Ranger
Base Class: Ranger

You might have been introduced to the world of Pokémon by an artificer producing a ball to capture creatures. You might have been influenced by seeing a trainer defending your village. Or maybe you just love creatures and want to know more about them. No matter how you got involved you are now involved in a very rare order of creature trainers. You found books on how to train them, you went into training with an Pokémon master, and you learned how to craft the Pokéballs to contain the creatures. You now set out to fulfil your wish to become a Pokémon master, whatever your motivation might be. 

Pocket Monsters

At 3rd level, as an action, you can magically summon a creature that is bound to you via Pokéball. It appears in an unoccupied space of your choice within 30 feet of you.

 

The creatures are friendly to you and your companions, and they obey your commands. See their game statistics in their respective stat blocks. The creatures will only listen to you when their CR is equal or lower than half your level rounded up.

 

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creature reverts back to the pokeball.

 

For every level that you gain in this class after this level you gain a level up point. Every time you gain a level you can grant one Pokémon a level up point and relocate one previous level up point. If you let one of your Pokémon go that has been levelled up, you lose that level up point until you can relocate it again next level up. The points can be used to increase one of the following:

  • A saving throw by 1 point
  • AC by 1 point
  • Attack and damage by 1 point
  • Movement by 10 feet
  • Hit point by one hit dice average + Constitution modifier
  • Add 1d6 damage of any type except force to one attack move

 

The creature remains until it is reduced to 0 hit points, at which point it returns to the Pokéball, or until you use this feature to summon another creature. The creature is unable to wear any magical equipment but can wear a hat, jacket or something similar. It can take those accessories into the pokeball.

 

Once a creature is reduced to 0 hit points, you can’t summon it again until you finish a long rest.

Pokéball

At third level you gain the ability to craft Pokéball. This costs you 25 gp worth of specialised materials. 

You can use this Pokéball to catch new creature that is non-humanoid and not a swarm and still has hit points remaining. You can have creatures up to your proficiency bonus at one time, if you exceed the limit you have to let go of one of your Pokémon. You need to throw the pokeball as an action up to 20 feet away to catch a creature. If the creature is unwilling you need to roll an Animal Handling check three times over three turns to see if it escapes. The DC for this check is 10 + the monster's CR + its proficiency bonus. When a roll is lower the Pokémon escapes and the ball is destroyed. You can lower the DC by damaging the creature. For every one third knocked of its max health the DC is lowered by 1. Next to that the conditions; Blinded, Paralyzed, Poisoned, Stunned, and every level of exhaustion also lower the DC by 1.

Once you catch the Pokémon you have to name it.

You can create better Pokéball at higher levels. At 7th a great Pokéball that grants you a +1 on your roll, this costs you 50 gp. At 11th a ultra Pokéball  that grants you a +2 on your roll, this costs you 100 gp. At 15th a master Pokéball that grants you a +3 on your roll, this costs you 200 gp.

Improved Bond

Your special bond with your pokemon helps you with travelling. You can use any pokemon that you carry that is of at least your own size as a mount for you specifically. 

Additionally their attacks become magical to overcome resistance.

Pokémon Storage Book

From 11th level you can catch more than your maximum amount of creatures, but every creature after the last Pokémon slot will be teleported into your storage book. You can access and exchange these Pokémon through an hour long ritual that you can perform during a long rest.

Cather’s Instinct

You gain a better insight in how damaged a creature is. As an action you can ask the DM at which percentage a creatures health is, or what its CR is. You can use this feature a number of times equal to your proficiency bonus per short rest.

Pokémon Master

From 15th level you gain expertise in the Animal Handling skill. 

Additionally as a reaction you can grant your pokemon advantage for one round. You can use this feature a number of times equal to your proficiency bonus per long rest.

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