Pokemon 5E - The Homebrewery
Pokemon 5E - The Homebrewery
Capture Stat
When you create your trainer, you choose from Strength,
Dexterity, Intelligence, Wisdom, or Charisma. This is your
capture stat, and it represents the way you recruit pokemon,
whether it is an act of raw power, graceful skill, a show of
intelligence, mutual understanding, or charm. Which stat you
choose determines which modifier you apply when making a
capture roll.
For a totally disobedient pokemon, a DM can roll on the
Capturing Pokemon following table to determine what action the disobedient
pokemon takes when given a command:
Pokeball Mechanics
Pokeballs are the items used to capture and store pokemon. Disobedience Chart
As an action, you may throw a pokeball at a pokemon within Number Action
30 feet of you and make a capture roll. If you fail the check, 1 The pokemon takes a nap, going to sleep
the pokeball is destroyed. 2 The pokemon damages itself in a stooge-like
On your adventures however, you may find various display, taking 1d4 damage.
pokeballs that work just a little differently, such as light ones
that can be thrown further, more expensive ones that are 3 It forcibly returns itself to its pokeball.
better at catching stronger pokemon, ones that are more 4-6 It randomly takes an action other than the one it
durable, or some that excel under certain conditions or at was commanded to do.
catching a particular kind of pokemon. 7 It follows the command, but against a randomly
selected target.
Capture Roll 8 The Pokemon follows the command, but not
because you told it to.
Your capture roll is a skill check you make as a trainer
against the DC of a target within the range of the pokeball
you are using. You count as proficient in pokeballs, and you Wild Frenzy
add your capture stat modifier to the roll you make. Wild Pokemon can often be encountered while in a wild
The DC you have to beat is usually equal to the pokemon's frenzy. This may cause the wild Pokemon to have more
level plus an additional 5 for standard pokemon, 7 for rare health and deal more damage when fought in the wild, but
pokemon, and 9 for particularly rare pokemon. Other this additional health and damage will not be reflected in the
conditions or properties of the pokemon may influence the Pokemon's actual statistics once captured. Frenzied
Capture DC at the DMs discretion. Pokemon could be distinguished by a variety of features, such
as having glowing red eyes, larger size, or unusually
Catch Modifiers aggressive behavior.
Pokemon capture has some other influencing factors that
affect the outcome:
A Pokemon adds their proficiency bonus to their capture
DC unless they are at 0 hit points.
When making a capture roll against a target afflicted by
one or more negative conditions, you make the roll with
advantage.
A Pokemon that is completely knocked out gets a -10 to its
Capture DC. If you fail to capture a knocked out Pokemon,
it will get a second wind, returning to 1 hp, and
immediately attempt to make an escape. A pokemon
captured while it is at 0 hit points will progress in level
more slowly for a period of time, as determined by the
DM. A pokemon that is captured with all of its knockout
saves failed is likely to disobey all orders given to it, as
well as progressing in level more slowly until its attitude
toward you has improved.
Electric Type
Creating Pokemon Static Shock Whenever this pokemon is hit with a melee
The strength of this system is the standardized method with attack, the attacker loses its reaction. On this pokemon's turn,
which pokemon stat blocks can be made. it can use its action to charge. Charging gives the pokemon
A pokemon's stat block more closely resembles a full 1d4 temporary hit points until the start of its next turn, and
character sheet, here is a link to the current beta sheet which the next electric type attack made by the pokemon before the
automates a lot of the process for you. end of its next turn deals an additional die of damage.
Supereffective Against Water, Flying
Typing Resists Electric, Flying, steel
Electric Attack Special Ranged Attack reach 15 ft. One
A pokemon's typing decides its resistances, its type features, target. Hit: 1d6 electric damage.
and its basic attacks.
Type Resistances Resistances function the same as in 5E, Fairy Type
a pokemon takes half damage from a damage type it resists, Enchanting Aura This Pokemon is immune to dragon-type
and these resistances cannot stack. damage. Whenever the pokemon is damaged by another
Type features A small set of traits or minor abilities Pokemon within 10 ft., it may use its reaction to force target
available to all pokemon of that same type. pokemon that damaged it to make a charisma saving throw
Basic Moves For each of a Pokemon's types it has access (DC 8 + proficiency bonus + Charisma Modifier), on a failed
to one basic move. The range, damage die, and additional save the target becomes charmed until the end of its next
effects (if any) vary between types. At higher levels, a turn.
pokemon may use multiple basic attacks in a turn. Supereffective Against Dragon, Dark, Fighting
Type Features In addition to basic moves, a pokemon also Resists Fighting, Dark, Bug
has a type feature for each of its types. These features outline Fairy Attack Special Ranged Attack reach 30 ft. One
traits or additional abilities inherent to the pokemon due to target. Hit: 1d6 fairy damage.
its typing.
Fighting type
List of Type Features: Innate Training The pokemon is well versed in one of the
Bug Type following fighting styles (the most fitting option for the
Creepy Crawly The pokemon has a climbing speed of 20 species is chosen by the DM):
feet. As a bonus action on any of its turns, the pokemon can Brute Force The pokemon has advantage on strength
target a creature within 30 ft. of it, and shoot a bit of webbing, checks and a +2 to damage rolls for fighting-type attacks.
pollen, or another sticky substance at the target, reducing the Elegant Accuracy The pokemon has advantage on
movement speed of the target by 5 ft. until the end of its next dexterity checks and a +2 to attack rolls for fighting type
turn. attacks.
Supereffective Against Psychic, Dark Resolute Stance The pokemon has advantage on
Resists Grass, Fighting, Ground constitution saving throws, and adds its constitution modifier
Bug Attack Physical Melee Attack reach 5 ft. One target. to its AC rather than its dexterity.
Hit: 1d6 bug damage. Supereffective Against Dark, Rock, Ice, Steel
Resists Dark, Rock, Bug
Dark type Fighting Attack Physical Melee Attack reach 5 ft. One
Dirty Fighting The pokemon has immunity to psychic-type target. Hit: 1d8 fighting damage.
damage, and darkvision out to 120 feet. Whenever this
pokemon scores a critical hit on a target, it deals one Fire Type
additional die of damage in addition to the critical hit dice Internal Flame The pokemon can use its action to produce a
and the target becomes frightened of this Pokemon until the flame, casting bright light for 20 ft. and dim light for an
end of its next turn. additional 20 ft.. Whenever the pokemon is hit by a melee
Supereffective Against Psychic, Ghost attack by a pokemon within 5 ft. of it, roll 1d6. On a 1, that
Resists Ghost, Dark pokemon becomes burned. As an action the Pokemon can
Dark Attack Physical Melee Attack reach 5 ft. One target. cause a bout of flame to wreathe an unoccupied 5 ft. square
Hit: 1d6 dark damage. until the start of this Pokemon's next turn, anything that
moves through the space takes 1d8 fire damage.
Dragon Type Supereffective Against Grass, Ice, Steel, Bug
Dragon Rage Whenever this pokemon deals damage with a Resists Bug, grass, Ice, Steel, Fairy
dragon type move, you can choose to have this pokemon deal Fire Attack Special Ranged Attack reach 15 ft. One target.
an additional xd4 damage where X is the pokemon's Hit: 1d8 fire damage.
proficiency bonus. Once this feature is used it may not be
used again until the pokemon completes a long rest.
Supereffective Against Dragon
Resists Fire, Water, Grass, Electric
Dragon Attack Special Attack range 20 ft. One target. Hit:
1d8 dragon damage.
Flying Type Poison Type
Aloft This pokemon is immune to ground type damage as Highly Toxic Your poison type attacks made against
long as it isn't prone. The pokemon has a fly speed equal to poisoned targets score a critical hit on a roll of a 19 or 20.
its movement speed.. Supereffective Against Grass, Fairy
Supereffective Against Grass, bug, Fighting Resists Fighting, Poison, Grass, Bug, Fairy
Resists Grass, Bug, Fighting Poison Attack Physical Melee Attack reach 5 ft. One
Flying Attack Physical Melee Attack reach 5 ft. One target. target. Hit: 1d4 poison damage and the target must succeed
Hit: 1d6 flying damage. on a DC 11 Constitution saving throw or become poisoned
for 1 minute. If the saving throw fails by 5 or more, the target
Ghost Type takes an additional 1d4 poison damage.
Phantasmal The pokemon is immune to normal and fighting
type damage, and has advantage on saving throws against Psychic Type
effects that would frighten it. The pokemon can move Mind's Eye The pokemon can communicate basic ideas and
through solid objects and willing creatures as though they feelings telepathically to creatures within 30 ft. of them, can
were difficult terrain. If the pokemon ends its turn in an use the Mage Hand cantrip as written in 5E with the hand it
occupied space, it is shunted to the nearest unoccupied space creates being invisible, and can use intelligence in place of
and takes 2d6 force damage. wisdom for its special attacks.
Supereffective Against Psychic, Dark Supereffective Against Fighting, Psychic
Resists Poison, Bug Resists Fighting, Psychic
Ghost Attack Special Melee Attack reach 10 ft. One target. Psychic Attack Special Save, one target within 30 feet,
Hit: 1d6 ghost damage. taking 1d10 psychic damage on a failed save.
Grass Type Rock Type
Absorb Whenever this pokemon hits a target with a grass- Rocky Endurance This Pokemon's natural AC is 16, it does
type attack, it may use its reaction to regain 1d4 hit points. It not add its dexterity to this value. Whenever the pokemon
may use this feature a number of times equal to its level, takes damage, it may use its reaction to reduce the damage it
regaining expended uses on a long rest. took by 1d12. It may use this feature once per short or long
Supereffective Against Water, Rock, Ground rest.
Resists Water, Electric, Grass, Ground Supereffective Against Ice, Bug, Fire, Flying
Water Attack Special Ranged Attack reach 15 ft. One Resists Normal, Fire, Poison, Flying
target. Hit: 1d6 grass damage. Rock Attack Physical Save One target within 20 ft. 1d8
Rock damage on a failed save.
Ground Type
Crust of the Earth This pokemon is immune to electric type Steel Type
damage. This pokemon is able to burrow through rock, dirt, Nerves of Steel The pokemon is immune to poison damage
and unworked stone with a burrow speed of 15 feet. and the poison condition. Its AC is 17 and it does not add its
Supereffective Against Rock, steel, Fire, Poison, Electric dexterity modifier to this value.
Resists Poison, Rock Supereffective Against Ice, Rock, Fairy
Ground Attack Physical Melee Attack reach 10 ft. One Resists Normal, Grass, Ice, Flying, Psychic, Big, Rock,
target. Hit: 1d6 ground damage. Dragon, Steel, Fairy
Steel Attack Strength based Melee Attack reach 5 ft. One
Ice Type target. Hit: 1d6 Steel damage.
Frigid Maneuvers As a bonus action, the pokemon can
target one 5ft by 5ft cube within 30 feet of it and coat all Water Type
surfaces in the area with ice. That area becomes difficult Refreshing Water The pokemon has a swim speed of 30 ft.
terrain to all pokemon that aren't ice type for 10 minutes or and can breathe both air and water. If this pokemon ever
until a fire-type move is used to melt the ice. takes damage from the burned condition, the burned
Supereffective Against Grass, Dragon, Flying, Ground condition affecting it ends.
Resists Ice Supereffective Against Fire, Rock, Ground
Ice Attack Special Ranged Attack reach 20 ft. One target. Resists Fire, Water, Ice, steel
Hit: 1d6 ice damage. Water Attack Special Ranged Attack reach 30 ft. One
target. Hit: 1d6 Water damage.
Normal Type
Simple Strength The pokemon is immune to ghost type
damage, and its normal-type moves get +2 to attack and
damage rolls.
Supereffective Against None
Resists None
Normal Attack Physical Melee Attack reach 5 ft. One
target. Hit: 1d6 Normal damage.
Ability
While standardized systems are useful, they can end up
quashing the individuality of the things that system is used to
create. However, individuality is vital to the identity of a
pokemon. To remedy this, all pokemon have one unique
feature called an ability. Abilities are a small set of features
or alterations that reinforce the pokemon's unique identity.
They are not predetermined, you will not find a compendium
listing all of the abilities for all of the pokemon.
Abilities are usually created in a collaborative effort on the
part of the DM and the player, but most wild pokemon as well
as pokemon used by npcs have abilities determined at the
discretion of the DM. A pokemon's ability is also subject to
possibly changing entirely upon evolution to match its
newfound identity.
Abilities are not necessarily meant to make a Pokemon
more powerful (in many cases it may even make it weaker),
but instead give it features or a playstyle that bring it in line
with what makes that pokemon unique.
For example, take the pokemon Cutiefly. Anyone who has
seen this pokemon before can tell you that it flies around on
its cute little wings, however neither the bug type feature or
fairy type feature it has access to actually grant it a flying
speed.
Now, because Cutiefly isn't a high-soaring apex predator, its
fly speed does not need to match or exceed the fly speed
naturally given to flying type pokemon, so we would want to
give it a fly speed of only 15 feet.
Taking into account this fact, as well as information from
its pokedex entries, its ability could be:
Adorable Flier
Cutiefly has a fly speed of 20 feet, and a movement speed of 5
feet. In addition both Cutiefly as well as any of its allies within
10 ft. of it have advantage on wisdom (insight) checks and
gain +2 to passive perception.
Aipom
Trickster: Aipom has a climbing speed equal to its walking
speed. In addition, Aipom can use the help action as a bonus
action with a range of 10 ft..
Skrelp
Driftweed Predator:: Skrelp has advantage on stealth
checks made to hide in natural foliage. Once per turn, the
pokemon can deal an extra 1d6 damage to one creature hit
with a poison attack if Skrelp had advantage on the Attack
roll.
Wurmple/Cascoon
Metamorphosis: The pokemon's Creepy Crawly feature
reduces the target's speed by 10 feet rather than 5. In
addition, this pokemon's evolution tree is shifted down 1
stage, Wurmple is a baby stage, Cascoon a basic stage, and
Dustox a middle stage, this changes the evolution levels and
stat arrays the pokemon uses.
Durant
Truant: Durant's movement speed is halved, and at higher The Different Types of Abilities
levels it cannot benefit from the multiattack feature. Instead, Playstyle - Skrelp's ability is an example of one that
its basic moves deal an additional die of damage for each encourages a playstyle that matches the theme of
additional attack Durant was intended to have. the pokemon, Skrelp disguises itself as dead kelp
then leaps out and attacks unsuspecting prey. The
ability allows it to deal more damage, but it's
balanced by the requirement for set up (being
hidden or another advantage source).
Video Game - Sometimes people best remember
pokemon for what they are in the games. Meowth's
ability replicates a well-known ability it had in the
Video Game series. Video game abilities can be
great for pokemon that feel more generic.
Rule Breaking - There are a lot of rules meant to
standardize pokemon stats, which is generally
good. But the current Stage categories (which will
be gone over in the next chapter) don't account for
the identity of the Wurmple line, which is weaker
Meowth than their stage would suggest, but evolve quickly.
Pickup: Once a day, Meowth can make a DC 15 investigation These are not the only ways to make abilities,
check. On a success, it finds 1d4 gold worth of trinkets or but they're good foundational mindsets.
discarded currency.
Pokemon Stats Basic Stage
Pokemon all use the same six stats that Fifth Edition is based A Pokemon that has never evolved before, and will evolve in
around, but this system makes some small tweaks to make the future is considered a Basic stage pokemon. A basic stage
the stats better fit the world of Pokemon. evolves into a middle stage at level 7, or into a Final stage at
The most common types of moves that use this stat will be level 11.
listed, but there are always exceptions. Basic Stage Stat Array: 14, 13, 13, 12, 10, 8
Hit die: 1d6
Strength Middle Stage
Measures: Physical strength and athletic ability. It is used for A Pokemon that has evolved before and will evolve again is
physical attacks. considered a middle stage. A middle stage pokemon evolves
into a final stage pokemon at level 13.
Dexterity Middle Stage Stat Array: 16, 15, 14, 13, 11, 9
Measures: Physical agility, reflexes, balance, evasion, and Hit die: 1d8
poise. Dexterity is used to determine a Pokemon's AC, and
you roll dexterity saving throws against the DC of physical Final Stage
moves. A pokemon that has evolved at least once before and will
never evolve again is considered the final stage.
Constitution Final Stage Stat Array: 18, 17, 15, 14, 13, 11
Measures: Health, stamina, or durability of body composition. Hit die: 1d12
Constitution aids in determining total health, health
recovered on a short rest, and you roll constitution saving Zero Stage
throws to resist effects that would poison or chill you. A pokemon that has never evolved before and never will
evolve in the future is considered a Zero stage pokemon.
Intelligence Zero Stage Stat Array: 17, 16, 15, 14, 12, 10
Measures: Mental Acuity, Information Recall, Analytical Skill, Hit die: 1d10
and Psychic Attunement. Intelligence is used by psychic type
pokemon as their special attack modifier, and all pokemon Baby Stage
roll intelligence saving throws to resist the effects of special Baby stage pokemon are exceptionally weak, and are
attacks. ignored on their evolutionary tree when deciding a
pokemon's stage. Because Pichu is a baby pokemon, Pikachu
Wisdom is a Basic Stage pokemon rather than a Middle Stage
Measures: Awareness, intuition, Insight, and attunement to pokemon. Because Munchlax is a baby stage, Snorlax would
the natural world. be considered a Zero stage rather than a final, and so on.
Unfortunately unlike the other stages, the distinction
Charisma between baby stage and basic stage will need to be a
judgment call. In general the list of baby pokemon should
Measures: Confidence, eloquence, and force of will. You use help, but the ruling isn't absolute. For instance, Magby could
charisma for social skills, to form the DC for effects that be a basic stage pokemon since it is stronger than the
inflict frighten and charm, as well as make charisma saving average baby category. The GM holds the right to lift or apply
throws to resist effects that would charm or frighten. Most the baby stage category at their own discretion.
Commonly Used For: Dark, Dragon, Fairy, and Ghost type Baby stage stat array: 12, 11, 10, 9, 7, 6
ranged attacks. Hit die: 1d4
Stage Assigning Stats
With that in mind let's dive into how starting stat values are When generating a pokemon's stat block, you determine the
determined for pokemon, Stages. stage of the pokemon, and then assign the values of the stat
A pokemon's stage is determined by its position in its array to the ability score you see fit.
evolutionary tree, and what stage a pokemon is determines When a pokemon evolves, its stage changes, and the stats
its hit dice, Stat Array, and Evolution Level. are redistributed using the new array.
Leveling XP Marks
Pokemon level up through XP marks. XP marks are awarded
after XP training or as a result of winning a battle, often
Pokemon Level Chart equal to the amount of pokemon knocked out on the other
Skill Marks to team. If the GM feels a battle was not a challenge or was
Proficiency Point Next particularly one-sided, they may award less XP marks.
Level Bonus Features Total Level Whenever the number of XP marks equals or exceeds the
1 +2 ─ 0 1 value listed under "Marks to Next level" on the leveling chart,
XP marks are reset to 0 and the pokemon levels up. Any
2 +2 ─ 1 1 excess XP marks are then applied.
3 +2 ─ 2 2
4 +2 ─ 3 2 Training
5 +3 A Baby evolves into 5 3 Training is an everyday activity of a trainer, and it's part of
a Basic Stage what makes their pokemon stronger and more well rounded.
To train, a trainer must declare what it is they will be doing to
6 +3 ─ 6 3 train, which can be anything from studying with the pokemon
7 +3 ─ 7 3 in a library to running obstacle courses. Based on the activity,
8 +3 ─ 8 4
the DM then selects what skill from the skill list is most
applicable to that activity.
9 +4 A Basic stage 9 4 A trainer may train a number of pokemon at a time equal to
evolves into a their trainer proficiency bonus. After 1 hour, each Pokemon
Middle Stage being trained makes a skill check of the chosen skill against a
10 +4 ─ 10 4 DC of 8 + that Pokemon's level. A Pokemon that fails the skill
11 +4 Can now use two 13 5
check can train for another hour to remake the check, with
basic moves per the DC reduced by 1 for every additional hour spent on the
attack action training. A maximum of eight hours a day can be spent
training.
12 +4 ─ 14 5 A pokemon that succeeds on a skill check gains either 2
13 +5 A Basic stage 15 5 XP marks, or proficiency in the trained skill. After succeeding
evolves into a Final on a skill check, a pokemon must undergo a long rest before
Stage it can benefit from training again. Once a pokemon gets XP
14 +5 ─ 16 6 marks from training in a skill, it cannot gain XP marks from
training that skill again. A pokemon's total number of skill
15 +5 A Middle Stage
evolves into a Final
17 6 proficiencies can't exceed twice its proficiency bonus.
Stage
16 +5 ─ 18 6
Beyond Level 20
17 +6 Can now use three 22 7
You may keep tracking XP marks beyond level 20, but instead
basic moves per of leveling up the pokemon instead gains 1 skill point per 10
attack action XP marks earned beyond level 20.
18 +6 ─ 23 8
19 +6 ─ 24 9
20 +6 One ability score 25 10
gets a new
maximum value of
24
Homing Attack - 3 Points
Making Custom Moves The move targets one Pokemon within 30 ft.. An unwilling
To make a custom move you spend skill points on different target makes a saving throw to resist the effect. The range of
tags, listed below. A move must have exactly one shape tag, this tag increases by 30 ft. for every additional 1 point spent
and any amount of effect tags (minimum one). on the tag. The points spent cannot exceed the pokemon's
The number of effect tags on a move cannot exceed the proficiency bonus.
Pokemon's proficiency bonus.
Custom moves can be of any type, but for a Pokemon to Line - 3 Points
learn a move that isn't one of its types or Normal type it costs The move is a 5ft wide, 30 ft. long line pointed in the
1 additional skill point. The stat modifier used to determine direction of the user's choice, requiring saving throws from
the save DC or attack modifier is decided by the move's effect all unwilling targets within range. The length of the line
tags. increases by 30 ft. for every two additional points spent on
this tag.
Conditions
Long-Range Projectile - 4 Points
If a move has more than one effect that would apply a The Pokemon makes a ranged attack roll against a single
condition, you roll the highest die size among those target. The attack has a range of 80/160.
conditions and randomly select which condition is applied to
each affected target. Self - 2 Points
The move targets the user, and no other Pokemon.
Saving Throws and DCs
What saving throw that needs to be made to resist taking Short-Range Projectile - 2 Points
damage or being afflicted with the negative effect of a move is The Pokemon makes a ranged attack roll against a single
determined by the effect tag. Unless stated otherwise, the stat target. The attack has a range of 30/120.
used to determine the DC of the move is decided by whether
the move is strength for physical moves or wisdom for special Strike - 1 Point
moves. The Pokemon makes a single melee attack against a target
A move may only require one saving throw from its targets. within 5 ft. of it. You may spend 2 additional skill points, if
In the event that the move has two tags that require a saving you do the reach of the move becomes 10 ft..
throw, the most appropriate saving throw for the move's
flavor is selected by the DM. Wave - 3 Points
The moves' effects pulse out of the user in a 10 ft. radius
Shape Tags sphere centered on the user, requiring a saving throw from all
unwilling targets within the radius. The radius of this effect
A shape tag dictates how many Pokemon the move targets, increases by 5 ft. for each additional 2 points spent on the
and whether the move requires an attack roll or saving throw. tag.
A move is a physical or special as long as it has at least one
tag that offers the option, you choose which when you create
the move.
Cone - 3 Points
The move is a 15 ft. cone pointed in the direction of the user's
choice, requiring saving throws from all unwilling targets
within range. The length of this cone increases by 15 ft. for
each additional 2 points spent on the tag.
Cube - 3 Points
The move is a 10 ft. cube pointed in the direction of the user's
choice, requiring saving throws from all unwilling targets
within range. The size of the cube increases by 5 ft. in each
dimension for every two additional points spent on this tag.
Effect tags Healing - 3 Points
These tags form what the move actually does, from dealing A non-damaging move with this tag allows affected targets
damage to full utility. to expend a single hit die as though they had taken a short
Effect tags all refer to the "targets" of the move, this refers rest provided they have hit die to spend.
to all pokemon within the move's effect that are hit by the A damaging move with this tag allows the user to regain
hit points equal to its proficiency bonus upon hitting the
move's attack roll or that fails the move's saving throw. Ally attack or causing a target to fail a saving throw.
pokemon may always willingly fail a saving throw.
Effects that do not list DC and saving throw information do Rapid - 4 Points
not require any saving throws on their own. A non-damaging move with this tag may be used as a bonus
action.
Assisting - 1 Point A damaging move with this tag causes the user to move
The Pokemon uses the help action on all targets (The help up to 10 ft in any direction before or after using the move,
action used on allies gives those allies advantage on the next without provoking attacks of opportunity.
ability check they make, and when used on enemies gives
advantage to the next attack roll made against the target. Mach Speed - 7 Points
As long as this tag is on a non-damaging move, you use A damaging move with this tag may be used as a bonus
charisma to determine the DC of the move, and affected action.
targets make charisma saving throws to resist its effects.
Recoiling - 4 Points
Refreshing - 1 Point A damaging move with this tag rolls an additional die of
End up to one condition afflicting each target. This tag may damage on a hit, but the user loses a number of hit points
be taken multiple times, increasing how many conditions it equal to the move's attack ability modifier.
may end.
Retaliating - 7 Points
A move with this tag may be used as a reaction after taking
damage from a source it can see within range of the move's
shape tag.
You decide whether this move is physical or special when
you create it.
Protecting - 2 Points
All targets have their AC increased by 2 for up to one minute.
This effect must be concentrated on by the user.
Damaging - 1-3 Points
The move deals 1d6 damage if one point was spent, 1d8
damage if two points were spent, and 1d10 damage if three
points were spent.
This tag may be purchased up to three times per move,
adding an additional die of damage each time. You must
spend the same amount of skill points on the tag each time
you add it to a move.
You decide whether this move is physical or special when
you create it.
Recharging - 4-6 Points
The move gains a recharge of 5-6, and deals 3d6 damage if
four points were spent, 3d8 damage if five points were spent,
and 3d10 damage if six points were spent.
This tag may be purchased a second time, doubling the
amount of damage die rolled and changing the recharge
value to 6.
You decide whether this move is physical or special when
you create it.
Burning 1 Point Menacing - 1 Point
A non-damaging move with this tag gets -2 to any attack roll A non-damaging move with this tag gets -2 to any attack roll
or save DC, but burns it' s targets. or save DC, but frighten its targets for 1 minute.
A damaging move with this tag causes all targets to roll a A damaging move with this tag causes all targets to roll a
1d8, becoming burned on a result of 1. 1d8, becoming frightened on a result of 1.
Affected targets may make constitution saving throws at You use charisma when determining the DC for this move,
the end of each of its turns, ending the effect early on a and targets make a charisma saving throw to resist its effects.
success. Affected targets may make charisma saving throws at the end
of each of its turns, ending the effect early on a success.
Envenoming - 1 Point
A non-damaging move with this tag gets -2 to any attack roll Charming - 1 Point
unless the user is poison typed, and this move poisons its A non-damaging move with this tag gets -2 to any attack roll
targets. or save DC, but charms its targets for 1 minute.
A damaging move with this tag causes all targets to roll a A damaging move with this tag causes all targets to roll a
1d8, or 1d6 if the user is poison typed. On a result of 1, the 1d8, becoming charmed on a result of 1.
target becomes poisoned for a minute. You use charisma when determining the DC for this move,
Affected targets may make constitution saving throws at and targets make a charisma saving throw to resist its effects.
the end of each of its turns, ending the effect early on a Affected targets may make charisma saving throws at the end
success. of each of its turns, ending the effect early on a success.
Electrifying 1 Point
A non-damaging move with this tag gets -2 to any attack roll
or save DC unless the user is electric type, and this move
electrifies its targets.
A damaging move with this tag causes all targets to roll a
1d8, or 1d6 if the user is electric typed. On a result of 1, the
target becomes electrified for a minute.
Affected targets may make constitution saving throws at
the end of each of its turns, ending the effect early on a
success.
Chilling - 1 Point
A non-damaging move with this tag gets -3 to any attack roll
or save DC, but chills its targets.
A damaging move with this tag causes all targets to roll a
1d10, becoming frozen on a result of 1.
Affected targets may make constitution saving throws at
the end of each of its turns, ending the effect early on a
success.
Elder Pokemon & Places of
Power
An optional setting feature is to include Elder pokemon
and/or Places of Power. An Elder Pokemon is a particularly
powerful or old pokemon which cannot be tamed or caught.
A place of power is as it sounds, a location or environment
which holds a special quality, usually a place rarely known or
visited by humans, wherein one can feel a connection to the
Pokemon world.
Integrating these into a setting adds further depth into the
world and enriches the player's experience.
If you choose to include these, you can offer boons or
benefits for seeking them, rewarding the player for
discovering, learning from, passing the trials of, or protecting
something important that is a part of their world. Examples of
benefits include:
Boons
You and/or some number of your pokemon are bestowed with
a benefit or trait, such as improved movement speed, a
feature similar to a type feature, a stat increase that can go
beyond 20, etc..
Rare Items and Materials
You can find rare items and materials, such as berries with
potent effects, items that boost your power or defenses,
unique battle items, or the material to make a rare and
powerful pokeball.
Special Training
Spending time training under the elder pokemon or forming
a connection with a place of power can allow you to learn
moves with keywords not otherwise available, or at a reduced
skill point cost.
Items
Pokeballs
GP
Name Effect Cost
Poke Ball A basic Pokeball 1
Great Ball A more advanced model of pokeball, +1 to capture rolls when using this ball. 5
Ultra Ball A top of the line pokeball, +2 to capture rolls when used. 10
Net ball When used to attempt to capture a bug or water type pokemon, you get a +3 to the capture roll. 3
Dusk Ball A pokeball made of photosensitive material, -1 to catching roll if used outdoors during the day or well lit 7
area, +3 if used at night or in a cave.
Quick Ball A pokeball made of a shocking material, adds +3 to the capture roll if the target is surprised. 4
Premiere A basic Pokeball with a sleek look. 5
Ball
Heavy Ball A pokeball made of heavy duty materials, it gives a +3 to your capture roll when used. Difficult to throw, 7
the distance it can be thrown is five times your strength modifier (min. 5 feet).
Feather A pokeball made of lightweight material, it can be thrown a distance of 60 feet. 4
Ball
Repeat A smart pokeball that adapts based on your experiences, +3 to capture rolls if used on a pokemon you 10
Ball have captured before. A pokemon in a repeat ball gets +2 XP marks the first time it is traded.
Dura Ball A pokeball made of strong material, it only breaks if the capture roll is failed by 5 or more. 5
Nest Ball A pokeball that excels at catching afraid pokemon, +1 to capture roll for every 5 levels higher than the 5
target your active pokemon is.
Dive Ball A pokeball made with whirlpool technology, +3 when used underwater. 5
Luxury Ball A pokeball made of the finest materials, every moment spent within it feels like a day at the spa to the 50
captured pokemon. -2 to the capture roll when used. A pokemon captured with one will not become GP
disobedient.
Timer Ball A strange pokeball particularly good at capturing fatigued pokemon, +1 for every minute the target has 10
been in combat. GP
Heal Ball A normal strength pokeball with an integrated medical system, pokemon caught in this ball regain xd6 hit 4 GP
points, where X is your proficiency bonus, and any status affecting the captured pokemon ends.
Potions
Name Effect GP Cost
Potion Pokemon regains 2d4+2 hit points GP
Super Potion Pokemon regains 4d4+4 hit points 50
Hyper Potion Pokemon regains 8d4+8 hit points 100
Max Potion Pokemon regains 10d4+10 hit points 200
Full Heal All conditions affecting the pokemon end 30
Single Heal Ends a specific condition affecting the pokemon, such as static, poisoned, burned, or freeze 5
Revive A pokemon that has failed all of its knockout saves is returned to 1 hit point 75
Held Items
Name Effect Cost
+1 Band Attacks of the trinket's type get +1 to attack and damage rolls (Ex. Mystic Water, Miracle Seed, Dragon Claw, 200
etc.)
+1 Pokemon of the chosen type holding the item gain a +1 to AC 200
Brace
Berry A Pokemon that hasn't failed all of its knockout saves can consume this held berry as a bonus action to regain 4
1d4 hit points.