Pokémon Trainer (5e Class)

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Scales.png This page is of questionable balance. Reason: What does "you can choose to let your Pokémon use its action instead of you" mean? What is "health", do you mean "hit points"? Monster CR does not scale to PC level in the way described in "Pokémon Leveling" (a CR 14 dragon is not the equivalent of a 14th level PC). Similarly, it doesn't mean that it is appropriate for a 14th level to have constant access and control of a CR 14 dragon. Catching DC is vague, and also seems to be a very easy way of instantly disposing of a large variety of monsters. No incentive to use other captured creatures since the starting dragon is already really powerful. The class is broken in various other ways.


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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 1
4th +2 Ability Score Improvement 1
5th +3 Catching Improvement 4
6th +3 Starter improvement 4
7th +3 Extra Attack, Crafted Heal improvement 4
8th +3 Ability Score Improvement 4
9th +4 Pokémon Resting 4
10th +4 Catching Improvement 9
11th +4 Improved Catching 9
12th +4 Ability Score Improvement 9
13th +5 Channel Power, Crafted Heal improvement 9
14th +5 Starter improvement 9
15th +5 Masterball Crafting, Catching Improvement 14
16th +5 Ability Score Improvement 14
17th +6 Demon Catcher, Crafted Heal improvement 14
18th +6 Starter improvement 14
19th +6 Ability Score Improvement 14
20th +6 Pokémon Teamwork, Catching Improvement 19

Starter[edit]

Starting at 1st level, you are able to get your first Pokémon. You choose an element that you like and you will get bonusses in that element: grass, water or fire, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 14th and 18th level.

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

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

Pokémon Combat[edit]

Starting at 1st level, you can choose to let your pokemon take an action instead of you using your normal action. You control it and know everything about your Pokémon.

It takes one minor action to deploy, switch or withdraw your Pokémon. If you aren't surprised, you can always deploy your Pokémon precombat.

pokemon leveling=[edit]

at each point when you gain a level, your pokemon gain two +1 bonus to ability scores and a +2 bonus to another ability score and saving throw. They may also learn new abilities depending on their level

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 beasts stands within 20 ft of you, the dc should be around 5. When a tiny beasts stands 100ft away from you, the dc should be around 20. In combat you can throw a pokéball as an action.

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 any more. 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.

You can catch anything except for humanoids, undeads, giants, titans and fiends.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 alchemists supply kit. Using either your alchemists suplies 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 a action close your eyes and as long as you are concentrating can see from the eyes of your companions. At 8th level in addition to sight you can now hear. At 12th level in addition to sight and hearing you can now smell. At 16th level in addition to sight, smell, and hearing you can now taste.

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 choose to expend hit die for this Pokémon instead of using it for yourself.

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 then 6 pokémon in your team you can increase your catch rate. Once per short rest and once per pokémon you can add a D(20-14)to either your DEX roll or your pokémon trainer DC.

You also gain the ability to capture humanoids, titans, undeads, giants and fiends.

Channel Power[edit]

At 13th level you learn how to channel the power of your pokémon through youself. 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 dragons fire breath or a fire elementals touch. The DM can decide wether or not you can use an 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 like 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, you automatically succeed on anything.

Demon Catcher[edit]

Starting at 17th level, you can catch fiends. 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. stats: strength 14, con 16, dexterity 12, intelligence 4, wisdom 10, charisma 12, move speed 30 feet, low light vision, attacks: two tentacle attacks that deal 2d3 damage, size small

Evolve

At 6th level, something weird happens! What? bulbasaur is evolving! bulbasaur has evolved into ivysaur. stats upgraded: strength 4, con +2 dexterity 4, wisdom 10, charisma 14, move speed 30 feet, low light vision, attacks: 2 tentacles with 10 feet of reach that deal 2d4 damage, size medium, special attacks: poison: deals 2d2 poison damage over time for 2d4 rounds with tentacles, razor leaf: range 30 feet, deals 3d4+4 damage

Evolve

At 14th level, something weird happens! What? Ivysaur is evolving! Ivysaur evolved into an Venusaur!, stats upgraded: + 4 strength, con +4, dexterity 4, wisdom 10, charisma 14 intelligence 10, move speed 40 feet, size large, low light vision, attacks: two tentacle attack that deal 4d4 damage with 15 feet reach, special attacks: poison, 3d4 poison damage over time for 3d4 rounds with tentacles, razor leaf, range 30 feet, deals 3d6+7 damage, stun spore, deals 2d6 poison damage and may slow or immobilize the target if they fail a fortitude save

Evolve

At 18th level, something weird happens! What? Venusaur is evolving! Venusaur evolved into an Mega Venusaur! stats upgraded: +strength and dexterity +2, constitution +6, wisdom, 10, charisma 14, intelligence 10, move speed 40 feet, size large, low light vision, attacks, two tentcle attacks that deal 5d4 damage with 15 feet reach, special attacks: poison: 4d4 poison damage over time for 4d4 rounds with tentacles and razor leaf,, razor leaf, range 40 feet, deals 4d6+7 stun spore, deals 2d8 poison damage and may slow or immobilize a target if they fail a fortitude save, solar beam, once per every d4 rounds, fire a 30 foot cone that deals 6d6 radiant damage

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. stats: size small, low light vision, speed 30 feet, swim speed 20 feet, ac bonus: +3, stats: str: 13, con: 14, dex, 13, wisdom 12, int: 6, cha: 8, attacks: slam: d4, special attacks: water gun: range 30 feet, deals d8 cold damage, special qualities: can breath water

Evolve

At 6th level, something weird happens! What? squirtle is evolving! Squirtle evolved into a Wartortle! stats: size medium, low light vision, speed 30 feet, swim speed 30 feet, ac bonus +2, stats: str: 15, con 17, dex, 15, wisdom, 12, int: 6, cha: 8, attacks: slam: d6, special attacks: water gun: range 30 feet, deals d10 cold damage, bubble beam: range 20 feet, deals 2d6+con modifer damage and pushes a foe back 5 feet, special qualities, can breath water

Evolve

At 14th level, something weird happens! What? wartortle is evolving! wartortle evolved into an Blastoise! size large, low light vision, speed 30 feet, swim speed 40 feet, ac bonus: +4, stats: str 17, con 19, dex 15, wisdom 12, int 6, cha 8, attacks: slam: d8, special attacks, water gun: range 30 feet, deals 2d8 cold damage, bubble beam, range 20 feet, deals 2d8+con modifer damage and pushes a foe back 5 feet, surf, 30 foot cone that deals 3d8 cold damage and pushes foes back 10 feet, special qualities, can breathe underwater

Evolve

At 18th level, something weird happens! What? bblastoise is evolving! blaistoise evolved into an mega blastoise!, size large, low light vision, speed 30 feet, swim speed 40 feet, ac bonus: +1 stats: str: 19, con: 20, dex: 16, wis: 12, int, 6, cha 8, attacks: slam d8, special attacks, water gun: range 30 feet, deals 3d8 cold damage, bubble beam, range 20 feet, deals 3d8+con modifier damage and pushes a foe back 5 feet, surf: 30 foot cone that deals 3d10 cold damage and pushes a foe back 10 feet, hydro pump: once per d4 rounds, fires a 50 foot cone that deals 4d12 cold damage and pushes foes back 10 feet and knocks them prone. special qualities: can breathe underwater

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. size small, darkvision 30 feet, speed 30 feet, stats: str 15, dex, 13, con 14, int 4, cha, 9, wis 12, attacks: two claws, deal d4 damage plus strength modifer, special attacks: ember: fires a 15 foot line of fire that deals d4 damage per character level useable once every minutes

Evolve

At 6th level, something weird happens! What? charmander is evolving! charmander evolved into a charmeleon! size medium, darkvision 30 feet, speed 30 feet, stats: str 17, dex 15, con 16, int 4, cha 9, wis, 12, attacks: two claws deal d6 damage plus strength modifier, bite attack that that deals d6 damage, special attacks: ember fire a 20 foot line that deals d4 fire damage plus con modifier per level, flamethrower, 30 foot cone that deals d6 fire damage per level both useable once per minute

Evolve

At 14th level, something weird happens! What? charmeleon is evolving! charmeleon evolved into an charizard!, size large, darkvision 30 feet, speed 40 feet, fly speed 30 feet, stats str 19, dex, 16, con, 17, int, 4, cha, 9, wis 12. attacks two claw attacks that deal d6 damage, bite attack that deals d8 damage, tail slap attack that deals d6 damage, special attacks: ember: fires a 30 foot line that deals d6 fire damage plus con modifier per level, flamethrower, 40 foot cone that deals d6 fire damage per level both useable every d6 rounds, dragon breath, 25 foot line that deals d6 per level poison damage that may immobilize a target hit by it useable once per minute

Evolve

At 18th level, something weird happens! What? charizard is evolving! charizard evolved into a mega charizard x! size large, darkvision 30 feet, speed 40 feet, sly speed 40 feet, stats, str 19, dex, 18, con, 19, int 4, cha 9, wis, 12, attacks two claw attacks that deal d6 damage, bite attack that deals d8 damage plus 2d4 fire damage, tail slap that deals d8 damage plus d8 fire damage, two wing slap attacks that deal d6 damage, special attacks: ember: fires a 30 foot line that deals d6 fire damage plus con modifier per level, flamethrower, 40 foot cone that deals d6 fire damage per level useable, dragonbreath, 35 foot line that deals 6 poison damage that may immobilize a target, overheat, 50 foot cone that deals d8 fire damage per level and pushes foes back 10 feet

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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