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Catching Pokemon Nature Combat

Casting Time:​ 1 action d20 Nature Bonus Loss ➔ One initiative roll based on trainer’s bonus
Range:​ 60 feet 1 Reckless +2 STR -2 DEX ➔ Only one active Pokemon at a time
Components:​ Pokéball 2 Rash +2 STR -2 CON ➔ Switching out Pokemon is an action, unless
Make an Animal Handling skill check, with 3 Brave +2 STR -2 WIS fainted.
advantage if the Pokémon is poisoned, restrained, 4 Cocky +2 STR -2 CHA ➔ A new Pokémon cannot be switched out until it
asleep, burning, confused, paralyzed, or frozen. 5 Skittish +2 DEX -2 STR has taken a full turn in combat.
6 Hasty +2 DEX -2 CON ➔ In order to switch out a fainted Pokémon, your
10 + Pokémon’s Base SR (rounded down) + 7 Energetic +2 DEX -2 CHA trainer must be within 60 feet.
Pokémon level + Remaining HP / 10 (rounded 8 Clumsy +2 DEX -2 WIS ➔ Trainer and Pokemon have separate movement,
down) 9 Apathetic +2 CON -2 DEX but share an action and bonus action.
10 Stubborn +2 CON -2 WIS ➔ Players MUST have a Pokémon in the battle at
➔ Bonuses are added to your throw depending on 11 Grumpy +2 CON -2 CHA all times. No remaining Pokemon means they
which type of Pokéball you use. 12 Relaxed +2 CON -2 STR lose the battle, losing half their total money
➔ If a trainer’s Pokéslots are full when a Pokémon is 13 Careful +2 WIS -2 STR (rounded up), all carried Pokémon lose 1 level of
caught, the trainer must choose one Pokémon to 14 Curious +2 WIS -2 CON loyalty, and they must immediately use a revive
send to their PC. 15 Naughty +2 WIS -2 CHA or find a Pokécenter.
➔ A Pokéball is destroyed on a failed catch attempt. 16 Cheerful +2 CHA -2 STR ➔ If a Pokémon runs out of PP for all moves, the
➔ A caught Pokémon retains its level, all status 17 Sassy +2 CHA -2 DEX only move it can use is Struggle. Struggle can be
effects, and current HP at the time of the catch. 18 Dumb +2 CHA -2 WIS used at any time.
➔ It is impossible for a Trainer to catch a Pokémon 19 Hardy +1 AC -2 DEX
greater than their current level. 20 Nimble + 1 AC -2 STR Attack Roll Bonus = Move Power Mod + Prof Mod
➔ A caught Pokémon is given the minimum amount Damage Bonus = Move Power Mod + STAB
of experience for that Pokémon’s level to start. Bonding ST DC = 8 + Prof Mod + Move Power Mod
➔ A fainted Pokémon cannot be caught. At each long rest, players can bond with
➔ Catching a Pokémon gives 1/5 the normal XP. Pokemon to gain an additional 10 temp HP Trainer Actions
and 1 point of inspiration. Trainers can’t fight, nor can they attack a trainer’s
Pokécenters Pokemon.
Pokécenters are small hospital-like facilities that can In wild encounters, a trainer may assist their
Loyalty
heal your Pokémon to full health, status, and recover Pokémon in battle, or defend against any incoming
ST Emotion Effect
all PP in less than 30 minutes. attacks.
-3 Disloyal DC15 save or move fails
-2 Indifferent D10 save
Rests: -1 Upset --
Running Away
Long rests take at least eight hours and refresh all 0 Neutral -- ➔ Group DEX check as an action on a PC’s turn,
Pokémon health, statuses, and PP. +1 Content -- contested by DEX score of the wild Pokemon.
Short rests can be as little as half an hour and +2 Pleased +5 HP ➔ More PCs need to succeed than fail.
recover hit points based on normal 5e rules. PP is ➔ Tie goes to the runner.
+3 Loyal +10 HP
not recovered on short rests, and short rests do not ➔ Trainers may not run away again until one full
revive fainted Pokémon. round has passed.
Pokemon Experience ➔ Two stages gains 3 ASI points at levels 4, 8, 12, Player Lvl Total Poké Lvls Player Lvl T. Poké
➔ Given out after defeating Pokemon or at DM’s 16, and 20. Lvls
discretion. Catching Pokemon gives 1/5 XP. ➔ One stage gains 4 ASI points at levels 4, 8, 12, 2 3 11 50
➔ Only participating Pokrmon can be rewarded XP, 16, and 20. 3 6 12 55
but can be distributed at trainer’s discretion. When a Pokémon gains these points, it may spend 2 4 9 13 60
➔ Fainted Pokemon can be granted XP. of them on a feature of its choice, instead of an 5 12 14 65
ability score increase. 6 20 15 70
Level Chart 7 24 16 90
Level XP Needed STAB 8 28 17 96
1st 0 Added to damage rolls where the move type equals 9 32 18 102
2nd 200 the Pokemon type. 10 36 19 108
3rd 800 Can only be applied once to attacks that hit multiple 20 114
4th 2,000 times.
5th 6,000
6th 12,000 Evolution
7th 20,000 ➔ Pokemon keeps current ability scores, but gains
8th 30,000 points to add as determined by their stat block.
9th 44,000 ➔ Cannot have a single ability score higher than 4
10th 62,000 points above the same score in their evolved
11th 82,000 form’s stat block, +/- applicable nature bonus.
12th 104,000 ➔ Gains HP bonus of double its level.
13th 128,000 ➔ Gains hit dice of evolved form to increase HP in
14th 158,000 this level and for future rolls.
➔ Gains base AC of evolved form and all new Option 2
15th 194,000
proficiencies, vulnerabilities, resistances, and ➔ The level of the trainer is based upon how many
16th 234,000
immunities. Pokémon the trainer has registered in their
17th 278,000
➔ Keeps known moves, but must only gain moves Pokédex.
18th 326,000
from new move list. ➔ The DM can choose to allow trainers to register
19th 382,000
➔ Evolution can be delayed at player’s discretion. a Pokémon by reading a certain book, finding an
20th 450,000
artifact, speaking to a professor, etc.

Moves Character Advancement


Player Lvl Poké Reg. Player Lvl Poké Reg.
➔ Four moves maximum per Pokemon. Trainer level ups happen immediately.
2 8 11 110
➔ Can only replace move on level up.
3 15 12 122
➔ Move can be at Pokemon’s current level or Option 1
4 25 13 138
below. ➔ Trainer level determined by total levels of the
5 35 14 154
➔ character’s X highest leveled Pokemon, where X
6 45 15 168
Ability Score Improvement is the PC’s Pokeslots.
7 58 16 178
➔ A Pokémon that is part of an evolutionary line ➔ The highest leveled Pokémon a trainer owns do
8 75 17 186
with three stages gains 2 ASI points at levels 4, not need to be carried by that trainer in order to
9 87 18 192
8, 12, 16, and 20. level up.
10 100 19 197
20 200
Death Saves Paralyzed: Restoratives
No death saves. Electric types are immune. Item Effect Cost
Pokemon with 0 HP faints and must be immediately Disadvantage on any STR or DEX saving throw Potion 2d4+2 HP 200
replaced with another Pokemon. Attacks against it have advantage. Super Potion 3d6+6 HP 500
After selecting a Move to activate and spend PP on, Hyper Potion 4d12+10 HP 800
Damage types roll a d4. On a result of 1, it is incapacitated and Antidote Cure and immune to 200
Fire, water, ice, grass, ground, rock, electric, restrained. poison for 1 round
fighting, ghost, psychic, poison, bug, steel, dark, The trainer of a fully paralyzed Pokémon still may Paralyze Heal Cure and immune to 200
fairy, and normal. take an action. paralyzation for 1 round
Burn Heal Cure and immune to 200
Non-Volatile Statuses Volatile Statuses burn for 1 round
A Pokémon can only be affected by one A Pokémon can be affected with both a volatile and Ice Heal Cure and immune to 200
non-volatile status at a time. non-volatile status. Unlike non-volatile statuses, frozen for 1 round
If a Pokémon is already affected by a non-volatile volatile status immediately end outside of combat. Awakening Cure and immune to 200
status, it cannot be affected by another until cured. sleep for 1 round
Asleep: Full Heal Restore all status effects 450
Poisoned: Incapacitated and restrained for a maximum of and grants immunity to all
Poison and Steel types are immune. three rounds, failing all STR and DEX saves during statuses for 1 round
Disadvantage on ability checks and attack rolls, and that time. Revive Revives w/ 2d4+2 HP 3000
takes an amount of damage equal to its proficiency If a Pokémon is returned to its ball during this time, Max Revive Revives w/ 4d12+10 HP 5000
bonus at the end of each of its turns until it faints or its round count is paused until released once again. Ether 5 PP to 1 move 500
is cured of its poison. DC 13 roll to wake up. Max Ether 5 PP all moves 1800
Target has advantage on saving throws against Elixir 10 PP to 1 move 900
poisoned creature. Confused: Max Elixir 10 PP all moves 3200
Affected for 1d4 rounds, determined attacker’s roll.
Frozen: Loses its ability to take reactions and moves at half Pokéballs
Ice types are immune. speed. Item Effect Cost
Incapacitated and restrained. DC10 roll to use move, otherwise loses PP and Pokéball +0 to Capture 250
DC 15 STR save at the end of each of its turns to takes damage equal to its proficiency bonus.Trainer Greatball +5 to Capture 500
break free. Outside of combat, the frozen status of a confused Pokémon still may take an action. Ultra Ball +10 to Capture 1000
lasts for one hour. On a roll of 20, the creature is no longer confused. Hyper Ball +20 to Capture 2400

Burning: Flinched:
Fire types are immune. Disadvantage on any attack roll, skill check, or
Attacks deal half their normal damage. saving throw it makes before the end of its next
The creature takes an amount of damage equal to turn.
its proficiency bonus at the beginning of each of its If it activates a move that requires a saving throw
turns until it faints or is cured of its burns. during that time, the target has advantage on the
roll.

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