Pokemon Trainer, Variant (5e Class)
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Creating a Pokémon Trainer
Do you want to be the very best? Like no one ever was? Is catching them your real test? Is training them your cause? Will you travel across the land, searching far and wide? Will you search to understand Pokémon, and the power that's inside?
- Quick Build
As a Pokémon Trainer you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons, Nets
Tools: Herbalism Kit, Tinker's tools
Saving Throws: Dexterity, Charisma
Skills: pick two from Nature, Survival, Persuasion, Intimidation, Animal Handling
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) a spear and net
- (a) Scholar's pack or (b) Explorer's pack
- Padded armor and 10 darts
- If you are using starting wealth, you have 5d4 x10 in funds.
|1st||+2||Starter Companion, Companion's Bond(1)|
|2nd||+2||Capture (beast), Storage System, Companion's Bond (2)|
|3rd||+2||Trainer Type feature|
|4th||+2||Ability Score Improvement|
|5th||+3||Companion's Bond (3), Capture (plant, ooze)|
|7th||+3||Trainer Type feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Double Battle, Companion's Bond (4)|
|11th||+4||Trainer Type feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Capture (elemental, construct)|
|15th||+5||Trainer Type feature, Companion's Bond (5)|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Pokémon Master, Companion's Bond (6), Capture (all)|
At the start of your journey you set off with a loyal companion at your side. This creature gains the benefits of your Companion's Bond ability. Your starter companion can be any beast with a CR of ½ or lower. When you first gain your starter companion, you can attune your starter companion to one of 3 powers: fire, water or grass, giving them minor magical abilities and damage resistances. Their spell-casting ability for these spells is Wisdom and you use your level to determine the damage of the cantrips.
- A starter companion attuned to fire gains use of the firebolt and produce flame cantrips. They also become vulnerable to bludgeon and acid damage and resistance to cold and fire damage
- A Starter attuned to water gains the acid splash and shape water cantrips. They also gain vulnerability to slashing and lightning damage and resistance to acid and cold damage
- A starter attuned to grass gains the thorn whip and druidcraft cantrips. The gain vulnerability to poison and acid damage and resistance to bludgeoning and radiant damage.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The trainer who travels with me is a beloved companion for whom I would gladly give my life.”
|1||I’m dauntless in the face of adversity.|
|2||Threaten my friends, threaten me.|
|3||I stay on alert so others can rest.|
|4||People see an animal and underestimate me. I use that to my advantage.|
|5||I have a knack for showing up in the nick of time.|
|6||I put my friends’ needs before my own in all things.|
|1||If there’s food left unattended, I’ll eat it|
|2||I growl at strangers, and all people except my ranger are strangers to me.|
|3||Any time is a good time for a belly rub.|
|4||I’m deathly afraid of water.|
|5||My idea of hello is a flurry of licks to the face.|
|6||I jump on creatures to tell them how much I love Them.|
Your animal companion gains a variety of benefits while it is linked to you.
The companion obeys your commands as best it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command your companion where to move (no action required by you). You can use your action to verbally command it to take an action it can make. If your companion has an ability that uses a bonus action, you can use a bonus action to command it to use such. A companion will continue to follow commands until completed, but then will act independently until given another command, but will likely focus on defending you, itself, or other allies. Your companion never requires your command to use its reaction, such as when making an opportunity attack. If you are incapacitated or absent, your companion acts on its own.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain Above the CR of your animal companion, your animal companion gains an additional hit die and increases its hit points accordingly. Creatures with a CR below 1 count as having a CR of 1 for this effect.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your bond with your companions are so strong that they extend beyond death. If any of your Companions were to perish, You may conduct a ritual that takes 8 hours and consumes 100gp worth of herbs and gems to resurrect your fallen companion. You do not need to have an intact body to perform the ritual.
At level 1, Only the creature obtained from your Starter Companion feature can benefit from Companion's bond. When you gain your Capture feature at level 2, creatures you have enthralled and convinced into service may also benefit from your Companions Bond. At 2nd level, up to two creatures may benefit from Companions Bond at the same time, including your Starter companion. At level 5, this increase to 3, at level 10 this increases to 4, at level 15 this increase to 5, and at level 20 this increases to 6. You may, at any time, release a creature from you bond, allowing them to roam freely.
At 2nd level, you learn to enthrall the minds of lower beasts into accompanying you on your journey. As an action, You may force a beast type creature To attempt a Wisdom saving throw with a DC of 8+ your Proficiency modifier + your Charisma modifier. On a failure, the creature is charmed by you. While charmed, you have advantage on Charisma (Animal Handling) checks to befriend the creature, and the creature has disadvantage on attacks that target you or your allies. It may attempt another saving throw at the end of its turns to be freed of the charm. If the creature fails 3 saving throws against this ability, it may not attempt another saving throw until it completes a long rest, unless you or an ally intentionally harm or cause damage to the creature, it gets to attempt another saving throw, with advantage. While it is charmed, you may attempt a Charisma (Animal Handling) skill challenge to try to befriend the charmed creature, contested by the creature’s Wisdom (Insight) checks. If the creature has an Intelligence score of 4 or more the DM may require you to use Charisma (Persuasion) check instead. Each attempt takes an hour of peaceful communication and persuasion between you and the creature. If you succeed against the creature three times, and it has been treated fairly by you and your allies, it becomes helpful toward you. After a long rest the Creature may attempt another saving throw to free itself, but if the creature is befriended and treated well, it may decide to willing accompany you, gaining the benefit of Companion's Bond and no longer being considered charmed. The creature will now obey your commands as your new companion, but will likely not follow suicidal or self destructive orders. You may only have one creature charmed by this feature at a time.
At 5th level, you may also charm plant and ooze type creatures. At 9th level, you may charm monstrosity type creatures. At 14th level, you may charm constructs and elementals. At 20th, you may charm all types of creatures.
[design note: yes this means that at 20th level, you can technically charm your adventuring companions and make them animal companions (or maybe even lower if they are a construct or something). It is up to the DM whether to allow this feature to charm sentient creatures of any creature type or whether sentient creatures that benefit from companion's bond can be commanded by you or act independently. But I think its super funny, and think it would be a perfectly valid capstone ability to grant your allies the benefits of Companions bond. But a PC should never have control of another PC because of these features, move on another player's initiative or change their traits such as alignment, and only gain the advantages of the features]
At 2nd level, you gain the power to craft items that create pocket dimensions to magically hold creatures and items. Over an 8 hour period, you may spend 25 gp worth of materials to craft a pokeball. A pokeball is a small spherical magical object about 4 inches in diameter that holds a pocket dimension. As an bonus action, you may select a creature that benefits from your Companion Bond feature within 100 feet and place them into a Pokeball's pocket dimension. The Inside of the pocket dimension fits to be a near ideal habitat for the creature, all the creature's needs are cared for and the creature does not age. As a bonus action, if you are holding a pokeball, you may summon a Companion from its Pocket Dimension, or the creature can exit the pocket dimension at will, appearing in an unoccupied space within 30 feet of the pokeball. If your animal companion is ever reduced to 0HP, it is immediately returned to its pocket dimension and stabilized, as long as it is within 100 feet. Any conditions imposed on the companion are retained while in the pocket dimension. If the Pokeball is destroyed, the pocket dimension collapses and the creature appears within 5 feet of the Pokeball, or the nearest unoccupied space.
You also gain the ability to turn any storage device on your person into a bag of holding by spending 250gp worth of materials over a day. However, this bag of holding is only accessible to you. If any other creature was to reach inside, they would only find whatever it contained before it was converted. If you die, the contents of the bag spill out and it becomes a mundane storage device again.
At 3rd level, you chose a Trainer Type. Choose between Ace Trainer, Combatant, Coordinator, Dragon Tamer, Hex Maniac, Professor; all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
Ability Score Increase
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.
At 6th level, you may enhance creatures that you've bonded with to aid you in travel and exploration. Each companion you've bonded to can benefit from one of the following enhancements, and you may apply an enhancement to any newly bonded creature.
- Fly: requirement, the creature has a fly speed. Benefit: Your animal companion gains an incredible spatial memory and is able to return to any location it has previously been. In addition the creature's Carrying capacity is calculated as if it was a size larger, and you may also ride your companion as a mount, even if it isn’t a size larger then you.
- Rock Smash: The creature deals double damage against structures and objects
- Rock-climb: requirement- the creature must have a climb speed Benefit: the creatures Climb speed is doubled, and as an action, it can grant you a climb speed of 20 feet for 1 minute
- Dive: Requirement the creature have a swim speed. Benefit: While you are using the creature as a mount, you can breathe both water and air
- Strength: The companion's carrying capacity is doubled and it has advantage on Strength (Athletics) checks. You may also ride your companion as a mount, even if it is not a size larger than you.
- Dig: requirement: burrow speed Benefit: if the creature can burrow through the material, it makes a passage large enough for you to follow safely. The tunnels are at least large enough for a medium creature, or of the size of the animal companion if it is larger
- Defog: The creature can make a small bubble of pleasant air that nullifies the effects of weather. As an action, an area 100 feet around the companion is cleared of weather for a number of rounds equal to your proficiency modifier
- Cut: when this creature deals slashing damage to plant type creatures or non creature plants, it deals double damage. As an action, it can rend any non creature plant of medium size or smaller. It is also not slowed by difficult rough terrain caused by plants or take damage from thorns.
- Flash: The companion may produce a bright light out to 30 feet and dim light another 30 feet beyond. This can be turned on or off as a bonus action.
Double team: the creature may cast blur on itself. It uses Wisdom as its spellcasting ability.
At 10th level, you have practiced the mental Dexterity and understanding of the battlefield enough that your ability to command your animal companions in battle have gained a new flexibility. When you use your action to command one animal companion to Attack, it can make two attacks, or it can make the Multiattack action if it has one. If you wish to command it to perform a non-attacking action, you may use a bonus action to command it instead of an action. If you have two animal companions present, you can instead use your action to command both of them to make one attack each.
At 18th level, you gain the ability to craft a Masterball, the Ultimate form of the pokeball. This is a magical, unique item, bound to your soul; it takes no more time or materials than an ordinary Pokeball, but you can only ever construct one Masterball. As an action, you may throw the Masterball at a creature you are capable of targeting with your Capture ability. It must make a Wisdom Saving throw with a DC of 15+ your Charisma modifier. If the creature has legendary resistances available to it, it must spend 2 Legendary resistances to automatically save from this effect. On a successful save, the masterball is lost forever. On a failed save, it is immediately transported to the pocket dimension on the pokeball, and charmed as per the Capture feature, even if the creature is immune to the charmed condition.You may then attempt to befriend it as if it was failed its saves against your Capture feature.
At 20th Level, you’ve gained mastery of your Pokémon’s abilities and your ability to guide their combat. As an action, you may select a feature or ability that one of your animal companions has used, and you may use that feature, as if you know it. Alternatively, you may instead let your animal companion immediately use that feature or ability as a reaction, even if it has expended all uses or needs to rolls to recharge the ability.. You regain use of this ability on a short or long rest.
An Ace Trainer focuses on increasing the power of his companions, both in and out of battle
- Bonus proficiency
- Advanced training
At level 3, over an eight hour period, you can train your animal companions to excel in one part of their technique. When you begin training, select a training regime below to teach your animal companions. You may train as many animal companions as you have at the same time , but they all must be trained with the same training regime. Once a training regime is complete, they gain the benefits of that training regime. Each animal companion can benefits from only one training regime at a time.
- Bulk up: as an action, your animal companion can gain temporary hit points equal to your proficiency modifier + Charisma modifier. Your animal companion regains use of this ability after a long rest.
- Agility: your Pokémon has advantage on Dexterity checks or Dexterity saving throws and has five addition feet of movement
- Calm mind: your animal companion has advantage on saving throws against fear and charm effects.
- Swords dance: as an action, your animal companion performs a war dance to psych itself up. For the next minute, damage it deals from melee attacks are maximized. It regains use of this ability after a long rest.
- Protect: your animal companion can use its reaction to increase its AC by five. It regains use of this ability after a long rest.
- Wide guard: when your animal companion and at least one other creature are within an area of effect that requires a saving throw, it can use its reaction to grant advantage on the saving throw to another creature making the save. It regains use of this ability after a long rest.
- The power of friendship
Starting at seventh level, When your animal companion would be reduced to 0 hit points, you may make a Charisma (Animal Handling) check against a DC equal to the damage taken. On a success, your animal companion is reduced to 1 HP instead. In addition, you can charm and befriend creatures that normally would be impervious to your charms. If a creature that you can target with your Capture feature is immune to the charm condition, you may ignore that immunity, as long as the creature is not hostile
- Tactical switch
Starting at11th level, you may switch your active companion for one resting in its pokeball. As a bonus action, you may have one of your animal companions within 100 feet return to its pokeball, and In The same bonus action, release a different animal companion from its pokeball to any unoccupied location of your choice within 30 feet.
- bonds of power
At 15th level, you have developed such a level of trust with your companions that no force can dissuade their loyalty. Your animal companions gain immunity to fear and charm conditions
A trainer that is far more adept at fighting alongside their animal companions.
- Bonus Proficiency
When you become a Combatant Trainer at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
- Tag Team
When you choose this archetype at 3rd level, you train intensively with your companion in the ways of combat, training to work together on the battlefield as comrades in arms. When you command your animal companion to attack a creature you are within 5 feet of, you may use a bonus action to make one melee weapon attack against the same creature.
- Extra attack
Starting at 7th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
- Dual power
Starting at 11th level, you may borrow an ability your animal companion has. Select one action your animal companion is capable of taking as an action. You may then use that action, but using your ability score to determine any bonuses to attack and damage rolls, and save dcs. Your animal companion is considered to have used that ability for the purpose of usage limits.
Starting at 15th level, if you see a friend succumbed to enemy, your rage makes you unstoppable. If an ally you can see is reduced to 0 HP, you can use your reaction to fly into desperation to save them. You ignore any conditions you are afflicted with, you can move your full speed without provoking attacks of opportunity and if you can get within reach, make one attack against the creature that dealt the damage. Once you use this feature, you cannot use it again until you complete a long rest.
Focuses on grace and beauty and inspiring teammates
- Bonus Proficiencies
You gain proficiency with Charisma (Performance) checks. Any creature that benefits from your Companion's bond feature also gains proficiency with Performance checks. You gain proficiency in the disguise kit.
- Coordination inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Coordination Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Coordination Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Coordination Inspiration die is rolled, it is lost. A creature can have only one Coordination 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 Coordination Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 8th level, a d10 at 13th level, and a d12 at 18th level. If you also have the Bardic Inspiration feature, a whenever you use either feature, both features have a use expended. If one feature has you use a die of a larger size, both features use the largest die.
- Unarmored defense
In addition, you may now use your Capture feature to charm fey creatures.
- Spectacular opening
At 15th level, As an action, you or your animal companion can begin a bedazzling performance. Any hostile creature within 30 feet of the performance that can see and hear it must make a Charisma saving throw DC equal to 8+ your proficiency bonus+ your Charisma modifier. If they fail the saving throw, they are so distracted by the performance that for the next round, they can not move away from the performer willing, and cannot target a creature other than the performer with an attack or spell. If a creature that failed its save was concentrating on a spell, it must make a concentration roll at disadvantage to keep concentration.
- Bonus proficiency
When you choose this archetype at level 3, you gain proficiency in Charisma (Intimidation) checks. If you are already proficient with Charisma (Intimidation) checks, you gain expertise instead. In addition, you can read, write and speak Draconic.
- Draconic Majesty
Also at 3rd level, you can tap into the primal power of the dragon. As an action, you can envelop you or one of your animal companions in a majestic aura. While surrounded by this aura, a creature has advantage on Charisma (Intimidation) checks, and when it makes a melee attack, it adds your Charisma modifier to damage rolls. This aura lasts for 1 minute. Once used, you cannot use this feature again until you complete a long or short rest. At sixth level, melee attacks made while enveloped in the majestic aura count as magical for damage resistances.
- Dragon Rider
At 7th level, while you are riding your animal companion as a mount, when you use your action to command your mount to Attack, you may use your bonus action to make a single melee weapon attack against against a target your mount attacked. If your mount moved 30 feet in a straight line before making the attack, you both have advantage on the attack rolls. In addition, you may use your Capture feature to charm and befriend Dragons.
- Draconic Evolution
Starting at 11th level, your mastery of dragons can allow you to accelerate their growth process. You may conduct a ritual that takes 8 hours, empowering one of your dragon animal companions with immense arcane power. The ritual requires a diamond worth 1000 gold as a material component, which the ritual consumes. If the dragon animal companion is a wyrmling, it grows to become a young dragon over the course of the ritual, replacing its stat block with the new form. This change will change how Companion's Bond will benefit it, so make sure to adjust those bonuses. Once you reach 15 level in this class, you can conduct this ritual on a Young dragon, transforming it into an adult dragon. Once you reach 19th level in this class, you can conduct this ritual on an Adult Dragon, transforming it into an Ancient dragon.
- Dragon’s Breath
At fifteenth level, you’re bond to the dragon let’s you access their most fearsome power. When you are enveloped in your majestic aura, you may as an action breath fire as a true dragon. All creatures in a 30 foot cone must make a Dexterity saving throw with a dc equal to 8 + your Charisma mod + your proficiency mod or take 12d10 Fire damage, half damage on a save. If you have an animal companion with a breath weapon, you may choose to replace the range and damage type of your dragons breath to match theirs. Once you have used this feature, you can’t use it again until you’ve completed a long rest.
A Hex Maniac is a trainer that dabbles in the mystic arts along side their occult creatures.
|Level||Cantrips Known||Spells Known||Spell Slots||Spell Slot Level|
- Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
- Spell Slots.
The Hex Maniac Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher.
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Hex Maniac table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
- Familiar Companion
When you begin this archetype at third level, you may treat one of your animal companions as your familiar. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. When you cast a spell with a range of self or touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
- Hex Studies
When you gain this feature at 7th level, you learn the spell Hex. You may cast this spell without expending a spell slot. The bonus damage from Hex applies to attacks made by your animal companion. When you cast Hex in this way, you can't do it again until you finish a long or short rest, but you can still cast it using an available spell slot. In addition, you can use your Capture feature to charm Undead creatures.
- Ghost Whisperer
When you gain this feature at 11th level, you may cast the spell Speak with Dead without expending a spell slot. You regain use of this feature after a long or short rest.
- Ghost step
At 15th level, Your connection to the spirits allows you to become ethereal for a short time. As an action, you can shift into a ghostly form for 1 minute. In this form, you cannot interact with any physical objects, cannot make the attack action and can move through objects and creatures as if they were difficult terrain. You gain a flying speed of 30 feet. You gain resistance to non-magical bludgeoning slashing and piercing damage and poison and necrotic damage. You may still cast spells, but cannot cast spells that require material components. At the end of 1 minute, you return to normal, and if you are within an object or creature at that time, you are shunted to the nearest unoccupied space and both you and the object or creature take 5d10 force damage. You regain use of this feature after a long rest.
A Professor is one that studies the creatures of world to understand their secrets.
- Bonus proficiency
- Elemental adaptability
Also at third level, you learn how to modify your companions elemental attacks to deal with more resistant enemies. If your animal companion has an attack, spell, or ability that can deal fire, cold, lightning, acid, or poison damage, you can spend eight hours training your companion. After the training is complete, you may change the damage type to one of the other types. An animal companion can have only one damage causing ability changed from its original type at a time. At 8th level, the list of available types also includes radiant, necrotic, thunder and psychic.
- Walking Encyclopedia
At 7th level, your masterful knowledge of the world lets you immediately identify pertinent information on creatures. As an action, you may make an Intelligence (Nature) check with a DC equal to 10+ one half the creature's CR (rounded up) to gain knowledge of one of the following aspects of the creature: Its current Hit points Its creature type, subtype, and species name One ability score A damage type or condition it is vulnerable, resistant or immune to One action or spell it can perform In addition, you may charm Elementals with your Capture ability. When you reach 14th level, you may charm and befriend aberrations
- Strategic technique
At eleventh level, you gain a keen eye for research. Given 8 hours and access to a library or other source of knowledge, you can uncover details about a type a creature. You can find information about the creature's typical habits, locations and tactics to various degrees. You become aware of any vulnerabilities, resistances and immunities the creature has. When you are attacking such a creature, you and your animal companions add your Intelligence modifier to attacks and damage rolls against that creature. Additionally, you may spend an hour performing a ritual to all of your animal companions. Select a damage type that the creature you are studying is vulnerable to; for the next 24 hours, you may choose for your animal companions' attacks to deal the chosen damage type.
- Anatomical Knowledge
At 15th level, you have grown so close to your animal companions and have such knowledge of their health that you can fix even the most dire of afflictions affecting them. You have advantage on Wisdom (Medicine) checks. In addition, you can cast the spell Greater Restoration once per day, without expending spell slots or material components. However, you may only target your animal companions. Intelligence is your spellcasting ability for this spell.
Prerequisites. To qualify for multiclassing into the Pokemon Trainer class, you must meet these prerequisites: 13 or higher Charisma
Proficiencies. When you multiclass into the Pokemon Trainer class, you gain the following proficiencies: