Pokémon Trainer, Variant (5e Class)

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Pokémon Trainer[edit]

Gotta Catch 'Em All[edit]

Pokémon trainers venture the world, capturing the wild, powerful beasts of the world and befriending them before using them to challenge other trainers in combat.

Creating a Pokémon Trainer[edit]

Ash Ketchum from Pokémon together with Pikachu

Why did you become a trainer? Did you start as a child, or were you gifted a Pokémon by a close friend or relative and decided to make the most of it? Do you want to be the very best, catch all the Pokémon in the world, impress someone, or just have fun?

Quick Build

You can make a Pokémon 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 Pokémon Trainer you gain the following class features.

Hit Points

Hit Dice: 1d4 per Pokémon Trainer level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Pokémon Trainer level after 1st


Armor: Light armor
Weapons: Simple weapons, whip
Tools: Any one set of tools
Saving Throws: Dexterity and Charisma
Skills: Choose 3 from Animal Handling, History, Insight, Nature, Perception, Performance and Sleight of Hand


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
  • one set of tools

Table: The Pokémon Trainer

Level Proficiency
1st +2 Catch
2nd +2 Type
3rd +2 I Choose You
4th +2 Ability Score Improvement
5th +3 Ball Improvement
6th +3 Type feature
7th +3 TM/HM
8th +3 Ability Score Improvement
9th +4 Ball Improvement improvement
10th +4 Type feature
11th +4 TM/HM improvement
12th +4 Ability Score Improvement
13th +5 Ball Improvement improvement
14th +5 Type feature
15th +5 TM/HM improvement
16th +5 Ability Score Improvement
17th +6 Ball Improvement improvement
18th +6 Type feature
19th +6 Ability Score Improvement
20th +6 Master Trainer


Starting at 1st level, you begin your journey in capturing and training Pokémon. You have 5 Pokéballs, baseball sized containment units that can shrink to the size of a bead. You regain all destroyed or filled Pokéballs at the end of a long rest. As an action, you may throw a Pokéball at one living creature that is not a humanoid or giant within 15 ft. of you. The target must attempt a DC 12 Charisma saving throw. On a failure, they are trapped within the ball, occupying the space within it in suspended animation. On a success, the ball is destroyed. They may retry this saving throw at the end of each of their turns. If the target fails 3 times, they are trapped within the ball until you release them. If the target has less than half their maximum hit points, this DC increases by 3.

Captured Creatures[edit]

When a creature with a CR less than or equal to your level, here on referred to as a Pokémon, is captured by a Pokéball, it is charmed by you, follows your orders completely, and acts on your turn, its hit points are calculated like your own but using its own Constitution modifier (i.e. at 1st level, a wolf would go from 11 (2d8 + 2) hit points to 3 (1d4 + 1), at 3rd level it has 10 (3d4 + 3)), all of its ability scores increase by +1 when you gain an Ability Score Increase, and it can not leave a 60 foot radius of you. If a creature has a higher CR, it acts as normal. Regardless it can not rest on its own but it gains the benefits of your rests.

You may release a creature from a Pokéball as an action, but only 1 of your captured creatures may be free at a time. To return a creature to its Pokéball, you must capture it again. When a Pokémon drops to 0 hit points, it is stable and returns to its Pokéball. You may choose for a Pokémon to fail this saving throw. You may permanently end this effect on a creature as an action while it is freed. A creature that can teleport outside of dimensions may do so to free itself from its Pokéball.

Trainer PC[edit]

You may only have 6 captured creatures on you at a time, here-on referred to as your Team. If you capture an additional creature, one of your captured creatures enters an extradimensional space known as your Trainer PC. At the end of a short or long rest, you may add additional creatures to your Trainer PC, or take creatures out of it. Only creatures with a CR less than or equal to your level may be put into your Trainer PC.


At 2nd level, you may choose what type of trainer you are. You may choose between Challenger, Ranger, Gym Leader, and Professor, all detailed at the end of this class description. You gain additional features from your Type at 6th, 10th, 14th, and 18th level.

I Choose You[edit]

At 3rd level, as a bonus action while one of your Pokémon is out, it may take attacks for you. Any effect that targets you targets it instead. A Pokémon can not be targeted by the same instance of a single effect (i.e. two magic missile darts can still target it, but if you and it are targeted by a fireball, it only attempts the saving throw and takes its damage once).

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.

Ball Improvement[edit]

At 5th level, you may gain the following to a total of 6 points, as listed in parenthesis. Each improvement may only effect a single ball once. This increases by 3 at 9th, 13th, and 17th level. You may reallocate all points at the end of a long rest.

  • Expanded Ball Bag (1): You gain 1 additional Pokéball.
  • Great Ball (2): 1 of your Pokéballs gains a +2 bonus do its DC.
  • Ultra Ball (3): 1 of your Pokéballs gains a +4 bonus do its DC.
  • Dusk Ball (2): 1 of your Pokéballs gains a +3 bonus to its DC at night.
  • Nest Ball (2): 1 of your Pokéballs gains a +3 bonus to its DC against creatures whose fastest speed is a flying speed.
  • Lure Ball (2): 1 of your Pokéballs gains a +3 bonus to its DC against creatures whose fastest speed is a swimming speed.
  • Heavy Ball (2): 1 of your Pokéballs gains a +3 bonus to its DC against creatures whose fastest speed is a burrowing speed.
  • Net Ball (2): 1 of your Pokéballs gains a +3 bonus to its DC against creatures whose fastest speed is a climbing speed.
  • Level Ball (2): 1 of your Pokéballs gains a bonus to its DC equal to the difference between your level and their CR.
  • Quick Ball (3): 1 of your Pokéballs gains a +4 bonus to its DC that decreases by 1 at the end of each of your turns.
  • Timer Ball (2): 1 of your Pokéballs gains a bonus to its DC equal to the number of rounds since the beginning of initiative.
  • Repeat Ball (2): 1 of your Pokéballs gains a +3 bonus to its DC against creatures who you have at least 1 of in your Trainer PC.
  • Luxury Ball (3): 1 of your Pokéballs cause creatures of 1 CR higher than your level to become Pokémon.
  • Heal Ball (2): 1 of your Pokéballs cause creatures to lose any reduction to their maximum hit points, regain their maximum hit points and lose all conditions and ongoing effects when they become Pokémon.


At 7th level, you learn a technique to construct a machine to beam information into your Team's mind. You gain 1 Trainer Machine (TM) that contains a single spell, not including wish or any similar spells, with a level less than or equal to half your level. As an action, you may grant 1 creature that you have captured with the ability to deal the same type of damage as the spell or cause the same condition as the spell to be able to cast the spell a number of times equal to half your level minus the spell's level (minimum 0). The creature regains all uses of this spell at the end of each long rest. You may cause a creature to lose a TM spell as an action.

At 11th level, and again at 15th level, you may create a second TM. Alternatively, you may turn create a Hidden Machine (HM) that can only be used once, but grants twice as many uses of the spell.


At 20th level, you have surpassed every challenger, truly becoming the very best. One of your Pokéballs becomes a Masterball. You may catch one creature instantly. After you use your Masterball, you regain the Pokéball it was at the end of a long rest, but it does not carry over this effect, and you may only use the Masterball to recapture the creature it caught the first time.

Additionally, you may use your HM/TMs on yourself, and all of your Pokéballs gain one Ball Improvement of your choice.


You travel the world looking to challenge others with your vast team of options.


At 2nd level, the DC of your Pokéballs increase by +1.


At 6th level, you gain proficiency in Charisma (Animal Handling) checks. If you already are proficiency in this skill, you gain expertise.

Energy Resonance

At 10th level, your compassion to your Pokémon metaphysically connects your energies. Your Pokémon gain the effect of any magic items you are wearing. If the magic item has charges, both you and your Pokémon share a single amount of charges.

Pocket Monster

At 14th level, you may release attempt to capture a creature as per Catch as a bonus action instead of an action.

Max Ether

At 18th level, your spirit can rejuvenate your companions. As an action, one of your Pokémon regains all uses of any features they have, not including those granted by items.


You form a bond with one particular creature, solving problems with your combined teamwork.


At 2nd level, choose one Pokémon. This creature gains two additional hit dice and its ability scores increase by +1. Any other creature that you capture is freed after 1 hour.

Capture Styler

At 6th level, your Pokéballs become small disks, and your total amount of Pokéballs double. On a failure, the target becomes charmed until the end of their next turn as if they had been captured.

Enhanced Bond

At 10th level, the Pokémon affected by Bond gains a +1 bonus to attack rolls, damage rolls, its AC, and any saving throw DCs it has.

Fine Styler

At 14th level, a creature affected by Capture Styler stays charmed for 1 hour. They may retry this saving throw at the end of each of their turns, ending the effect early on a success.

Sign Styler

At 18th level, as an action, you may spend one Pokéball to summon a single creature you have charmed with Capture Styler until the end of your next turn. This creature acts as a Pokémon.


You study the creatures you capture, learning more about other creatures through them.


At 2nd level, when you see a creature, you may learn any damage immunities, resistances, or vulnerabilities that any creatures in your Team have as a bonus action.


At 6th level, you have 5 specialized vials of healing liquid that connects to your Pokéballs. As an action, you may spend one of these vials to cause one creature captured by you to regain 3d4 + 3 hit points. This has no effects on creatures with 0 hit points. You regain all vials at the end of a long rest.


At 10th level, your Potion vials affect creatures with 0 hit points.

TM Producer

At 14th level, you may change the spell contained within a TM, and therefore the spell any creatures that used that TM learned from it, at the end of a long rest.

Full Restore

At 18th level, you may use two Potion vials as an action, causing one creature captured by you to lose any maximum hit point reductions, regain their maximum hit points, and they lose any conditions effecting them.


Prerequisites. To qualify for multiclassing into the Pokémon Trainer class, you must meet these prerequisites: Charisma 13.

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

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