Druid
Base Class: Druid

Invisible creatures that are everywhere but nobody can see them. Wonderous creatures of all shapes and sizes, able to destroy the world if the power were to fall into the wrong hands.  These Creatures are known by people who don't know any better as Spirits or ghosts. But to you, and all the other druids of your caliber, they're known only as Pokémon. You are able to see these creatures, the ones that have been responsible for either making you trip or saving you from tripping. 

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In all honesty, this is a passion project of mine. I love Pokémon and I love Dungeons and Dragons. I also love tapping into my creative side and creating wonderous and terrifying subclasses. This is the first one I've spent as much time as I have on. I do hope you enjoy it. 

Pokévision

2nd level. Congratulations, and welcome to the world of Pokémon. In this world, little invisible creatures that are known as Pokémon help us through our everyday lives. Even though we can not see them, they are there. Everyone has a Pokémon by their sides at any point in their life, these Pokémon are known as starter Pokémon. Those who wish to see these Pokémon are druids just like yourself, and it gets easier and easier to find these Pokémon as you grow as a person.

Finding Pokémon is like a roll of the dice: (DM decides what Pokémon are Common, Uncommon, Rare, Very Rare, and Legendary)

Common: 50% (0-49)

Uncommon: 25% (50-74)

Rare: 15% (75- 89)

Very rare: 10% (90-99)

Legendary: 1% (100) (You may only have one in your party at a time) 

. 

Crafting Bench

Knowledge is power in the form of baseball-like items that transform physical beings into data strands stored inside the Item. This is called a Pokéball. Starting at the 2nd level, You gain access to make Pokéballs, but there is a catch.

 

You use your wild shape feature to summon an ethereal crafting bench, it is a physical object and you use this to create your Pokéball. You will need to find/mine the objects to craft these items including...

Pokéball=  Wood (Any) and (Any) Rock/Stone

Greatball= Wood (Any), (Any) Rock/Stone, and (Any) Metal

Ultraball= Wood (Any), (Any) 2 Rock/Stone, and (Iron) 2 Metal 

Masterball= Wood (Any), (Granite) 3 Rock/Stone, (Iron) 3 Metal, and 1 (Diamond worth 10,000 gp) Gem

For every Pokéball you make, there is a percent chance it fails. For every Pokéball made, a 1% chance creeps up on your chance to fail. Creating your first Pokéball has a 1% chance to fail, while the next one you make has a 2% chance to fail. Up until you fail to make the Pokéball. If you fail to make the Pokéball, the materials used are no longer usable for a Pokéball. 

 

When rolling for a successful Pokéball, roll a percentile die along with a d20, this would be your survival skill plus the number rolled on the die. If the d20 rolls a natural one, the chance to fail is increased 10 times. Roll a natural twenty however and you double the wisdom modifier for the saving throws of the Pokéball. 

 

Greatballs (Which you gain at the 7th level) will be + 2% chance to fail each time

Ultraballs (Which you gain access to at level 14) will be a +3% chance to fail

Masterballs are always at a 92% chance to fail (Obtained at level 19) and will have a +4% chance to fail each time. 

 

While catching a Pokémon, the Pokémon must make 3 death saves equal to the DC of the Pokéball:

Pokéball= 8 + wisdom modifier

Greatball= 10 + wisdom modifier

Ultraball = 12 + wisdom modifier

Masterball= 20

If a Pokémon fails 3 saving throws, they become captured, however, if a Pokémon succeeds in one saving through, they escape the Pokéball. The more attempts they make the less of a chance they'll have to escape, The chance to escape after each saving throw increases by +2. Better hope they're not lucky. 

Circle Spells

starting at lv. 3, You gain spells through your arcane connection to the world of Pokemon. these spells do not count against your max spells. 

2nd: Beast sense, commune with nature

3rd: Conjure animals, Conjure woodland beings

4th: Locate animals or plants, Locate creature

5th: Speak with plants, Tree stride

Pokémon

Beginning your journey within this world takes guts, and invisible creatures known as Pokémon help out with those willing to see them. Through your training, at the start of level 2, you gain access to your Pokémon companions.

 

Note: You ,as the player, will have to keep track of your own Pokémon. That means writing them down however you choose, just the 6 you have in your party though.  

 

The starting Pokémon is the most important for your start. You choose this Pokémon as you are starting level 2. This Pokémon can be any starter type Pokémon from the first 9 generations of the Pokémon games. All starting Pokémon are between uncommon and very rare (Determined by your dm. Every Starter is of this rarity) 

As you level up, you will gain the ability to have more Pokémon join your party. This being: 

Lv.2 = 2 Pokémon

lv.6 = 3 Pokémon

lv.10 = 4 Pokémon

lv.14 = 5 Pokémon

lv.18 = 6 Pokémon

(Note, Only one Pokémon can be out at a time during combat. However, Outside of combat, all of your party can be out at once) 

 

Your Pokémon also level up with you, your Pokémon gains 5 levels every level up that you gain. You can also, during a long or short rest, change out the attacks of your Pokémon (With attacks they could learn at that level). Starting at level 5 at the 2nd level and going up from there. Every level up you gain 20 points you can put into one of each stat (40 when you first get them). 350 is the max that a Pokémon's stats can reach, however, the Pokémon can only have a total of 950 points Total across all stats. 

(At level character level 20, the Pokémon grows to level 100) 

Hp (Con) 

Defense (AC Bonus) 

Attack (Strength)

Speed (Dexterity) 

SA (Intelligence, Wisdom, Charisma)

SD (Every so many stat points added to it gives plus one to saving throws ONLY)

Every Pokémon starts off with min stats. Each stat corresponds to a modifier for that Pokémon's ability scores, ability checks, and Saving throws. 

 

Also, if you find a shiny Pokémon, they get a bonus 20 stat points you can put into whatever stat you wish (A level 10 shiny Pokémon would get the starting 40 stat points. But because they are shiny, they get an extra 20 points adding to 60 points total).

 

Speed is determined by the Pokémon's Size, On a scale from Tiny-Giant. Very few Pokémon are Giant or Tiny. Giant Pokémon are normally Legendary Pokémon like Giratina and wont really be seen commonly, Tiny aren't easy to come across either because they're also mostly Bug Pokémon most people don't like on their team. Other than that, Small is most stage 1 Pokémon, medium would be most stage 2, and large is most stage 3 Pokémon (There are exceptions to this however, like Gyarados being a Stage 2 Pokémon but being classified as a large Pokémon, or Porygon-Z being a stage 3 Pokémon and being classified as a small). As for their movement Speed:

Tiny: 20 Ft.

Small: 25 Ft.

Medium: 30 Ft. 

Large: 35 Ft.

Giant: 40 Ft. 

 

Pokémon also have a natural armor class of 10 + their DEX modifier + their defense. Each stat is also divided by a certain amount determined by their rarity to determine the modifier they add. 

Common: ÷14

Uncommon: ÷13

Rare: ÷12

Very Rare: ÷11

Legendary: ÷10

All would be rounded down to the nearest whole number. The Pokémon's Modifier can be determined by the equation: 10 + (The Stat Point/Their rarity).  Example: lets say your Pokémon has a 45 to Strength, and is an uncommon Pokémon, the modifier would be equal to 10+(45/13). The resulting sum being 13 for the stat point. (Modifier being a +1 for strength checks and saving throws). As for Special or normal attacks. The Modifier for Normal attacks will be the Strength modifier. Special attacks will be the SA modifier (Intelligence, Wisdom, Charisma). Pokémon are not affected by Proficiency Bonus. 

(Note: The only stat points unaffected by the + 10 is Defense and SD because Defense is an AC Bonus and Special Defense is a Saving Throw modifier like when you have a proficiency in a certain saving throw, not an ability score)

 

Heath for a Pokémon is very important. Its how they survive of course. That being said, the Pokémon have hit dice dependent on the Rarity. In order to calculate the Pokémon's total hit points, you must use this equation: Hit Points = (Hit Die Number) + Constitution Modifier. However, you only roll the hit dice once per level ups. (You do not roll Hit Die more than once per Player level up, or 5 Pokémon levels. Only exception is their first 5 levels (Or first time you get them) where you roll 2 dice.)

Common: d6

Uncommon: d8

Rare: d10

Very Rare: d12

Legendary: d20

Note: Keep in mind you must determine your Pokémon's stats and Hitpoints. That includes rolling all the hit dice for their health. Example: You get a Rare Pokémon at level 55 (Player level of 11), with an Hp stat point of 100, The Constitution modifier would be +5 (20 Con Score). taking an average for all the rolls ((6) d10) getting 72 base hit points, + 5 for all 12 rolls, that's 132 hit points!

 

Healing the Pokémon is an easy process... If a Pokémon ends up dying in combat, it will immediately retreat into the safety of their Pokéball. Directly afterwards, the Pokémon and Pokéball respectively will be unable to be used for the next 8 (In game) hours, Along with taking a long rest. During this time you may use any of your other Pokémon. Another way to heal your Pokémon is with Food. Cooking for a Pokémon is the best way to bond with them. Normally, Cooking would be done during a short rest, where they will use their hit dice (Up to your level). 

Example: Legendary Pokémon at level 60 (Player level 12) would regain, at most, 12d20 Hitpoints during the duration of the short rest. 

Note: If a Pokémon is left in their Pokéball for an extended period of time (8 hours),  It will regain all lost Hitpoints as though it took a long rest. (Does not work if Pokémon leaves Pokéball before 8 hours)

 ------------------------------------------------------------------------------------------------------------------With help from Castmstalex-----------------------------------------------------------------------------------------------------------------------------------------

-You Keeping Up? If you have any questions or comments please let me know what I can improve upon.

---------------------------------------------------Special thank you to Castmstalex for your wonderful contributions to helping me create a balanced Druid Subclass. ------------------------------------------------------------

 

Final Note: If you are to die during the course of the campaign, All Pokémon are let free from their Pokéballs and are released into the wild automatically. 

Z-Moves

6th-Level gimmick: Z-Moves

Special moves used to get powerful damage out in a small amount of time. However, a Z-Move can only be harnessed through a special watch known as  a Z-Ring. Each of the moves can only be used once per battle. In order to create the Z-Ring, you must have one of your Pokémon help you. this will allow you to connect more deeply to your Pokémon before being able to use the full power both you and your Pokémon have within yourselves.

Crafting the Z-Ring takes a couple ingredients. 2 Stone (Any), 4 Metal (Iron), and 1 Cristal worth at least 1,000gp.

There is only One Z-Move in existence, however, its shared between all of your Pokémon. It is called; 

Breakneck Blitz: The chosen Pokémon bursts out a ton of energy, releasing enough to propel themselves forward with enough velocity to injure another creature. When this move is used, the chosen Pokémon will deal 6d8 force damage to whatever creature they were targeting. 

MEGA Evolution

10th-level gimmick. Mega evolution happens when you gain a stone for a Pokémon that allows you to tap into the potential of a Pokémon. By doing so you can harness the potential of your Pokémon. Mega stones are very useful. Turns out, they have existed under the guise of "Gems" for a while. These gems value upwards of thousands of gold, but you know they are worth way more. Falling into the wrong hands would mean disaster. 

Mega stones can be either found at shops (With a DC of 10 + rarity of the Pokémon (Common=3, Uncommon=4, Rare=5, Very Rare= 6, legendary=10)) or crafted (with the same DC plus crafter proficiency bonus) allowing you to tap into the unblocked potential of your Pokémon. 

Note: Not all Gems are Mega Stones, so make sure to ask the DM about the gem's. They may ask you to roll to see if you can tell a Gem is actually a Mega Stone, or make a High or Low check. 

Mega evolutions can only be used on fully evolved Pokémon. These Pokémon get a buff to all of their stats. This bonus is a multiplier equal to what rarity the Pokémon is. 

Common (x2)

Uncommon (x2.5)

Rare (x3) 

Very rare (x3.5)

legendary (x4) 
This evolution lasts 1d4 turns.

DynaMAX

14th-level gimmick. As if casting Enlarge/Reduce on a person, using a Dynamax band made by a skilled artisan, It is like casting enlarge/reduce on your Pokémon without expending a spell slot. However, DynaMAXing can be EXTREMELY dangerous. 

Dynamax is a way to amplify any damage output your Pokémon can put out. Only one of the two gimmicks can be used on one Pokémon at a time. If you have one, you cannot use the Band again until the next long rest.  

When Dynamaxed, the Pokémon gains 3 times the amount of damage and 3 times their hit points for 1d4 rounds. When creating the DynaBand, one must roll 3 Skill checks. (DM should decide between Performance, Slight of Hand, or Dexterity Saving Throw). 

First DC: 10 + 1d4

Second DC: First DC + 1d4

Last DC: Second DC + 1d6

Fail one and you don't make the band. 

You can only create and hold one band, taking up one attunement slot. This band has one charge and can be used once per long rest. 

 

Good luck on your adventures brave adventurer. 

Previous Versions

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