Do you want to be a Pokemon Master? Let's see if you've got what it takes. Tonight at the Pokemons Stadium we will battle to see who deserves the title of Pokemon Master! Join us on Discord and reach out to kuronekonyanchan#3637 https://discord.gg/RRMpDMRTHT
The Rules
Each trainer must come to the prepared arena with three pokemon of their choosing.
These Pokemon must be of Challenge rating 5 or lower.
At the beginning of the match, each pokemon will be assigned one type by the Referee that fits their description.
This type will determine what types of creatures the Pokemon is effective against and what creatures the Pokemon is affected most by.
Pokemon types that lose matchups against other types are Vulnerable to damage of that type. If a creature or an object has Vulnerability to a damage type, damage of that type is doubled against it.
Pokemon types that win matchups against the opposing types are Resistant to damage of that type. If a creature or an object has Resistance to a damage type, damage of that type is halved against it.
Flying and Burrowing When your Pokemon chooses to Fly more than 5 feet high or burrow underneath the ground they must use their action to do so. This lasts only one round, the pokemon begins resurfacing or floating back down at the beginning of your next turn unless the pokemon uses its subsequent action to burrow or fly.
Critical Hits When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
Trainers have special actions they can take during the battle. Once per their Pokemons turn the trainer may use their special action to do on of the following. Pokedex Use an Item Switch Pokemon Runaway Pokedex. The Trainer uses their Pokedex to learn the opposing creatures current health total. They also can choose one of the following and gain an additional piece of information regarding the opposing creature. -What Condition Immunities the Creature has -What Damage Resistances, Vulnerabilities and Immunities -You learn one Ability Score of the creature -One special trait of the opposing creature
Items. At the start of the match each Trainer chooses three items from the item shop. They may not take duplicates. Using an item means your Pokemon can not take an action.
Switching Pokemon. Switching Pokemon is considered both the Trainer action and the Pokemon action. When a pokemon is switch any status effect is paused while they are contained within their pokeball. Switched Pokemon start 15 feet from the trainer circle most.
Runaway. You may choose to forfeit the battle at any point.
Spell and Ability Rulings
Polymorph. Unless specified by the creatures stat block Polymorph duplicates the opposing Pokemon. In any case an new form taken can only ever be CR 5 or lower.
Banishment. Banished Pokemon are sent back to their Pokeball for 1 minute.
Match Start As the battle starts each Trainer rolls a D20. Higher roll wins the initiative, ties are resolved by additional rolls.
Do you want to be a Pokemon Master? Let's see if you've got what it takes. Tonight at the Pokemons Stadium we will battle to see who deserves the title of Pokemon Master! Join us on Discord and reach out to kuronekonyanchan#3637 https://discord.gg/RRMpDMRTHT
The Rules
Each trainer must come to the prepared arena with three pokemon of their choosing.
These Pokemon must be of Challenge rating 5 or lower.
At the beginning of the match, each pokemon will be assigned one type by the Referee that fits their description.
This type will determine what types of creatures the Pokemon is effective against and what creatures the Pokemon is affected most by.
Pokemon types that lose matchups against other types are Vulnerable to damage of that type.
If a creature or an object has Vulnerability to a damage type, damage of that type is doubled against it.
Pokemon types that win matchups against the opposing types are Resistant to damage of that type.
If a creature or an object has Resistance to a damage type, damage of that type is halved against it.
Flying and Burrowing
When your Pokemon chooses to Fly more than 5 feet high or burrow underneath the ground they must use their action to do so. This lasts only one round, the pokemon begins resurfacing or floating back down at the beginning of your next turn unless the pokemon uses its subsequent action to burrow or fly.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
Trainers have special actions they can take during the battle. Once per their Pokemons turn the trainer may use their special action to do on of the following.
Pokedex
Use an Item
Switch Pokemon
Runaway
Pokedex. The Trainer uses their Pokedex to learn the opposing creatures current health total. They also can choose one of the following and gain an additional piece of information regarding the opposing creature.
-What Condition Immunities the Creature has
-What Damage Resistances, Vulnerabilities and Immunities
-You learn one Ability Score of the creature
-One special trait of the opposing creature
Items. At the start of the match each Trainer chooses three items from the item shop. They may not take duplicates. Using an item means your Pokemon can not take an action.
Switching Pokemon. Switching Pokemon is considered both the Trainer action and the Pokemon action. When a pokemon is switch any status effect is paused while they are contained within their pokeball. Switched Pokemon start 15 feet from the trainer circle most.
Runaway. You may choose to forfeit the battle at any point.
Spell and Ability Rulings
Polymorph. Unless specified by the creatures stat block Polymorph duplicates the opposing Pokemon. In any case an new form taken can only ever be CR 5 or lower.
Banishment. Banished Pokemon are sent back to their Pokeball for 1 minute.
Match Start
As the battle starts each Trainer rolls a D20. Higher roll wins the initiative, ties are resolved by additional rolls.
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