Pokémon Trainer (5e Class)

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Pokémon Trainer[edit]

Time to catch 'em all[edit]

Its time to begin your Pokemon journey, the professor of your town has just given you your starter and its time to set off into the world and eventually challenge the league, so grab some Pokeballs and head out to start your journey

Creating a Pokémon Trainer[edit]

You are the best when talking to beasts. You can control them in any way you like, know their moves and know how badly he is hurt when in combat. For some trainers, a goal might be to catch 'em all.

Quick Build

You can make a Pokémon Trainer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose a folk hero background.

Class Features

As a Pokémon Trainer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Pokémon Trainer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pokémon Trainer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, whip
Tools: Pokéballs, Pokémon Kit
Saving Throws: Dexterity and Charisma
Skills: Choose 3 from Animal Handling, History, Insight, Nature, Perception, Performance and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) whip or (b) one simple weapon
  • (a) explorer's pack or (b) dungeoneer's pack
  • leather armor
  • 10 empty pokéballs and a Pokémon Kit
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Pokémon Trainer

Level Proficiency
Bonus
Features Catch cr
1st +2 Starter, Pokémon Combat -
2nd +2 Pokéballs, Catching, Pokémon Leveling 1
3rd +2 Potions, Empowering Will 3
4th +2 Ability Score Improvement 5
5th +3 Catching Improvement 7
6th +3 Starter improvement 8
7th +3 Extra Attack, Crafted Heal improvement 10
8th +3 Ability Score Improvement 11
9th +4 Pokémon Resting 12
10th +4 Catching Improvement 13
11th +4 Improved Catching 14
12th +4 Ability Score Improvement 15
13th +5 Channel Power, Crafted Heal improvement 16
14th +5 Starter improvement 18
15th +5 Masterball Crafting, Catching Improvement 20
16th +5 Ability Score Improvement 23
17th +6 Expert Catcher, Crafted Heal improvement 24
18th +6 Catching Improvement 26
19th +6 Ability Score Improvement 28
20th +6 Pokémon Teamwork 30

Starter[edit]

Starting at 1st level, you are able to get your first Pokémon. Each pokemon is represented by the following 3 elements: Grass, Water or Fire, all detailed at the end of the class description. Your starter choice first grants you features at 1st, then again at 6th, and 14th level.

Your Pokemon Trainer DC is: 8 + proficiency + charisma modifier.

Pokémon Combat[edit]

Starting at 1st level, it's time for a pokémon battle! You can summon your Pokémon when initiative is rolled, or as a bonus action while in battle. You can use your bonus action to command your Pokémon, or as a bonus action you can switch or withdraw your Pokémon.

You can only have one pokémon out at once, and attacks with your pokémon are considered magical.

All of your Pokémon regain all their hit points when you finish a long rest. Your Pokémon cannot die by being reduced to 0 hit points. When it reaches zero hit points, it becomes incapacitated and goes back to it's pokéball forcefully. When you finish a long rest, it regains all of it's hit points again.

Pokéballs[edit]

At 2nd level, you have learned how to create your very own pokéballs with your pokémon kit. All pokéballs require a performance check against their dc, and you need to have enough gp to make them. If you lose your pokémon kit you can still make the pokéballs, only at double the cost. The pokéballs cost and DC will be listed down bellow:

Pokéball Type Bonus DC GP
Pokéball None 10 10 gp (20 if without kit)
Greatball +2 12 15 gp (30 if without kit)
Ultraball +4 15 20 gp (40 if without kit)

Any pokéball above the normal one gives you a bonus to in the catching DC, making it harder for the pokémon to escape.

Catching[edit]

Starting at 2nd level, all trainers one day had or still have one mission, to catch them all. You have learned how to catch pokémon. You can do this by throwing a Poké Ball at a Pokémon, which is any creature with the Beast type. You have to make a dexterity(Sleight of Hand) check to see if you hit it. The dc is based on the size of the beast you want to catch and the distance you are away from it. You can see how the DC is calculated down bellow:

Distance DC
20 ft. 10
60 ft. 15
90 ft. 20
100+ ft. 25
Size DC increase/decrease
Tiny +3
Small +2
Medium +1
Large -1
Huge -2
Guarguantuan -3

When you hit the beast with your pokéball, the beast is teleported inside the pokéball. The beast has to make a Charisma saving throw equal to your Pokémon trainer DC. If the beast succeeds, it is teleported to an empty spot near the pokéball and the pokéball cannot be used anymore. If the beast fails, it is stuck inside and is from that point on loyal to you. If the beast is lawful aligned, it has disadvantage on this saving throw. If the beast is chaotic aligned, it has advantage on this saving throw.

For all stats of your Pokémon use those of the captured creature. You cannot capture a creature with a Intelligence modifier above your proficiency bonus.

At 5th level you can catch another creature type to be able to capture, choose between Aberration, construct, fey, giant, ooze, monstrosity or plant. At 10th level, you can choose another one of those types and gain the option of capturing elemental and fiend type monsters. At 15th level, you can choose another one of those types and gain the option of capturing dragon or celestial type monsters. At 20th level, you can capture all creature types but humanoids.

Pokémon Leveling[edit]

At 2nd level, your pokémon grow stronger with each battle. Whenever you gain a level in this class, all of your Pokémon and captured monsters gain a +1 bonus to one ability score of your choice. Also, whenever you level up they can roll an additional hit die.(ex: You capture a monster with 3d6 hit points, when you level up it can add a d6 to it's maximum hit points)

Whenever you capture a new Pokémon or monster, you can increase a score and hit die for each level.

In addition, the maximum for your pokémon scores is 20 + your proficiency bonus.

Empowering Will[edit]

At 3rd level you can push your Pokémon to its limits using your will. You can empower an attack of your Pokémon and add your charisma modifier to its damage roll. You can use this feature a number of times equal to half your Pokémon trainer level, rounded up until you finish a long rest.

Potions[edit]

At 3rd level, you become proficient with the alchemist's supply kit. Using either your alchemist's supplies or your pokémon kit you can craft potions.

You can craft a potion. It costs 1gp for a dexterity dc10 check. The potion has one use and it heals your Pokémon or allies for 20hp. It costs an action to heal your Pokémon or allies with this.

At 7th level, you can craft a super potion. It costs 5gp for a dexterity dc15 check. The potion has one use and it heals your Pokémon or allies for 50hp. It costs an action to heal your Pokémon or allies with this.

At 13th level, you can craft a hyper potion. It costs 20gp for a dexterity dc18 check. The potion has one use and it heals your Pokémon or allies for 200 hp. It costs an action to heal your Pokémon or allies with this.

At 17th level, you can craft a max potion. It costs 50gp for a dexterity dc18 check. The potion has one use and it heals your Pokémon or allies for his maximum hp. It costs an action to heal your Pokémon or allies with this.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can also choose to attack once and attack once with your Pokémon (this does not include deploy, change or withdraw). You can also choose to let your Pokémon attack twice.

Pokémon Resting[edit]

At 9th level, you heal your Pokémon when you are having a short rest. When you want to do this, you can expend hit die from yourself for this Pokémon. You are also able to heal yourself at this short rest via the normal way.

Improved Catching[edit]

At 11th level, you find it easier to catch Pokémon when you’re in need of them. Whenever you try to catch a Pokémon and you have less than 6 Pokémon in your team you can increase your catch rate. Once per Pokémon you can add a D6 to either your DEX roll or your Pokémon trainer DC. You can use this ability for the same number of times as your charisma modifier.

Channel Power[edit]

At 13th level, you learn how to channel the power of your Pokémon through yourself. As an action, a number of times a day, equal to your DEX modifier you can use a magical attack or feature of one of your Pokémon, e.g. a dragon's fire breath or a fire elementals touch. The DM can decide whether or not you can use an attack for this feature. You don't need to have your Pokémon out to use its attack. Use your own stats when rolling for your Pokémon's attack. If a DC is needed use your Pokémon trainer DC instead.

Masterball Crafting[edit]

At 15th level, you are now able to craft master balls. You can craft them in the same way as pokéballs are crafted, only the time and resources are different. It costs 1000 gp and 4 hours of working if you have a pokéball kit. If you don't have a pokéball kit, the time and cost are doubled.

When you are using this Masterball, the beast automatically fails the charisma saving throw.

Expert Catcher[edit]

Starting at 17th level, you can catch even the wildest beasts. Chaotic aligned creatures don't have advantage any more on your catch.

Pokémon Teamwork[edit]

Finally at 20th level, you and your Pokémon are working so great together. The Pokémon knows exactly how you do your things in combat so you can now both at exactly the same time. This means that your Pokémon has 2 attack actions and you have 2 attack actions in 1 turn.

Pokémon Elements[edit]

Grass[edit]

Grass is one of the weakest types statistically, with 5 defensive weaknesses and 7 types that are resistant to Grass moves. Furthermore, many Grass Pokémon have Poison as their secondary type, adding a Psychic vulnerability. The type combination with the most weaknesses is Grass/Psychic.

Starter Pokémon

Starting when you choose this element at 1st level, you get your first pokémon! You get a Pokéball with a Bulbasaur.

001.png
A Bulbassaur, Game Freak [1]
Bulbasaur, Small plant (Pokémon), Lawful

Armor Class 12 + dexterity Modifier
Hit Points 9 (1d12 +3)
Speed 25ft.

STR 14 (+2), DEX 12 (+1), CON 16 (+3), INT 4 (-3), WIS 10 (+0), CHA 14 (+2)

Condition Immunities Poisoned
Damage Immunitites None
Damage Resistances Poison.
Damage Vulnerabilities fire, cold and psychic damage.
Senses Passive Perception 10


Features
Overgrow. While Bulbasaur is bellow half it's maximum hit points, Vine Whip will deal one additional dice of damage.

Chlorophyll. While Bulbasaur is under direct sunlight, it's movement speed doubles.


Actions
Vine Whip. +4 to hit, melee weapon attack, 10 ft., one target, 6 (2d4 +2) bludgeoning damage.

Leech Seed. As an action, the Bulbasaur can launch seeds in an area 30ft near itself. In a 15ft circle in that point, every hostile creature that starts it's turn in the area will have their hit points reduced by the Bulbasaur's Charisma modifier. Bulbasaur regains hit points equal to the damage dealt. This lasts until the battle ends, or the ground is magically altered.


Evolve

At 6th level, something weird happens! What? Bulbasaur is evolving! Bulbasaur has evolved into ivysaur.

002.png
A Ivysaur, Game Freak [2]
Ivysaur, Medium plant (Pokémon), Lawful

Armor Class 14 + dexterity Modifier
Hit Points 60 (6d12 +24)
Speed 30ft.

STR 16 (+3), DEX 14 (+2), CON 18 (+4), INT 6 (-2), WIS 12 (+1), CHA 16 (+3)

Condition Immunities Poisoned
Damage Immunitites None
Damage Resistances Poison
Damage Vulnerabilities fire, cold and psychic damage.
Senses Passive Perception 11


Features
Overgrow. While Ivysaur is bellow half it's maximum hit points, Vine Whip and Razor Leaf will deal one additional dice of damage.

Chlorophyll. While Ivysaur is under direct sunlight, it's movement speed doubles.


Actions
Vine Whip. +6 to hit, melee weapon attack, 10 ft., one target, 7 (2d4 +3) bludgeoning damage.

Leech Seed. As an action, the Ivybasaur can launch seeds in an area 30ft near itself. In a 15ft circle in that point, every hostile creature that starts it's turn in the area will have their hit points reduced by the Ivysaur's Charisma modifier. Ivysaur regains hit points equal to the damage dealt. This lasts until the battle ends, or the ground is magically altered.

Razor Leaf. +6 to hit, ranged weapon attack, 15 ft., two targets, 11 (2d8 +3) slashing damage. This move has a critical hit radius of 19-20.

Take Down. +6 to hit, melee weapon attack, 5 ft., one target, 18 (3d10 +3) bludgeoning damage. On a hit, Ivysaur will receive 1/4 of the damage it inflicted.


Evolve

At 14th level, something weird happens! What? Ivysaur is evolving! Ivysaur evolved into Venusaur!

003.png
A Venusaur, Game Freak [3]
Venusaur, Large plant (Pokémon), Lawful

Armor Class 16 + dexterity Modifier
Hit Points 154 (14d12 +24)
Speed 30ft.

STR 18 (+4), DEX 16 (+3), CON 20 (+5), INT 8 (-2), WIS 14 (+2), CHA 16 (+3)

Condition Immunities Poisoned
Damage Immunitites None
Damage Resistances Poison
Damage Vulnerabilities fire, cold and psychic damage.
Senses Passive Perception 12


Features
Overgrow. While Venusaur is bellow half it's maximum hit points, Vine Whip will deal one additional dice of damage.

Chlorophyll. While Venusaur is under direct sunlight, it's movement speed doubles.


Actions
Vine Whip. +9 to hit, melee weapon attack, 10 ft., one target, 8 (2d4 +4) bludgeoning damage.

Leech Seed. As an action, the Venusaur can launch seeds in an area 30ft near itself. In a 15ft circle in that point, every hostile creature that starts it's turn in the area will have their hit points reduced by the Venusaur's Charisma modifier. Venusaur regains hit points equal to the damage dealt. This lasts until the battle ends, or the ground is magically altered.

Razor Leaf. +9 to hit, ranged weapon attack, 15 ft., two targets, 12 (2d8 +4) slashing damage. This move has a critical hit radius of 19-20.

Take Down. +9 to hit, melee weapon attack, 5 ft., one target, 19 (3d10 +4) bludgeoning damage. On a hit, Venusaur will receive 1/4 of the damage it inflicted.

Solar beam (recharge 5-6). As an action Venosaur shoots out a 30ft cone of bright light. Every creature in the area must make a Dexterity saving throw against your pokémon trainer DC. On a failed save, they take 10d10 radiant damage. On a success, they take half as much damage. If used during a storm, rain, or blizzard it's damage will be halved.

Water[edit]

Water is the most common type with over 100 Pokémon, which are based on a wide variety of fish and other sea-dwelling creatures.

Starter Pokémon

Starting when you choose this element at 1st level, you get your first pokémon! You get a Pokéball from professor Oak and this Pokéball contains a squirtle.

007.png
A Squirtle, Game Freak [4]
Ability Value Ability Value
Strength 13 Intelligence 6
Dexterity 13 Wisdom 12
Constitution 14 Charisma 8
Squirtle, Small beast (Pokémon), Lawful

Armor Class 11 + dexterity Modifier
Hit Points 7 (1d10 +2)
Speed 30ft. walking speed, 30ft. swimming speed

STR 13 (+1), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 12 (+1), CHA 12 (+1)

Condition Immunities None
Damage Immunitites None
Damage Resistances Cold, Fire damage.
Damage Vulnerabilities Lightning damage.
Senses Passive Perception 10


Features
Amphibious. The Squirtle can breathe air and water.

Torrent. While Squirtle is bellow half it's maximum hit points, Water Gun will deal one additional dice of damage.

Chlorophyll. While Squirtle is under the rain, it will regain 5 (1d10) hit points at the beggining of it's turns.


Actions
Water Gun. +4 to hit, ranged weapon attack, 15 ft., one target 8 (1d12 +2) cold damage.

Bite. +3 to hit, melee weapon attack, 5 ft., one target 7 (2d6 +1) piercing damage. On a hit the target must make a Constitution saving throw or be stunned until the end of it's next turn.

Evolve

At 6th level, something weird happens! What? Squirtle is evolving! Squirtle evolved into a Wartortle!

008.png
A Wartortle, Game Freak [5]
Ability Value Ability Value
Strength 15 Intelligence 8
Dexterity 15 Wisdom 14
Constitution 16 Charisma 10

Hit points: 52.
Move speed: 30 ft. Swimming speed: 25 ft.
Armor class: 13.
Resistance against poison cold and fire damage.
Vulnerability against thunder, lightning and poison damage.
Size: medium.
Can breath under water.
Attacks:

  • Water gun: 1d8 cold damage. Reach: 30ft.
  • Slam: 1d6 bludgeoning damage. Reach 5ft.
  • Bubble beam: Everyone in a 30ft line must make a DC12 dexterity saving throw. On a fail, target takes 2d8 cold damage and is pushed 15ft away. On a success, target takes half as much damage and is not pushed away.


Evolve

At 14th level, something weird happens! What? Wartortle is evolving! Wartortle evolved into a Blastoise!

009.png
A Blastoise, Game Freak [6]

Blastoise:

Ability Value Ability Value
Strength 17 Intelligence 10
Dexterity 17 Wisdom 16
Constitution 18 Charisma 12

Hit points: 104.
Move speed: 30 ft. Swimming speed: 30 ft.
Armor class: 15.
Resistance against poison cold and fire damage.
Vulnerability against thunder, lightning and poison damage.
Size: medium.
Can breathe underwater. Can transport people over water. You can only carry a number of people up to your Strength modifier.
Attacks:

  • Water gun: 2d8 cold damage. Reach: 30ft.
  • Slam: 1d8 bludgeoning damage. Reach 5ft.
  • Bubble beam: Everyone in a 30ft line must make a DC12 dexterity saving throw. On a fail, target takes 3d8 cold damage and is pushed 15ft away. On a success, target takes half as much damage and is not pushed away.
  • Surf: You fill a 30ft cube with water harming everyone in it. Everyone who starts it's turn there or tries walking though it, must make a DC12 constitution saving throw or take 1d8 damage and is restrained. This area is considered difficult terrain.

Fire[edit]

Fire types are notoriously rare in the early stages of the games so choosing the Fire variation starter is often a plus.

Starter Pokémon

Starting when you choose this element at 1st level, you get your first pokémon! You get a Pokéball from professor Oak and this Pokéball contains a charmander.

Charmander:

Ability Value Ability Value
Strength 15 Intelligence 4
Dexterity 13 Wisdom 12
Constitution 14 Charisma 9

Hit points: 30.
Move speed: 25ft.
Armor class: 12.
Resistance against fire damage.
Vulnerability against lightning, force and cold damage.
Size: small.
Attacks:

  • Two claws: 2d3 + dexterity modifier of piercing damage. Reach 5ft.
  • Ember: Target makes a DC13 dexterity saving throw or takes 3d4 + constitution modifier of fire damage. Reach 30ft.


Evolve

At 6th level, something weird happens! What? Charmander is evolving! Charmander evolved into a charmeleon!

Charmeleon:

Ability Value Ability Value
Strength 17 Intelligence 6
Dexterity 15 Wisdom 14
Constitution 16 Charisma 11

Hit points: 58.
Move speed: 30ft.
Armor class: 14.
Resistance against fire damage.
Vulnerability against lightning, force and cold damage.
Size: medium.
Attacks:

  • Two claws: 2d4 + dexterity modifier of piercing damage. Reach 5ft.
  • Ember: Target makes a DC15 dexterity saving throw or takes 4d4 + constitution modifier of fire damage. Reach 30ft.
  • Bite: 1d8 + strength modifier of piercing damage. Reach 5ft.
  • Flamethrower: Shoots a 15ft line, everyone in this line must make a DC16 dexterity saving throw or takes 4d4 + constitution modifier of fire damage.


Evolve

At 14th level, something weird happens! What? Charmeleon is evolving! Charmeleon evolved into a charizard!

Charizard:

Ability Value Ability Value
Strength 18 Intelligence 8
Dexterity 17 Wisdom 16
Constitution 18 Charisma 13

Hit points: 124.
Move speed: 30ft. Fly speed: 30ft.
Armor class: 16.
Resistance against fire damage.
Vulnerability against lightning, force and cold damage.
Size: medium.
Attacks:

  • Two claws: 3d4 + dexterity modifier of piercing damage. Reach 5ft.
  • Ember: Target makes a DC18 dexterity saving throw or takes 5d4 + constitution modifier of fire damage. Reach 30ft.
  • Bite: 2d8 + strength modifier of piercing damage. Reach 5ft.
  • Flamethrower: Shoots a 15ft fire line, everyone in this line must make a DC18 dexterity saving throw or takes 5d4 + constitution modifier of fire damage.
  • Dragon breath: Shoots a 30ft fire cone, everyone in this line must make a DC17 dexterity saving throw. On a fail, everyone takes 3d8 fire damage and 1d8 poison damage. On a succeed, half as much fire damage and no poison damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Pokémon Trainer class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the Pokémon Trainer class, you gain the following proficiencies: pokéballs



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