Pokémon Trainer (5e Class)

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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 Pokemon Trainer[edit]

220px-AshXYanime.png
Ash Ketchum from Pokémon together with Pikachu

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 Pokemon 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 Pokemon Trainer you gain the following class features.

Hit Points

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

Table: The Pokemon Trainer

Level Proficiency
Bonus
Features Catch cr
1st +2 Starter, Pokémon Combat -
2nd +2 Catching, Pokémon Leveling 1
3rd +2 Empowering Will, Crafted Heal 3
4th +2 Ability Score Improvement 5
5th +3 Catching Improvement 7
6th +3 Starter improvement 8
7th +3 Extra Attack, Crafted Heal improvement 8
8th +3 Ability Score Improvement 8
9th +4 Pokémon Resting 9
10th +4 Catching Improvement 10
11th +4 Improved Catching 12
12th +4 Ability Score Improvement 12
13th +5 Channel Power, Crafted Heal improvement 15
14th +5 Starter improvement 18
15th +5 Masterball Crafting, Catching Improvement 20
16th +5 Ability Score Improvement 23
17th +6 Demon Catcher, Crafted Heal improvement 23
18th +6 Starter improvement 24
19th +6 Ability Score Improvement 24
20th +6 Pokémon Teamwork, Catching Improvement 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 choice first grants you features at level 1, then again at 6th, 14th, and 18th level.

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

All your Pokémon regain all their hit points when you finish a long rest.

Your starter Pokémon cannot die. When it reaches zero hit points, it becomes incapacitated. When you finish a long rest, it regenerates all it's health again.

Pokémon Combat[edit]

Starting at 1st level, you can use an action to command your Pokemon. As a bonus action, you can switch or withdraw your Pokémon.

At the beginning of combat, you can use a free action to summon your Pokemon.

Pokemon leveling[edit]

At each point when you gain a level, all your Pokemon gain a +1 bonus to an ability score. They may also learn new abilities depending on their level.

This ability does not count towards your starter pokemon. It doesn't gain the +1 bonus.

Catching[edit]

Starting at 2nd level, you are able to catch Pokémon. You can do so by throwing a Pokéball to a Beast, vermin, plant with a challenge rating lower or equal to 3. 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 (let the dm decide). Eg. when a huge beast stands within 20 feet of you, the DC should be around 5. When a tiny beast stands 100 feet away from you, the dc should be around 20. In combat, you can throw a pokéball as an action. When the pokéball is missed, it is considered destroyed and cannot be used anymore.

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 or higher to your Pokémon trainer DC. If the beast succeeds, he 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 monster manual.

Using your Pokémon kit you can craft your own pokéballs. Every pokéball costs 10 gp and 2 hours to make. If you lose your kit you can still make the pokéballs, only at double the cost and time (20 gp and 4 hours).

This ability improves while you level up. At 5th level you can catch a beast of challenge rating 7, at 10th level you can catch a beast of challenge rating 10, at 15th level you can catch a beast of challenge rating 20 and at 20th level you can catch a beast of challenge rating 30.

Empowering Will[edit]

At 3rd level you can push your pokémon to its limits using your will. As a bonus action 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.

Crafted Heal[edit]

Starting 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 resources and a dexterity dc15 check. The potion has one use and it heals your Pokémon for 20hp. It costs an action to heal your Pokémon with this.

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

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

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

Companion Sense[edit]

At 4th level, you can now as an action close your eyes and as long as you are concentrating can see from the eyes of your companions. Your body is incapacitated while this happens, but you still can feel pain. You can get out at any time you want. At 8th level in addition to sight, you can now hear, smell and taste. At 12th level in addition to sight, hearing, smell and taste you can now feel everything he feels. At 16th level in addition to sight, smell, taste, feeling and hearing you can now command him while he is away.

Extra Attack[edit]

Starting from level 7, 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]

Starting 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 pokémons attack. If a DC is needed use your pokémon trainer DC instead.

Masterball Crafting[edit]

Starting 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.

Demon Catcher[edit]

Starting at 17th level, you can catch fiends and demons. Chaotic aligned creatures don't have advantage any more on your catch.

Pokémon Teamwork[edit]

Starting 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.

Bulbasaur:

Ability Value Ability Value
Strength 14 Intelligence 4
Dexterity 12 Wisdom 10
Constitution 16 Charisma 12

Hit points: 34.
Move speed: 25 ft.
Armor class: 12.
Resistance against poison damage.
Vulnerability against fire, cold and psychic damage.
size: small.
attacks:

  • two tentacle attacks: 2d3 bludgeoning damage together. Reach: 10ft


Evolve

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

Ivysaur:

Ability Value Ability Value
Strength 16 Intelligence 6
Dexterity 14 Wisdom 12
Constitution 18 Charisma 14

Hit points: 52.
Move speed: 30 ft.
Armor class: 14.
Resistance against poison damage.
Vulnerability against fire, cold and psychic damage.
size: medium.
attacks:

  • Two tentacle attacks: 2d4 bludgeoning damage together. Reach: 10ft.
  • Razor leaf: Shoots out leafs that deal 2d4+2 piercing damage. Reach: 30ft. Target must make a DC10 constitution saving throw or take 2d6 poison damage.


Evolve

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

Venusaur:

Ability Value Ability Value
Strength 18 Intelligence 8
Dexterity 16 Wisdom 14
Constitution 19 Charisma 16

Hit points: 73.
Move speed: 30 ft.
Armor class: 16.
Resistance against poison damage.
Vulnerability against fire, cold and psychic damage.
size: medium.
attacks:

  • Two tentacle attacks: 2d6 bludgeoning damage together. Reach: 10ft.
  • Razor leaf: Shoots out leaves that deal 4d4+2 piercing damage. Reach: 30ft. On a hit, target must make a DC 10 Constitution saving throw or take 4d6 poison damage.
  • Poison: Reach: 30ft. Target must make a DC 14 Constitution saving throw. On fail, target takes 3d10 poison damage. On succeed, target takes half as much damage.
  • Stun spore: Reach: 60ft. Target must make a DC 15 Constitution saving throw. On fail, target takes 2d6 poison damage and is stunned until the end of venusaur's next turn. On succees, target takes half as much damage and is not stunned.


Evolve

At 18th level, something weird happens! What? Venusaur is evolving! Venusaur evolved into a Mega Venusaur!

Mega Venusaur:

Ability Value Ability Value
Strength 20 Intelligence 10
Dexterity 18 Wisdom 16
Constitution 20 Charisma 18

Hit points: 168.
Move speed: 40 ft.
Armor class: 18.
Resistance against poison damage.
Vulnerability against fire, cold and psychic damage.
size: large.
attacks:

  • Two tentacle attacks: 2d8 bludgeoning damage together. Reach: 10ft.
  • Razor leaf: Shoots out leaves that deal 4d6+4 piercing damage. Reach: 30ft. On hit, target must make a DC10 constitution saving throw or take 6d6 poison damage.
  • Poison: Reach: 30ft. Target must make a DC14 constitution saving throw. On fail, target takes 4d10 poison damage. On succeed, target takes half as much damage.
  • Stun spore: Reach: 60ft. Target must make a DC15 constitution saving throw. On fail, target takes 4d6 poison damage and is stunned. On succeed, target takes half as much damage and is not stunned. It can repeat this saving throw every turn, if it fails again it doesn't take the damage again.
  • Solar beam (recharge 5-6): You shoot out a 30ft cone of bright light. Every target in it must make a DC18 constitution saving throw. On a failed save, target takes 8d8 radiant damage and is blinded for 1d4 rounds. On a success, targets takes half as much damage and isn't blinded.


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.

Squirtle:

Ability Value Ability Value
Strength 13 Intelligence 6
Dexterity 13 Wisdom 12
Constitution 14 Charisma 8

Hit points: 26.
Move speed: 25 ft. Swimming speed: 20 ft.
Armor class: 11.
Resistance against poison cold and fire damage.
Vulnerability against thunder, lightning and poison damage.
Size: small.
Can breath under water.
Attacks:

  • Water gun: 1d6 cold damage. Reach: 30ft.


Evolve

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

Wartortle:

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!

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.


Evolve

At 18th level, something weird happens! What? Blastoise is evolving! Blastoise evolved into a mega blastoise!

Mega Blastoise:

Ability Value Ability Value
Strength 19 Intelligence 12
Dexterity 19 Wisdom 18
Constitution 20 Charisma 14

Hit points: 156.
Move speed: 35 ft. Swimming speed: 35 ft.
Armor class: 17.
Resistance against poison cold and fire damage.
Vulnerability against thunder, lightning and poison damage.
Size: large.
Can breathe underwater. Can transport people over water. You can only carry a number of people up to your strength modifier.
Attacks:

  • Water gun: 2d10 cold damage. Reach: 30ft.
  • Slam: 2d8 bludgeoning damage. Reach 5ft.
  • Bubble beam: Everyone in a 30ft line must make a DC12 dexterity saving throw. On a fail, target takes 4d8 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 2d8 damage and is restrained. This area is considered difficult terrain.
  • Hydro pump (recharge 6): Fires a 50 foot cone that deals 4d12 cold damage, pushes everyone back 10 feet and knocks them prone.


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 piercing damage. Reach 5ft.
  • Ember: Target makes a DC12 dexterity saving throw or takes 3d4 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 piercing damage. Reach 5ft.
  • Ember: Target makes a DC12 dexterity saving throw or takes 4d4 fire damage. Reach 30ft.
  • Bite: 1d8 piercing damage. Reach 5ft.
  • Flamethrower: Shoots a 15ft line, everyone in this line must make a DC13 dexterity saving throw or takes 4d4 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: 2d4 piercing damage. Reach 5ft.
  • Ember: Target makes a DC12 dexterity saving throw or takes 4d4 fire damage. Reach 30ft.
  • Bite: 1d8 piercing damage. Reach 5ft.
  • Flamethrower: Shoots a 15ft fire line, everyone in this line must make a DC13 dexterity saving throw or takes 4d4 fire damage.
  • Dragon breath: Shoots a 30ft fire cone, everyone in this line must make a DC15 dexterity saving throw. On a fail, everyone takes 2d8 fire damage and 1d8 poison damage. On a succeed, half as much fire damage and no poison damage.


Evolve

At 18th level, something weird happens! What? Charizard is evolving! Charizard evolved into a mega charizard!

Charizard:

Ability Value Ability Value
Strength 20 Intelligence 10
Dexterity 19 Wisdom 18
Constitution 20 Charisma 15

Hit points: 189.
Move speed: 35ft. Fly speed: 40ft.
Armor class: 18.
Resistance against fire damage.
Vulnerability against lightning, force and cold damage.
Size: large.
Can carry people while flying. Can carry a number of people up to the strength modifier.
Attacks:

  • Two claws: 2d4 piercing damage. Reach 5ft.
  • Ember: Target makes a DC12 dexterity saving throw or takes 4d4 fire damage. Reach 30ft.
  • Bite: 1d8 piercing damage. Reach 5ft.
  • Flamethrower: Shoots a 15ft fire line, everyone in this line must make a DC13 dexterity saving throw or takes 4d4 fire damage.
  • Dragon breath: Shoots a 30ft fire cone, everyone in this line must make a DC15 dexterity saving throw. On a fail, everyone takes 2d8 fire damage and 1d8 poison damage. On a succeed, half as much fire damage and no poison damage.
  • overheat (recharge 5-6): 50 foot cone that deals 3d12 fire damage, pushes everyone back 10 feet and pushes everyone prone.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Pokémon Trainer class, you must meet these prerequisites: Charisma 15.

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



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