Pokemon Trainer

This class is based on my impressions of the trainers in the Pokemon games and cartoons. Please note, I'm using the Kanto Index of Pokemon that was generiously created by (caniswolfman24) The goal is to create a veritile class that can be used for various forms of game play, and simple enough that an eight yearold can play. (Yes, my eight yearold daughter wants to play Pokemon RPG)

The Trainer
Level Proficiency Bonus Features Pokemon Useable Calls Pokeball
1st +2 Pokedex, Focus Path, Capture Ball 1 2 Base
2nd +2 Dueling Style, Pokemon Refresh (1) 1 3 Base
3rd +2 Path feature 2 3 Base
4th +2 Ability Score Improvement 2 3 Base
5th +3 Bonus throw, Call refresh 2 4 Great
6th +3 Path feature 2 4 Great
7th +3 Fleet Feet 3 5 Great
8th +3 Ability Score Improvement 3 5 Great
9th +4 Spontaneous Evolution 4 5 Ultra
10th +4 Pokemon Refresh (2) 4 5 Ultra
11th +4 Path feature 4 5 Ultra
12th +4 Ability Score Improvement 5 6 Ultra
13th +5 Pokemon Specialty 5 6 Ultra
14th +5 Path feature 5 6 Master
15th +5 Fleet Feet 5 6 Master
16th +5 Ability Score Improvement 5 7 Master
17th +6 6 7 Master
18th +6 Path feature 6 7 Master
19th +6 Ability Score Improvement 6 7 Mega
20th +6 Mega Evolution, Pokemon Refresh (3) 6 8 Mega

Class Features

Hit Points

Hit Dice: 1d6 per Pokemon level

Hit Points at 1st Level: 6+ Constitution Modifier**

Hit Points at Higher Levels: 1d6(4) + Constitution Modifier

Proficiencies

Armor: None

Weapons: Daggers, Quarterstaffs, Slings, Nets, Base Pokeballs

Tools: None

Saving Throws: Based on Focus Path

Skills: Chose one: Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Nature, Perception, Performance, Persuasion, Survival

Equipment

You start with the following equipment in addition to the equipment gained by your background.

● (a) any simple weapon if proficient or (b) a Dagger and Sling with 20 Bullets or (c) Quaterstaff and 2 nets

● (a) Travelers Cloths or (b) Leather Armor if proficient or (c) Chain Shirt and Shield if proficient or (d) Ring Mail and Shield if proficient

● 12 Base Pokeballs and Belt.

● Pokedex

● an explorer’s pack

Pokedex

Starting at 1st level, you carry with you a large tome detailing all the pokemon you have captured on your journey. Your pokedex starts with one of the following creatures: bulbasaur, charmander, or squirtle. Additionally, each time you gain a level in this class you can choose one pokemon with a CR no higher than half your Pokemon Trainer level and add it to your pokedex , but the Pokemon must have been encountered during the Trainer’s travels..

Your pokedex is mystically tied to you and will not function for another creature even if they steal it from you. If you ever lose your pokedex you can create a new one from scratch by spending a number of hours equal to the challenge rating of all creatures in your pokedex.

Some abilities that you gain that interact with your pokedex will require you to make attacks or call for other creatures to make saving throws. Use the following formula to determine your pokedex attack and saving throw DC.


Pokedex save DC = 8 + your proficiency bonus + your Focus modifier

Pokedex attack modifier = your proficiency bonus + your Focus modifier

Pokemon Useable

This is how many different Pokemon are usable during a day. The Pokemon Trainer can change Pokemon during a long rest. This takes 10 minutes per Pokemon to be changed.

Calls

This ability is how many times a Pokemon Trainer can call a Pokemon from their Pokedex per day, this ability refreshes after a long rest. A Pokemon can be called for 10 minutes for every two levels of Pokemon Trainer rounded down. This is considered a concentration action, and the Pokemon Trainer cannot cast any spell or take another concentration action while performing this. As an action, the Trainer can summon a Pokemon, or as a bonus action a Trainer can dismiss a Pokemon. If a Trainer should take damage while having a Pokemon out the trainer must make a concentration check in order to control their Pokemon on their next action. This save is a Con save DC 5 + half of the damage received, if the Trainer fails this save his Pokemon has disadvantage on all rolls until the end of the Trainer’s next turn.

Called Pokemon will fight or act for their Trainer. The Trainer adds their proficiency bonus to their Pokemon’s AC, Attack and damage rolls, as long as they maintain concentration.

A Trainer may take a bonus action to refocus if they have failed a concentration check, this is a WIS save DC 15. If a trainer can refocus then their Pokemon no longer suffer disadvantage during the rest of their turn, but they still lose the use of their Trainer’s proficiency bonus.

When you have a creature summoned from your pokedex you can command your creature how to act on your turn. You can use your action to command the creature to take an action of your choice. If the creature has any abilities that require bonus actions you can use a bonus action to command the creature to take that action. You can command the creature to use its movement freely on your turn.

If a creature called from your pokedex is reduced to 0 hit points it returns to your pokedex and cannot be summoned again until you complete a long rest.

Focus Path

  • Strength Focused Trainers focus on attacks and dealing as much damage as possible to their opponents, they tend to like Fire, Fighting and Normal type Pokemon.
  • Dexterity Focused Trainers focus on evasion and stealth to defeat their opponents, they tend to like Flying, Ice and Poison type Pokemon.
  • Constitution Focused Trainers focus on absorbing hits, staying up through adversity, they tend to like Steel, Bug and Earth type Pokemon.
  • Inteligence Focused Trainers focus on putting their knowledge of Pokemon to use against them, they tend to like Psychic and Ghost type Pokemon.
  • Wisdom Focused Trainers focus on knowing their Pokemon, and seeing the entire field of battle, they tend to like Water, Grass and Fairy type Pokemon.
  • Charisma Focused Trainers focus on encouraging their Pokemon to achieve great deeds through force of will, they tend to like Dragon, Dark, and Electric type Pokemon.

Capture Ball

A Pokemon Trainer has learned the art of capturing Pokemon using Pokeballs. The damage from Pokeballs used by a trainer is considered Force and the trainer adds their Focus Attribute Modifier to the damage. Once the Pokemon Trainer hits with a ball, the Pokemon must make a Wisdom save of DC 5 + half of the damage done. This save is an automatic fail if the Pokemon is at 0 Hit Points. A Pokemon receives a +1 bonus to its save for every 10 hp that it currently has.

Dueling Style

At Second Level a Trainer must choose a style of Dueling that best exemplifies how they fight and direct their Pokemon. Choose one:

  • Brute: Pokemon has a +2 to damage on all attacks.
  • Sniper: Pokemon ignores half and three quarters cover.
  • Precise: Pokemon has a +2 to hit with melee attacks.
  • Defensive: Pokemon has a +1 to AC.

Pokemon Refresh

The Pokemon has a limited well of stamina to draw on to protect it from harm. As a minute long ritual a Pokemon can heal itself 1d10+Trainer level in hit points.

Once this ability is used, you must finish a short or long rest before you can use it again. At 10th Level this becomes two uses before needing a rest, and at 20th level this becomes three.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability se ores of your choice by 1.As normal, you can't increase an ability score above 20 using this feature.

Bonus throw

At 5th level, a Trainer can throw a Pokeball as a bonus action, but they cannot add their Focus ability modifier to the damage roll.

Call refresh

Beginning when you reach 5th leveI, you regain all of your expended uses of Calls when you finish a short or long rest.

Fleet Feet

At 7th level, you know to get out of the way and let the creatures in your pokedex do the fighting for you. Your movement speed increases by 10 feet.

Your movement speed increases by an additional 5 feet at 15th level.

Spontaneous Evolution

At 9th level, a Trainer can evolve their Pokemon during a duel. Normally a Pokemon can only evolve during a long rest.

Pokemon Specialty

At 13th Level, the Trainer has spent so much time working with Pokemon that they can choose a type of Pokemon to specialize in, except legendary. While using this type of Pokemon on a Call, they have advantage on their Concentration save. They also have advantage on Arcana checks to know anything about that type of Pokemon.

Mega Evolution

WIP

FOCUS PATHS

Strenth Focus:

At 1st level when this focus is chosen the Trainer gains training in Athletics, and is proficient in Strength and Constitution saves. Pokeballs used by this Focus always do more damage, see bracketed damage in chart. All Pokemon have advantage on grapple attempts.


At 3rd level of his Focus, all Pokemon that the Trainer summons have +2 to Strength.


At 6th level, the Trainer gains the use of Action Surge for their Pokemon once per short or long rest.


At 11th level, the Trainer gains a second Dueling style.


At 14th level, the Trainer has gain the Powerful Build feature.


At 18th level, the Trainer gains the use of Action Surge twice per short or long rest. This may only be used once a turn.

Dexterity Focus:

At 1st level when this focus is chosen the Trainer gains training in their choice of one from: Acrobatics, Sleight of Hand, or Stealth. They also gain proficiency in Dexterity and Intelligence saves. All pokemon have advantage to saves to escape from grapples.


At 3rd level, all Pokemon that the Trainer summon have +2 Dexterity. Pokemon again +5feet to all movement speed.


At 6th level, all Pokemon that this Trainer have can use the Uncanny Dodge ability as a reaction.


At 11th level, the Trainer gains training in one more skill from the Dexterity Focus skills. Pokemon gain an addition 5 feet of movement to all movement types.


At 14th level, all Pokemon that his Trainer has gain the Evasion ability.


At 18th level, the Trainer gains the ability to use Blur as the spell, once per short or long rest. This ability requires no concentration, or material components.

Constitution Focus

At 1st level when this focus is chosen the Trainer gains training in their choice of one from: Athletics, Acrobatics, or Survival. They also gain proficiency in Constitution and Wisdom saves. Also, the Trainers Hit Dice changes to a d8. All Pokemon have advantage to resist attempts to be pushed or knocked prone.


At 3rd level, all Pokemon that the Trainer summon have +2 Constitution.


At 6th level, all Pokemon gain the Second Wind feature, once per short or long rest.


At 11th level, as an action the Trainer can use the Harden ability, to gain Resistance to non-magical bludgeoning, Piercing, and Slashing damage for 1 minute, once per long rest.


At 14th level, all Pokemon gain a second use of Second Wind per short or long rest. This ability may only be used once per turn.


At 18th level, the trainer gains a second use of Harden per long rest.

Intelligence Focus

At 1st level, the Trainer gains training in Investigation, and gains proficiency in Dexterity and Intelligence. All Pokemon gain resistance to Psychic damage.


At 3rd level, as a bonus action all Pokemon summoned by this trainer can take the Dash, or Disengage action.


At 6th level, as a bonus action the Trainer’s Pokemon can use Misty Step once per long rest. Trainer gains a Pokemon Specialty


At 11th level, this Trainer can use the Shield, or Absorb Elements spells on its Pokemon once per long rest. Misty Step may now be used once per short or long rest.


At 14th level, this Trainer can use Shield, or Absorb Elements spells once per long rest. The Trainer gains, an additional Pokemon Specialty.


Wisdom Focus

At 1st level, the Trainer gains training in Medicine and gains proficiency in Constitution and Wisdom saves. All Pokemon gain advantage to resist charm and confusion effects.


At 3rd level, all Pokemon summoned by this Trainer gain +2 Wisdom and are trained in Perception.


At 6th level, the Trainer can cast Heroism once per long rest, this spell requires no concentration or components.


At 11th level, the Trainer can cast the Guidance cantrip at a range of 30 feet as a bonus action. The bonus from this must be used in the same turn as cast.


At 14th level, the Trainer can cast Heroism once per short or long rest.


At 18th level, the Trainer can revive Pokemon that are ready to fall. As an action the Trainer can touch their Pokemon and heal 6d 10+Wisdom Modifier hit points of damage. This ability can be used once per long rest.

Charisma Focus

At 1st level, the Trainer must make the choice of being a Bully, or a Leader. Bullies are trained in Intimidation, while Leaders are trained in Persuasion. The both gain proficiency Wisdom and Charisma saves. All Pokemon gain advantage against Charm effects.


At 3rd level, you can inspire or threaten others through your words. To do so, you use a bonus action on your turn to choose one Pokemon other than yourself within 60 feet of you who can hear you. That Pokemon gains one Charisma inspiration die, a d6.


For Leaders, once within the next 10 minutes, The Pokemon can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The Pokemon can wait until after it rolls the d20 before deciding to use the Charisma Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Charisma Inspiration die is rolled, it is lost. A creature can have only one Charisma Inspiration die at a time.


For Bullys, once within the next 10 minutes, The Trainer can roll the die and subtract the number rolled to one ability check, attack roll, or saving throw that the target Pokemon makes. The Trainer can wait until after it rolls the d20 before deciding to use the Charisma Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Charisma Inspiration die is rolled, it is lost. A creature can have only one Charisma Inspiration die at a time.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Charismatic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 11th level, and a d12 at 18th level.


At 6th level, Charismatic Inspiration can fully recharge on a short or long rest.


At 11th level, A Bully may use the Leader ability but at a one die step less than current Charismatic Inspiration for Bullying. A Leader may use the Bully ability but at a one die step less than current Charismatic Inspiration for Leading.


At 14th level, gain proficiency in the skill that wasn't taken at 1st level.


At 18th level, Superior Inspiration, if the Trainer has no Inspiration die when Initiative is rolled then they recover one die.

Pokemon Backgrounds

These backgrounds are a work in progress, and will need more work as it goes.

Police officer:

Officer Jenny ....

Skill Proficiencies: Chose two: Athletics, Insight, Investigation, or Perception

Tools Proficiencies: Gain one gaming set, and vehicle (land)

Languages: Add one common language

Equipment: WIP

Feature: WIP

D8 Personality Trait WIP

D6 Ideal WIP

D6 Bond WIP

D6 Flaw WIP

Nurse

Nurse Joy....

Skill Proficiencies: Chose two: Insight, Nature, Medicine, or Survival

Tools Proficiencies: Healer’s Kit. Languages: Add one common language

Equipment: WIP

Feature: WIP

D8 Personality Trait WIP

D6 Ideal WIP

D6 Bond WIP

D6 Flaw WIP

Professor

Professor Oak...

Skill Proficiencies: Chose two: Arcana, History, Nature or Medicine.

Tools Proficiencies: Herbalism or Alchemy Kit

Languages: Add two common language, and one exotic language

Equipment: WIP

Feature: WIP

Equipment: WIP

Feature: WIP

D8 Personality Trait WIP

D6 Ideal WIP

D6 Bond WIP

D6 Flaw WIP

Gym Leader

Brock...

Skill Proficiencies: Chose two: Intimidation, Insight, Persuasion, or Athletics.

Tools Proficiencies: None

Languages: Add one common language.

Equipment: WIP

Feature: WIP

Equipment: WIP

Feature: WIP

D8 Personality Trait WIP

D6 Ideal WIP

D6 Bond WIP

D6 Flaw WIP

Groomer

Blerb…

Skill Proficiencies: Chose two: Animal Handling, Insight, Persuasion, or Survival.

Tools Proficiencies: None.

Languages: Add two common language.

Equipment: WIP

Feature: WIP

Equipment: WIP

Feature: WIP

D8 Personality Trait WIP

D6 Ideal WIP

D6 Bond WIP

D6 Flaw WIP

Pokeballs

The tool and weapon of the Pokemon Trainer.


Pokeballs
Name Cost Wieght Damage Properites Level Proficiency gained by Trainer
Base Pokeball 1 sp 0.1 lb 1d4 (1d4+1) Bludgeoning Light, thrown (20/60), special 1st
Great Pokeball 5 sp 0.1 lb 1d6 (2d3+2) Bludgeoning Light, thrown (20/60), special 5th
Ultra Pokeball 1 gp 0.2 lb 1d8 (2d4+3) Bludgeoning Light, thrown (30/80), special 9th
Master Pokeball 5 gpr 0.5 lb 1d10 (2d6+4) Bludgeoning Light, thrown (40/120), special 14th
Mega Pokeball 10gp 1 lb 1d12 (2d8+5) Bludgeoning Light, thrown (60/300), special 19th

Pokeballs are strange devices that allow people to subdue and capture Pokemon. Only Pokemon Trainers gain proficiency in their use, and then they are only proficient in them based on their level in the Trainer Class.

Pokeballs are treated like ammunition, so they can be recovered if they miss, but only half of them can be recovered. Anytime a Pokeball hits and does not capture a Pokemon it is drained, as it uses all its stored energy in an attempt to subdue and capture the Pokemon target. These can be recharged for half the cost of a replacement ball, however it is up to the GM if they are recovered or not. Pokeballs that capture a Pokemon are not reusable as they now contain a Pokemon

Certain types of trainers can perform special actions with Pokeballs, see your focus for what those abilities might be.