Circle of Pokemon (5e Subclass)

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Circle of The Pokémon[edit]

Druid Subclass

You draw your magic from the nature of another realm which has a unique manipulation of mana which empowers its Creatures, though this link your mind has gained knowledge of said Creatures and gain common aspects of those creatures.


Visons of Wonderful Creatures[edit]

When ever you take a long rest your mind is whisked off into a spectating vision of this other world, this process is random and shows you the creatures of the other world to a limited aspect, once in this vision like state your mind gains an imprint of one of these creatures allowing you to channel their powers to empower and augment your abilities.

Once every long rest once awake Roll 1d905, using the result of the roll Look up the responding Pokémon from the generation 1 to 8, then using the responding Pokémon determine the elemental typing of the Pokémon and gain an series of traits dependant on the Pokémon typing, If the Pokémon has dual typing the player chooses one between the two typing's, these traits last until your characters next long rest and are still applied even if your druid Wild shapes.

Bug All attacks deal +1 damage, once per day if your character is reduced to 0 hit points roll a D20-Constitution, if the result of the roll is less than your druid level regain 1 hit point but is prone, this trait doesn't activate if your character is reduced to 0 hit points while in wild shape.
Dark whenever you deal any damage to a target, the target's maximum hit points is reduced by double the damage of the attack instead of dealing damage, when your attack reduces the maximum Hit points of a target gain temporary hit points equal to half of the value of the hit points reduced.
Dragon Resistance non magical and magical Slashing, Bludgeoning and Piercing damage, melee attacks become magical to overcome resistances, all attacks reduce the targets max Hp as well as there intended damage.
Electric Resistance to lightning, +5ft of movement, All attacks cause the target to become paralyzed until the end of their turn.
Fairy Gain magic resistance against spells that don't cause damage and all Damaging attacks ignore resistances.
Fire Resistance to Fire, Can change damage typing to fire for any attack, once per turn you may declare an attack to apply a Crippling Burn, the attack must have its damage typing changed to fire and if the attack deals damage the target is stunned until the end of their turn, a target can only be effected by this once per day.
Fighting Gain an additional action per turn and Resistance to non magical attacks.
Flying gain flying(hover) speed equal to half your movement speed, any attack you do can push a hit target 5ft in a Gm determined direction, this forced movement provokes attacks of opportunity for any suitable allies.
Ghost Become immune to psychic, non-magical slashing, piercing and bludgeoning damage, can change damage typing to necrotic for any attack or spell, if an target is using a magical barrier, mage armor, shield or any form of magical protection you may bypass them and ignore any Ac increases gained from these effects.
Grass Gain 5 times your druid level as temporary hit points, all attacks gain an extra 5ft of reach, as an action you may use the lay on hands paladin Feature using these temporary hit points as the resource, using any Spells or abilities other than lay on hands that regain Hit points for other creatures allows you to gain 1 temporary hit point per 5 hit point restored in others these temporary hit points cannot go higher than the value gained from the first activation of Visons of Wonderful Creatures per long rest, any temporary hit points gained besides the trait of Visons of Wonderful Creatures activation cannot be used for this lay on hands Feature, the player may choose to either keep the temporary hit points usable for this lay on hands feature or gain the temporary hits points which can't be used for the lay on hands Feature.
Ground +3 Ac, Become immune to all conditions besides incapacitated and unconscious, if you have a flying speed it now becomes a climbing speed.
Ice resistance to cold, can change damage typing to cold for any attack, once per turn you may declare an attack to be a Freezing Strike, if the attack hits the target is restrained in ice until the target uses an action to escape, a target can only be effected by a freezing strike once per day.
Normal gain resistance to Bludgeoning, slashing and Piercing From non-magical weapons, gain 10 temporary hit points at the end of Your turn in combat, If an enemy is within 5ft of you they cannot cast any magic equal or lower than your highest spell slot as well as any magic weapon they carry is Suppressed as if in a antimagic field until they exit that 5ft range.
Poison resistant to poison or disease, all attacks can be changed to poison and apply the poisoned Condition, Ignores Poison and poisoned immunity or resistance in creatures attacked.
Psychic resistant to psychic, gain 15ft of telepathy(words only) can change damage typing to Psychic, can use an action to teleport one willing creature within 5ft up to 60ft away from your character within line of sight.
Rock +1 Ac, Reduce all damage you take by equal to your druid level, all attacks afflict the target with the prone condition with yourself becoming immune to being prone.
Steel Gain 2 Ac, using an reaction you may ignore one instance of damage, become immune to poison damage and the poisoned condition.
Water Resistant to cold, fire, poison and bludgeoning, Can breath underwater and gain a swim speed equal to your movement speed, you can move though enemy spaces without penalty if your either smaller or the same size as the enemy.

Connection to the Beasts[edit]

When you reach 4th level your connection to that realm is more powerful so much that you can draw on the power of the other realm to summon one of these creatures to aid you they form this connection by hijacking your universes magic to manifest. Gain the find familiar spell to your spell list but said Spell has some modifications.

Said familiar gains the appearance of a first evolution Pokémon of the players choice, it uses the statblock of another viable familiar choice but can be overruled by the DM, it also gains three traits.

Its creature type is changed at Via the GM Digression to the Pokémon's closest equivalent (beast, Monstrosity, Celestial, infernal, e.t.c).

It gains the elemental type ability show in Visions of wonderful creatures dependant on the typing, if said Pokémon has two typing's, one is chosen over the other.

When reduced to 0, The find Familiar spell becomes unusable until the next long rest.

Strengthening of vision[edit]

When you reach 10th level your ability to control the visions become more effective, due to this your connection becomes clearer and allows you to manipulate the connection in one of Three different methods, Quality, Quantity or Quantum.

Quality[edit]

When gaining this trait you may choose a Pokémon with a single typing to become attuned too, from now on you will be able to choose to gain that Pokémon's typing When you roll for Visions of Wonderful creatures instead of the result of the Visions of Wonderful Creatures roll. At level 15 gain a second Attuned Pokémon with a single typing to choose from, At level 20 gain a third Attuned Pokémon with a single typing to choose from. When attuned to multiple Pokémon you may use the typing's of multiple attuned Pokémon.

Quantity[edit]

When rolling for Visions of wonderful creatures, roll 2d905 and you may chose one from the options provided, Doubles result in a re-roll. at level 15 roll 3d905, level 20 roll 4d905

Quantum[edit]

When you roll for Visions of wonderful creatures, you may target 1 creature to also gain the benefits of one of typing's gained from rolling for Visions of Wonderful Creatures, you may not target your familiar or any summoned creature. At level 15, you may target 2 creatures, At level 20 you may targets 4 creatures.

Evolution[edit]

A natural process of the creatures of the other realm, though struggles the creatures evolve into stronger forms, At 10th level, Familiars created using spell Find familiar can be summoned using the stat block of any Beast or monstrosity of a CR of half the player's Druid class level as long as the creature is relevant to the summoned Pokémon (Arbok = Giant Constrictor Snake), Dm can overrule the choice, it still Gains the benefits of Vision of wonderful creatures dependent on the chosen Pokémon.

Attuned to the other realm[edit]

At 14th level your fully bonded to the realm.

When choosing the typing from the d905 rolls, you may now choose to gain the benefits of 2 typing's, the same typing cannot be chosen twice, if there is no second typing present rerolls are used until there are at least two options to choose between. if the summoned Familiar's Pokémon form has multiple typing's it now gains the benefits of both typing's

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