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:
- What is an Active Pokémon
- What are Pokémon types and how do they interact with each other
- How Pokémons move around
- Flanking, falling and opportunity attacks
- Adrenaline surges
- Status conditions (only the first paragraphs)
- Battle etiquette
- How PP works
Zack Pride
Level 7 Trainer, Fairy tale boy
- Size: Medium
- Proficency bonus: +3
- Speed: 30 feet, can run
STR DEX CON 8(-1) 15(+2) 12(+1) INT WIS CHA 10(+0) 14(+2) 16(+3)
- Skill proficiencies: Animal Handling, Deception (Expertise), Persuasion, History, Performance (Expertise, with help from Walrein)
- Tool proficiency: Forger's tools.
- Languages: Common
Racial features
- Lucky charm. Your Pokémon share some of your magical abilities. When you complete a long rest, choose 1 of your Pokémon. This can cast the spell Bless once for the next 24 hours, using Wisdom as your spellcasting ability.
- Fairy shortcut. You have the ability to open temporary portals between locations. When you open a door or similar object, you can cause it to open to a different location that you can see within 200 feets. The arrival location must be a clear opening of similar size, such as a window, another open door or a manhole. As soon as you stop touching the door, the portal closes again. Everything that is halfway through the portal when it closes is spat out one way or the other unharmed. You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest to use it again.
- Mushroom circle. When you prepare to take a long rest, you can cast the spell Leomund's Tiny Hut.
- Second identity. Making jokes in a professional way requires a bit of commitment, and above all a way to escape from those who don't know how to take a joke. You have created a second identity, including documents, acquaintances with whom you are familiar, and a convincing disguise. You even developed a new writing style, for your second personality, so that no one can recognize you.
Spells. You know the cantrip Dancing Lights. When you reach 3rd level, you can cast the spell Tasha's Hideous Laughter once with this feature and you regain the ability to do so when you complete a long rest. When you reach 5th level, you can cast the spell Magic Mouth 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) Researcher. Expertise in all skills obtained thanks to.
(Level 4 feat) Skilled. Proficient in Deception, Persuasion, History.
(Level 6 subclass feature) Analyst. You can use your bonus action to learn the types of a Pokémon you can see. You also learn what moves it knows and how many PP remain for each.
Equipment
A set of forger's tools, makeup, a wand, some colorful and sparkling stones, a pink dress and an alternate outfit for your second identity.
A Pokédex and a Trainer's License.
1 Hyperpotion, 2000 ₽
Background
Zack calls himself a hero, defender of the oppressed, and irresistible charmer — but most people would describe him as a relic thief with too many aliases. He drifts between identities to dodge trouble, usually with mixed success. His Walrein, far more grounded and perceptive, constantly reels him back before his schemes spin out of control. Zack personal goal is to prove once and for all that he is what he says. He wants his name written in the annals, not in the wanted lists.
Moves
Frost Breath: hits in a 20-foot cone. Dexterity save DC 16. On a fail: 18 (5d4+5) ice damage. Targets that fail by 5 or more are frozen. Terrain hit becomes slippery. 7 PP.
Bubble Beam: hits in a 5-feet wide 60-foot long line. Dexterity save DC 14. On a fail: 18 (5d6) water damage and targets become wet. 5 PP.
Brine: One target, 30 feet range, duration 1 minute (requires concentration). Strength save DC 16. On a fail: target becomes wet, restrained and takes 12 (1d12+5) water damage every turn, maxed to 17 if it has less than half health. It must repeat this save each time it tires to free itself. You can recast this move to deal this damage again to the target with no save. 7 PP.
Snowstorm: It starts snowing for 5 turns. 7 PP.
Blizzard: targets everything inside a 80-foot high and 15-foot radius cylinder emanating from a point within 320 feet. Targets must make a DC 18 Constitution save. On a fail: 36 (8d8) ice damage, halved on a success. Targets that fail by 5 or more are frozen. Requires 5 Freeze Charges.
Walrein
Medium Pokémon, Water/Ice-type, level 7
- Hit Points: 101 (7d8+35+10)
- Armor Class: 15 (10+Proficiency+WIS+CHA)
- Proficency bonus: +3
- Speed: 40 feet, can run and swim
- Nature: Lucid (+CON,-STR)
STR DEX CON 6(-2) 8(-1) 20(+5) INT WIS CHA 16(+3) 15(+2) 11(+0)
- Saving Throws: Constitution+8, Intelligence+6
- Weaknesses: Electric, Grass, Fighting, Rock
- Resistances: Water
- Immunities: Ice, Fire
Skills
Thick Fat: This Pokémon is immune to Ice and Fire types.
Ice Mastery
Gain 1 Freeze Charge each turn when it's rainy, stormy, windy, snowy, foggy, or hailing.
Diamond Dust: This Pokémon can consume 5 Freeze Charges to use the super-move Blizzard.
Gabriel Lefebvre
Level 7 Trainer, Gifted
- Size: Medium
- Proficency bonus: +3
- Speed: 30 feet, can run
STR DEX CON 15(+2) 10(+0) 12(+1) INT WIS CHA 14(+2) 8(-1) 16(+3)
- Skill proficiencies: Animal Handling, Insight (with help from Metagross)
- Tool proficiency: Tarots.
- Languages: Common
Racial features
- Telekinesis: You and your Pokémon can push and throw objects and creatures using your Intelligence modifier instead of your Strength modifier.
- Meditation: You are immune to charm and sleep. Instead of sleeping, you can enter a meditative trance state, during which your mind transcends your body. While in trance you can't move or take actions, bonus actions, or reactions, and you keep your eyes closed, but you gain blindsight equal to 60 feet and can't be caught off guard. When you take a long rest, you only need 4 hours of trance to feel rested. You must still spend at least another 4 hours in soft activity or resting will have no effect.
- Future Sight: At the end of each long rest, roll 1d20 and note the result. Until you finish another long rest, you can use that result to replace it with any 1d20 roll made by you or another creature you can see. You can replace the result after the roll is made but before its effects are declared (such as knowing whether the target failed a check or not). The yodel struggles to get through walls.
- Enlightenment. Wandering through the infinite depths of the psyche you have discovered something incredible. This could be knowledge about the nature of the cosmos, legends, or humans. It could be a place no one else has ever seen, or a forgotten relic that could rewrite history. It could also be something dangerous. Work with your DM to determine the details and impact it might have on the campaign.
Empath: You gain advantage on Wisdom (Insight) checks made to determine whether or not a human is lying.
Spells: You know the cantrip Mage Hand. When you reach 3rd level, you can cast the spell Comprehend Languages once with this feature and you regain the ability to do so when you complete a long rest. When you reach 5th level, you can cast the spell Levitation 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 psychic type Pokémon.
(Level 4 feat) Lucky. You can reroll any die you throw, up to three times per long rest.
(Level 6 subclass feature) Awakened Language. You speak with psychic type Pokémon.
Equipment
A set of tarot cards, a glass ball, a censer with twelve scented sticks, a tea set, a pack of tea and a long dress.
A Pokédex and a Trainer's License.
1 Hyperpotion, 1 X Attack, 1 X Defense, 1 X Special Attack 2000 ₽
Metagross
Large Pokémon, Psychic/Steel-type, level 7
- Hit Points: 45 (7d6-7+10)
- Armor Class: 18 (10+Proficiency+WIS+CHA+Shield)
- Proficency bonus: +2
- Speed: 40 feet, can hover
- Nature: Quiet (+INT,-DEX)
STR DEX CON 16(+3) 6(-2) 8(-1) INT WIS CHA 18(+4) 12(+1) 16(+3)
- Saving Throws: Constitution+2, Intelligence+7
- Weaknesses: Dark, Fire, Ghost, Ground
- Resistances: Steel, Dragon, Grass, Fairy, Ice, Normal, Rock, Flying
- Immunities: Psychic, Poison
Skills
Clear Body: This Pokémon's stats, hit bonuses, saving throws and Armor Class cannot be reduced by moves or Abilities.
Held Item
Shield: +1 AC.
Steel Mastery
Gain up to 1 Ingenuity Charge per turn when an attack misses you. Gain 2 when a trainer uses an item on you. Max 8 charges.
Gear Up: During its turn, this Pokémon can spend any number of Ingenuity Charges to gain extra movement. It moves 10 feet per charge consumed. If, after moving in this way, it makes a melee attack against a target in the same direction it moved, it gains a bonus to hit equal to the number of charges spent.
Background
Gabriel is an extraordinarily powerful psychic, known for his elegance, sharp intellect, and magnetic presence. He maintains an air of calm authority, every word measured and precise. His partner, Metagross, is a calculating wall of logic and raw strength. Gabriel seeks to perfect the full extent of his psychic abilities, by learning the secrets of mega-evolution. Gabriel is Chloe twin.
Moves
Meteor Punch: 2 Melee Attacks: +6 to hit, range 5 ft., one target. On hit: 17 (4d6+3) steel damage. 5 PP.
Hypnosis: hits in a 5-feet wide 60-foot long line. Wisdom save DC 14. On a fail: Targets fall asleep. If already asleep, they take 10 (4d4) psychic damage without waking up. 5 PP.
Flash Cannon: Range 40 ft., hits in a 10-foot sphere. Dexterity save DC 15. On a fail: 18 (5d6) steel damage and they fall prone. 6 PP.
Dream Eater: One target, 30 feet range. Intelligence save DC 15. On a fail: target takes 22 (5d6+4) psychic damage. If the target is asleep, it automatically fails the save and takes double damage without waking up, while you regain hp equal to its level. 6 PP.
Chloe Lefebvre
Level 7 Trainer, Hex Maniac
- Size: Medium
- Proficency bonus: +3
- 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, Arcana, Medicine, Intimidation (with help from Haxorus)
- Tool proficiency: Brewer’s kit.
- Languages: Common
Racial features
- Evil eye. You can place a curse on someone. To do this, you need a doll in the shape of the creature you want to curse and a part of its body, such as a hair. By spending 10 minutes, you can create a puppet that you can manipulate with your dark magic. The creature in question must succeed on a DC 12 Wisdom saving throw, and is afflicted with bad luck on a failed save. The DM defines exactly when and how this misfortune comes into play, but it likely occurs when the creature critically fails a check. You can also play with the doll to torment the creature, giving it sudden pain and nightmares in its sleep, and giving it disadvantage on any attack roll or skill check. You can torment the doll a number of times equal to your proficiency bonus, then you must complete a long rest to do so again. The curse remains until the doll is destroyed or you decide to create a new one. If you create a doll, you cannot make another one until 24 hours have passed.
- Insomnia. You and your Pokémon have advantage on saving throws against going to sleep.
- Macabre love. You have advantage on all skill checks involving death, such as death-related supernatural events and the analysis of corpses.
- Spells. You know the cantrip Thaumaturgy. You can also cast Fog Cloud and Invisibility once each per long rest. You do not have to provide any material components to use these spells.
Esoteric studies. You are proficient in Arcana. Possession from the Underworld. When you sleep or enter a trance state, you can contact the spirit of a dead person if the DM wishes. These visits, which can last from a few minutes to many hours, cannot be harmful to you. You remember everything that happens during them. You can converse with the spirit, who understands you, however it is not forced to reply to you. The spirit can say things of all types, from incomprehensible babbling to messages to actual discussions, at the DM's discretion.
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) Nurse. You gain proficiency in Medicine and when you use a trainer item that restores hit points to a Pokémon, you have advantage on the roll to determine how many hit points are restored. (Level 4 feat) Observant. You can read on lips, and you have a +5 bonus in passive Perception and passive Investigation. (Level 6 subclass feature) Pure Heart. You gain a pool of 35 hp. As an action you can touch a Pokémon and heal it by as many hp you want from this pool. The pool replenishes after a long rest.
Equipment
Some alchemist's supplies, some talismans with voodoo symbols, three rag dolls, lots of pins and a gothic dress with a pointed hat.
A Pokédex and a Trainer's License.
1 Hyperpotion, 2000 ₽
Background
Chloe’s has a supernatural gift: the ability to hear the echoes of the dead. Haunted day and night by memories that are not her own, she has fought for years to stay herself. Fierce and unyielding, she shows vulnerability only to her guardian Haxorus, whose iron will and quick temper protect her from the things that claw at her soul. Chloe’s deepest goal is to separate her identity from the spirits permanently—to gain peace, stability, and a mind that belongs only to her. She doesn’t just want to survive the haunting; she wants to overcome it. Chloe is Gabriel twin,
Haxorus
Medium Pokémon, Dragon-type, level 7
- Hit Points: 94 (7d12+10)
- Armor Class: 10 (10+Proficiency+WIS+CHA)
- Proficency bonus: +3
- Speed: 40 feet, can run, swim (½) and climb (½)
- Nature: Adamant (+STR,-INT)
STR DEX CON 20(+5) 15(+2) 11(+0) INT WIS CHA 6(-2) 8(-1) 16(+3)
- Saving Throws: Strenght+8, Charisma+6
- Weaknesses: Dragon, Fairy, Ice
- Resistances: Water, Electric, Grass, Fire
Skills
Mold Breaker: This Pokémon can ignore all of a creature's abilities, conditions, and feats when targeting it with a move.
Dragon Mastery
Clear Rage: When this Pokémon starts its third consecutive turn enraged, it regains clear thinking. While remaining enraged, it can again use non-damaging moves and decide freely which moves to use and which targets to attack. If it has a trainer, it resumes following their orders.
Moves
Draco Blood: You become enraged. While enraged this way your Strength increases by 4 and you gain advantage on all Strength and Constitution saves. Strength can exceed 20. This move can be recast while enraged to attack instead: Melee Attack: +10 to hit, range 5 ft., one target. On hit: 32 (7d6+7) dragon damage. 7 PP.
Draco Meteor: Range 20 feet, up to two targets. Dexterity save DC 16 (18 with Draco Blood) On a fail: 14 (2d8+5) dragon damage, and a medium meteorite of dragon type is left on the nearest free space. (+2 damage with Draco Blood) 7 PP.
Dual Chop: 2 Melee Attacks: +8 to hit (+10 with Draco Blood), range 5 ft., one target. On hit: 19 (4d6+5) dragon damage (+2 damage with Draco Blood). If you hit both times, your speed increases by 5 feet for 1 minute. 7 PP.
Sword Dance: Duration 1 minute, requires concentration. +3 to all your attack rolls and move DCs. 1 PP.
Midori Tendo
Level 7 Trainer, Guitarist
- Size: Medium
- Proficency bonus: +3
- Speed: 30 feet, can run
STR DEX CON 8(-1) 18(+4) 10(+0) INT WIS CHA 12(+1) 14(+2) 15(+2)
- Skill proficiencies: Animal Handling, Performance, Deception (with help from Sneasler)
- Tool proficiency: Shamisen.
- Languages: Common
Racial features
- Metalhead. You and your Pokémon gain advantage on all saving throws against sound-based effects, such as roars, thunderous waves, and similar effects.
- Virtuoso. You can add half your proficiency bonus to any skills you are not proficient with.
- Exhibitionist. You gain proficiency in Performance.
- Battle solo. As a bonus action, you can perform a killer solo, charging an ally with energy. Your ally gains a d6 of inspiration, which he can add to any attack roll, saving throw, or skill check. You can use this feature a number of times equal to your proficiency bonus, then you must complete a long rest to use it again.
- Party animal. Your overwhelming love for music is not limited to playing it, but also listening to it. You know when and where all the major musicians in the world will play, and you can get tickets easily, at discounted prices. At the discretion of the DM you can also obtain backstage passes and, in some cases, even manage to go on stage perform with the band on duty!
- Musician. You have proficiency with musical instruments. Plus you own a really cool electric shamisen. If you lose or break it, you can get another one for half the price.
Spells. You know the cantrip Prestidigitation. You can cast Charm Person and Suggestion 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) Grunt. You can switch other trainers’ Pokémon as a bonus action. You can do this once, then you must complete a short rest before you can do it again.
(Level 6 subclass feature) Get ready for trouble!. You can use your reaction to steal a trainer item another trainer is about to use. You must be able to see them to succeed, and you must have a boomerang, a net, a fishing rod, or a similar object.
Equipment
An electric shamisen, a plectrum, a metronome, a tuner, an amplifier, some cables, some headphones, three packs of batteries and a geisha dress.
A boomerang, a Pokédex and a Trainer's License.
1 Hyperpotion, 2000 ₽
Sneasler
Medium Pokémon, Poison/Fighting-type, level 7
- Hit Points: 73 (7d6+21+10)
- Armor Class: 15 (10+Proficiency+WIS+CHA)
- Proficency bonus: +3
- Speed: 40 feet, can run and climb
- Nature: Naive (+DEX,-INT)
STR DEX CON 8(-1) 20(+5) 16(+3) INT WIS CHA 6(-2) 15(+2) 11(+0)
- Saving Throws: Dexterity+8, Intelligence+0
- Vulnerabilities: Psychic
- Weaknesses: Ground, Flying
- Resistances: Dark, Grass, Fighting, Rock, Poison
- Immunities: Bug
Skills
Poison Touch: When this Pokémon hits a creature with a melee attack, that creature must make a Constitution save DC 12. On a fail it is poisoned. On a success, it becomes immune to this skill for 1 minute.
Poison Mastery
Gain 1 Virulence Charge every time you deal poison damage to a poisoned creature. Gain 3 when you poison a creature. Max 14 charges.
Black Blood: When you start your turn with 8 or more Virulence Charges, you gain advantage to all damage rolls. Lasts until your charges drop below 8.
Moves
Double Kick: 2 Melee Attacks: +8 to hit, range 5 ft., one target. On hit: 14 (4d6) fighting damage. If you hit both times, you can attack again as a bonus action. 7 PP.
Jump Kick: Melee Attack: +8 to hit, range 5 ft., one target. As part of this attack you can jump up to 10 feet forward and upward without provoking opportunity attacks. On hit: 33 (5d10+5) fighting damage. If miss you fall prone end your turn ends. 7 PP.
Vitriol Scales: Ranged Attack: +8 to hit, range 60 ft., one target. On hit: 23 (5d6+5) poison damage. Target's AC is reduced by 1 for the rest of combat, stacking down to a minimu of -3. This move is super effective on Steel types. 7 PP.
Toxic Spikes: You target a 20-feet edge cube within 30 feet of range. All unoccupied ground beneath the cube turns into hazardous terrain of poison type. Creatures damaged by this terrain must make a Constitution save DC 16. On a fail: targets are poisoned and their speed is halved until healed. 7 PP.
Background
Midori Tendo is a metalhead geisha known for her striking appearance. She speaks little and acts decisively, drawing people in with the mystery surrounding her. Beneath her graceful poise lies a ruthless opportunist who takes whatever advantages she can. Her Sneasler, surprisingly gullible and soft-hearted, often trusts too easily—leaving Midori to pull the strings. She's working with Quasartico Inc. only to replace the current CEO.