of -3. This move is super-effective against steel-types. 4 PP.
Artist - Unkonwn

Adeiline Swift

Level 4 Trainer, Mountaineer


  • Size: Medium
  • Proficency bonus: +2
  • Speed: 30 feet, can run and climb (½)
STR DEX CON
15(+2) 10(+0) 12(+1)
INT WIS CHA
14(+2) 8(-1) 16(+3)

  • Skill proficiencies: Animal Handling, Investigation (with help from Arcanine Hisui)
  • Tool proficiency: Cartographer's tools.
  • Languages: Common

Racial features

  • Serious walker: You can march at full speed for 12 hours a day without suffering any level of exhaustion, regardless of weather conditions and terrain.
  • Off-trail explorer: You and your Pokémon ignore difficult terrain and gain the ability to climb (½).
  • Rock expert: You gain advantage on all skill checks involving natural stone and rock-type Pokémon.
  • Yodel: As a bonus action, you can give a cheerful shout, commonly used in the mountains. All creatures with hearing within 5 km hear you clearly and can pinpoint your location. The yodel can reach even greater distances, but being able to hear it requires a perception check from the creatures, with a DC determined by the DM. The yodel struggles to get through walls.
  • Rustic hospitality. Thanks to your mountaineer look you are very popular with rustic folks. Unless you have proven yourself to be violent or a danger to their safety, mountain or country communities quickly take a liking to you, and can guarantee you some food and a place to sleep. They will also defend you from any enemies and from the law, pretending that you are not there, but they will not do so at the cost of their lives.

Spells: You know the cantrip Light. When you reach 3rd level, you can cast the spell Longstrider once with this feature and you regain the ability to do so when you complete a long rest. The spellcasting ability for these spells is Wisdom. You do not have to provide any material components to use these spells.

Class Features

(Level 2 class feature) Trainer Bond. Your pokemon have more hp and can memorize more move than wild pokemons. You can also get aided by them in some skill checks, becoming proficient in them.

(Level 3 subclass feature) Pokémentor. You can use TMs three times before breaking them.

(Level 4 feat) Lucky. You can reroll any die you throw, up to three times per long rest.

Equipment

Some cartographer's tools, a large backpack, a hat, a water bottle, ten honey energy bars, some hiking clothes.

A water bottle, a sleeping bag, a flashlight with 10 batteries, a lighter, 10 daily rations, a backpack, 50 feet of hemp rope tied to the backpack, a crowbar, a Pokédex and a Trainer's License.

1 SuperPotion, 1000 ₽

Artist - Unknown

Arcanine Hisui

Large Pokémon, Fire/Rock-type, level 4


  • Hit Points: 50 (4d8+8+10)
  • Armor Class: 10 (10+Proficiency+WIS+CHA)
  • Proficency bonus: +2
  • Speed: 30 feet, can run
  • Nature: Quiet (+INT,-DEX)
STR DEX CON
15(+2) 8(-1) 14(+2)
INT WIS CHA
17(+3) 8(-1) 8(-1)

  • Saving Throws: Constitution+4, Charisma+1
  • Vulnerabilities: Water, Ground
  • Weaknesses: Fighting, Rock
  • Resistances: Bug, Fairy, Ice, Normal, Poison, Flying
  • Immunities: Fire

Skills

Intimidate: All creatures hostile to this Pokémon that can see it inflict less damage with each of their attacks equal to half this Pokémon level rounded up, down to a minimum of 1 damage dealt. This ability cannot be stacked with itself.

Feats

Ash Fur (Hidden Ability): When this Pokémon is hit by an attack, it releases a cloud of ash that obscurses it. All attacks against it suffer disadvantage until the end of its next turn.

PP-less moves

Struggle, Launch, Dash, Disengage, Dodge, Ready, Help, Push, Throw, Hide, Search

Background

Born in the highlands of Unova, Adeline is charismatic, warm, and always in motion. Her Arcanine is just as reliable as her, albeit much more shy and introverted, especially when it comes to humans. Her wish is for Quasartico to sponsor a grand marathon open to everyone in the city. She fights not for glory, but for a sense of community.


Moves

  • Rock Tomb: Range 5 ft., targets everything inside a 5-foot cylinder. Targets must make a DC 12 Dexterity save. On a fail: 11 (2d8+2) rock damage and they are restrained. 4 PP.
  • Flamethrower: targets everything inside a 20-foot cone emanating from you. Targets must make a DC 13 Dexterity save. On a fail: 10 (4d4) fire damage. Targets that fail their save by 5 or more are also burned 5 PP.
  • Flame Charge: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 11 (2d8+2) fire damage. The target must make a Strenght save DC 12. If it fails, it is pushed back 10 feet. When you use this move, before making the attack roll, you end the frozen and wet conditions on yourself. 4 PP.
  • Smack Down: Ranged Attack: +4 to hit, range 60 ft., one target. On hit: 11 (2d8+2) rock damage. The target must make a Strenght save DC 13. If it fails, falls prone. Airborne targets have disadvantage on the saving throw. 4 PP.
Artist - HolcBuster

Caleb Jarek

Level 4 Trainer, Biker


  • Size: Medium
  • Proficency bonus: +2
  • Speed: 30 feet, can run
STR DEX CON
16(+3) 8(-1) 15(+2)
INT WIS CHA
12(+1) 15(+2) 10(+0)

  • Skill proficiencies: Animal Handling, Athletics, Perception (with help from Lucario)
  • Tool proficiency: Brewer’s kit.
  • Languages: Common

Racial features

  • Lurker. You and your Pokémon gain advantage on Hide checks.
  • Corruption. You can bribe police officers and others by paying them money by passing a Persuasion check on which you have advantage. The DC of the check and the money needed are decided by the DM.
  • Extortion. When you defeat an opposing trainer, you gain 30% additional money from him and have advantage on Intimidate checks over him.
  • Retaliation. If you are defeated by an opponent, you gain advantage on all checks to locate him and discover his secrets, and advantage on initiative rolls the next time you fight him.
  • Contact in the Gang. You meet a disreputable guy who, however, you can rely on to get in touch with the criminal gangs of the world. Your contact can act as an intermediary from you and other shady individuals, carrying secret messages from side to side.
  • Motorcycle. You own a large motorcycle and know how to ride it. The motorcycle may be a racing model or an off-road one. If it breaks down or is stolen, you can replace it by paying half the cost of a new bicycle.
  • Spells. You know the cantrip Thaumaturgy. When you reach 3rd level, you can cast the spell Expeditious Retreat once with this feature and you regain the ability to do so when you complete a long rest. The spellcasting ability for these spells is Wisdom. You do not have to provide any material components to use these spells.

Class Features

(Level 2 class feature) Trainer Bond. Your pokemon have more hp and can memorize more move than wild pokemons. You can also get aided by them in some skill checks, becoming proficient in them.

(Level 3 subclass feature) Ace Trainer. You can switch your Pokémon in battle as a bonus action instead of an action. You can do this once, then you must complete a short rest before you can do it again.

(Level 4 feat) Observant. You can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.

Equipment

A motorcycle, a helmet, a gas can, sunglasses, a leather jacket and pants, some tough clothes.

A water bottle, a sleeping bag, a flashlight with 10 batteries, a lighter, 10 daily rations, a backpack, 50 feet of hemp rope tied to the backpack, a crowbar, a Pokédex and a Trainer's License.

1 SuperPotion, 1000 ₽

Artist - Turned Ninja

PP-less moves

Struggle, Launch, Dash, Disengage, Dodge, Ready, Help, Push, Throw, Hide, Search

Background

Caleb grew up in a tough district of Lumiose City, where earning respect meant standing your ground. Talented and ambitious, he aims to prove himself as one of the city’s finest trainers. With Lucario as his steadfast partner, he faces every challenge with intensity. Treat him right and he’s chill—cross him, and you’ll see his resolve burn.


Lucario

Small Pokémon, Fighting/Steel-type, level 4


  • Hit Points: 30 (4d6-4+10)
  • Armor Class: 10 (10+Proficiency+WIS+CHA)
  • Proficency bonus: +2
  • Speed: 30 feet, can run
  • Nature: Jolly (+DEX,-COS)
STR DEX CON
15(+2) 18(+4) 8(-1)
INT WIS CHA
15(+2) 8(-1) 8(-1)

  • Saving Throws: Intelligence+4, Wisdom+1
  • Weaknesses: Fire, Fighting, Ground
  • Resistances: Dark, Steel, Dragon, Grass, Ice, Normal
  • Immunities: Poison, Bug, Rock

Skills

Aura Perception: This Pokémon can use the move Protect once per short rest.

Moves

  • Double Kick: 2 Melee Attacks: +6 to hit, range 5 ft., one target. On hit: 7 (1d12) fighting damage. If you hit at least 2 times, you can do another attack as a bonus action. 6 PP.
  • Bullet Punch: As part of this move you can move up to 10 feet. This movement does not provoke attacks of opportunity, and allows you to fly, ignoring obstacles and terrain conditions. This move uses a bonus action. Melee Attack: +6 to hit, range 5 ft., one target. On hit: 7 (1d4+4) fighting damage. 6 PP.
  • Aura Sphere: Ranged Attack: +4 to hit, range 60 ft., one target. On hit: 11 (2d8+2) fighting damage. You cannot have disadvantage at this attack roll. This move is super effective on Ghost-types 4 PP.
  • Magnet Bomb: You create a magnetic field in a point within 30 feet. All creatures within 10 feet of the field must make a Strenght save DC 14, getting dragged as close as possible to the point and becoming grappled by it. Steel-types have disadvantage. The field lasts 3 rounds. You can recast this move to create a new field or to move the already existing ones by 30 feet in a direction. 6 PP.
  • Protect: When you become the target of a move (before knowing if you get hit by it), you can use your reaction to nullify all of its effects on you.
Artist - Tori Okoto

Ross Blue

Level 4 Trainer, Dragon Tamer


  • Size: Medium
  • Proficency bonus: +2
  • Speed: 30 feet, can run
STR DEX CON
8(-1) 12(+1) 10(+0)
INT WIS CHA
14(+2) 18(+4) 15(+2)

  • Skill proficiencies: Animal Handling (expertise), Perception (with help from Noctowl)
  • Tool proficiency: Tanner's Tools.
  • Languages: Common

Racial features

  • Brave. You and your Pokémon gain advantage on all saving throws against fear.
  • Treasure hoarder. You are particularly good at finding treasures and keeping them safe. You gain advantage on all skill checks involving money and valuables.
  • Trainer of dragons. You have learned how to control the angriest creatures. Your Pokémon will listen to your orders even when enraged.
  • Superior domain. You have a decent ability to manipulate reality to your liking, due to your ancestral lineage. You can cast the spell Dispel Magic. You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest before you can use it again. Your spellcasting ability is Wisdom.
  • Privileged. You descend from a long line of nobles. Thanks to your blue blood and your connections to very wealthy family members, the most ambitious people try to earn your trust. There will be those who will try to earn your affection or who will be unusually accommodating towards you, especially among salespeople. You will easily gain meetings with figures such as politicians and executives, and other noble scions will consider you part of their social sphere. You will often be asked for favors in return... and some malicious individuals may even try to do so by demanding them by force.

Spells. You know the cantrip Fire Bolt. When you reach 3rd level, you can cast the spell Heroism once with this feature and you regain the ability to do so when you complete a long rest. The spellcasting ability for these spells is Wisdom. You do not have to provide any material components to use these spells.

Class Features

(Level 2 class feature) Trainer Bond. Your pokemon have more hp and can memorize more move than wild pokemons. You can also get aided by them in some skill checks, becoming proficient in them.

(Level 3 subclass feature) Collector. You gain expertise on Animal Handling.

Equipment

A set of tanner's tools, a riding crop, a Pokémon saddle, a very elegant dress with a cape, a durable dress with a cape, a family signet ring.

A water bottle, a sleeping bag, a flashlight with 10 batteries, a lighter, 10 daily rations, a backpack, 50 feet of hemp rope tied to the backpack, a crowbar, a Pokédex and a Trainer's License.

1 SuperPotion, 1000 ₽

Artist - Kajiko Kilance

Noctowl

Medium Pokémon, Normal/Flying-type, level 4


  • Hit Points: 58 (4d10+8+10)
  • Armor Class: 14 (10+Proficiency+WIS+CHA)
  • Proficency bonus: +2
  • Speed: 30 feet, can fly
  • Nature: Calm (+WIS,-STR)
STR DEX CON
6(-2) 14(+2) 15(+2)
INT WIS CHA
10(+0) 17(+3) 8(-1)

  • Saving Throws: Wisdom+5, Charisma+1
  • Weaknesses: Electric, Ice, Rock
  • Resistances: Bug, Grass
  • Immunities: Ground, Ghost

Skills

Insomnia: This Pokémon can’t fall asleep. Moreover, it learns the move Hypnosis, it’s considered proficient in it, and always has it memorized in addition to its other moves.

Feats

Cleric: When this Pokémon uses a move with an Aura subtype (Sword Dance, Protect), the range is 10 feet.

Background

Ross is a noble-born trainer with a calm attitude and sharp perception. Her Noctowl mirrors her quiet vigilance, watching every detail others miss. She enters the Royale with a clear and unapologetic goal: to win, and to walk away richer than she arrived.


Moves

Sword Dance: You and all allies within 10 feet gain +2 to all attack rolls and move DCs. Requires concentration. You can recast this move to attack. Melee Attack: +6 to hit, range 10 ft., one target. On hit: 14 (2d10+3) normal damage. 5 PP.
Quick Attack: You can move up to 10 feet in any direction without provoking opportunity attacks and ignoring terrain. Then you can attack. Melee Attack: +4 (+6) to hit, range 5 ft., one target. On hit: 5 (1d4+2) normal damage. This move uses a bonus action. 4 PP.
Fly: Choose between one of these:

1)-Melee Attack: +4 (+6) to hit, range 5 ft., one target. On hit: 11 (2d8+2) flying damage.

2)-You must have at least 10 feet of free space over you. You fly upwards 10 feet without provoking opportunity attacks, and then you can fly (x2) for one hour. From next turn you can land as an action and do the melee attack with advantage. 4 PP.

Hypnosis: You hit in a line wide 5 feet and long 60 feet emanating from you. All target must make a Wisdom save DC13 (15). On a fail: targets fall asleep. Those already asleep take 4 (1d6) damage without waking up. 5 PP.
Protect: When you or an ally within 10 feet become the target of a move (before knowing the move lands on the target), you can use your reaction to nullify all of its effects on you and all your allies within 10 feet. If you try to block a move cast from the same creature twice in a row, the creature can make a Wisdom save DC 13 (15). On a success, Protect does not block the move. 5 PP.

PP-less moves

Struggle, Launch, Dash, Disengage, Dodge, Ready, Help, Push, Throw, Hide, Search

Artist - DOM
 

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