Chainmail and Charizards
This supplement is an adaptation of the original Chainmail and Charizards homebrew. This is a set of modifications to the Pokémon 5e rules for playing with pokémon in the classic Dungeons and Dragons setting, and integrating more with the D&D classes.
Introduction
Philosophy and Goals of This Document
Trainers as a Class: Trainers are intended to be one class among the bunch. Becoming a trainer requires class levels. Not everybody is a trainer, nor are you required to be a trainer to be powerful. Instead, being a Trainer is one path to power alongside the study of blade or magic.
Minimal Interference with Standard D&D: I want the system to be unchanged when Pokemon are not around and play just like regular 5e. You do not need to rework the whole 5e system to include Pokemon in it, nor does it necessarily need to be the focus of any campaign. You should be able to play a Trainer in a normal module with little to no change.
Cool vs. Awesome: The ultimate motivation of this document is to see Wizards fight Pokemon Trainers and awesome stuff like that, have a bunch of different classes with a diverse set of powers coexist, compete, and grow parallel to each other.
Introducing Rules, Moves, and Feats for Pokemon interacting with Standard D&D stuff: Self-explanatory. I want to, if possible, add features to the game for how Pokemon interact with standard fantasy and the like. This is both to add new possibilities that wouldn’t be available in either system and also to clarify what happens when the two meet.
Analysis of the Class
I’ve done my best to modify the Trainer class in Poke5e to make it balanced for regular 5e. Here are some points to note about its mechanics and the philosophy for how the class should work:
Pokemon vs Adventurers: For this class to be balanced, it’s imperative that Pokemon are weaker than individual PCs who took an equal amount of levels in a more traditional class. After all, a Trainer has a team, but a Fighter or a Wizard only have their skills with blade or spell. In addition, a Trainer should need their team, not just a single Pokemon. As such, a Pokemon should be akin to a specialized weapon or spell rather than a full-blown PC in its own right.
Fortunately, it doesn’t take many changes for this to work out. In general, a Pokemon is about as powerful as a PC one “tier” below them as defined in D&D. For example, a “Tier 2” Pokemon (levels 5-10) has strength comparable to a “Tier 1” PC (levels 1-4). This means that a Pokemon is still powerful, but will not overshadow the rest of the party. Their hit points generally do keep up with PCs, though their offensive capabilities do lag behind quite a bit.
Moves vs Spells and Weapons: Pokemon moves, even the really basic ones like ‘tackle’, are almost always better than cantrips (Eldritch Blast excluded). Weaker Pokemon moves used by lower-level Pokemon tend to be on par with simple weapon attacks.
Spells generally outshine Pokemon moves in terms of damage output, but Pokemon moves can get rather good AOE effects even if they aren’t doing a lot of damage (acid is 30’ cone, for example, and some Pokemon learn it quite early). The strongest Pokemon moves, such as a 3 PP move being used by a level 20 Pokemon, tend to be pretty comparable with 5th level spells.
The Swiss Army Knife: What’s a Trainer’s role, then? Honestly, a Trainer can do pretty much anything with the right build or team. For just about any role, there’s a Pokemon that can do it. A beefier Pokemon like a Ryhorn can serve as an improvised Fighter. A Fighting-Type can serve as a Monk. A Fire or Electric Pokemon can easily serve as an Evocation Wizard. Naturally, a Pokemon will never be quite as good as a PC with traditional class levels at what the class specializes in. But the point is, they can still fill the role quite adequately.
Some roles are easier than others, though. For example, there are relatively few healing moves. Though, if you can set it up right and. There is also the Nurse subclass of Pokemon Trainer, which actually makes for a very good healer, too.
The easiest role is a tank, by contrast, as most Pokemon evolve into bulkier and tankier forms. As said above, their hit points do keep up with PCs rather well at least once they start evolving.
Mechanics aside, the Pokemon Trainer can also fit a diverse flavor. For example, a Trainer specializing in Grass Types can fit alongside Druids and Rangers. A Ghost-type Trainer can fit in with evil cultists and necromancers, and a Fighting-Type Trainer would be right at home with Monks. A future character I’m planning is a Dragon-Type Trainer who’s a priest who uses their Pokemon to kill and eat devils.
In my own setting I tend to have Trainers be considered a hybrid between a “Primal” class (such as a Druid, Ranger, Barbarian, and especially the Primeval Champion) and an Arcanist. So you tend to find them hanging around Magic Schools and Tribes.
A Quadratic Class: Pokemon Trainers at low levels are somewhat weak. Pokemon at low levels are fragile with a d6 hit die, and the most basic moves are usually only as strong as simple weapons. However, once you start leveling up, your power will start growing pretty rapidly. Especially once you level up. It’s around level 4 that the class starts getting particularly good. In addition, as you level up your Pokemon starts learning moves that do more diverse things like AOE effects and conditions.
Trainer Vulnerability: The best way to take out a Trainer is to go straight for the trainer themselves. As such, it’s actually fairly unlikely a Trainer will ever run out of Pokemon. Once they lose two or so Pokemon, and as other allies fall around them, the enemy will likely close in on the Trainer and that’ll be the end of it. As such, someone fighting a Trainer should take advantage of this, and a Trainer should try to stay behind their tankier members like their Fighter or Paladin. If you can force the enemy to fight all of your Pokemon, then you’re very likely to win.
Pokémon and Trainer Modifications
Pokémon HP
Pokemon hit points are calculated differently. Calculate a Pokemon’s HP like you would a PC with the same hit die. They do not get any bonus hit points.
Trainer XP
Don’t bother dividing XP up for all your Pokemon and the like. Instead, just consider the Trainer and all their Pokemon to share a single XP score. A Trainer’s Pokemon have a level equal to their master’s Trainer Level.
Commanding Pokémon
Pokemon and their Trainers no longer share an action.
New Proficiencies
Pokemon Trainers are proficient in light armor and simple weapons.
Equipment
Pokemon Trainers do not start with all those Pokebucks. It’s quite a lot of money.
They also get a suit of leather armor and a simple weapon of their choice.
Currency Conversion
Speaking of which, a good conversion of gold to pokebucks is that 1 gold piece = 4 pokebucks. This calculation is determined by the fact that a potion of lesser healing in D&D 5e costs 50 gold pieces, whereas a potion in Poke5e that does the same thing costs 200 pokebucks.
Trainerless Pokemon
If a Pokemon is separated from its trainer and cannot hear commands from them, then they act somewhat erratically. Assign a number between 1-4 (or 1-5 if they have extra move) to each of their moves. At the start of their turn, roll a d4 or a d5 (one half a d10 roll, rounded up). This is the only move they’re allowed to use. They may otherwise act relatively intelligently, and needn’t use their move at all.
In addition, Trainerless Pokemon cannot benefit from any features that are given to them by their trainer, such as Type Specializations.
Non-Trainers and Pokemon
Using a Pokeball to catch a Pokemon requires special training and cannot be performed by people without this training. However, a non-Trainer can release a Pokemon from a Pokeball just like a Trainer could. The Pokemon will, however, act like a Trainerless Pokemon.
Limitations of Commanding Pokemon
In order to give a Pokemon an order it can understand, you must be within 60 feet of it. It must be able to hear your order spoken. If it is deafened or the Trainer is unable to speak audibly, it cannot receive the order. For example, a Trainer caught in a Silence spell would be unable to command their Pokemon under most circumstances.
At the DM’s discretion, it may be necessary for the Trainer to be able to see the target of any attacks by the Pokemon.
Pokémon Types and Modifications to Types
The Poke5e system uses Pokemon Types for damage, which are naturally rather different than standard D&D damage types. The following chart here that shows what damage type each Pokemon move is most likely to have:
| Pokémon Type | D&D Damage Type | Explanation/Context |
|---|---|---|
| Bug | Usually Poison or Physical | |
| Dark | Physical | Dark-Type usually means something akin to a 'sneak attack'. The type is more based around cheap shots than "Darkness" per se. |
| Dragon | Radiant or Physical | I chose radiant to make it distinct from fire, and also because dragons being 'holy' sounds cool to me. I'd imagine a Paladin-esque Trainer would use dragons. |
| Electric | Lightning | |
| Fairy | Radiant | This one varies quite a bit. Dazzling Gleam is Radiant, Disarming Voice is Psychic, Draining Kiss is necrotic, etc |
| Fire | Fire | |
| Fighting | Physical | |
| Flying | Physical or Force | I typically have wind hitting someone count as 'force' damage, though RAW and most other DMs use bludgeoning |
| Grass | Physical or Necrotic | Absorbing moves are necrotic. If you want grass to not be physical, I suggest acid. |
| Ghost | Necrotic | I'd suggest making it so ghost-types are resistant to, rather than vulnerable to, ghost-type damage, or at least necrotic damage from non-Pokemon |
| Ground | Physical | |
| Ice | Cold | |
| Normal | Physical or Force | |
| Poison | Poison or Acid | Some 'poison' moves use acid instead of poison. Such as Acid, for example. |
| Water | Physical | Alternatively, it can be 'cold' damage or you can add in a new 'water' damage. |
| Psychic | Psychic or Force | Some moves are telepathic attacks (IE, psychic damage), some are telekenetic in nature (IE, force) |
| Rock | Physical | |
| Steel | Physical |
However, a 1-1 conversion isn’t quite possible, because a Pokemon Move’s type is just as often about what fuels it rather than how it damages an object. For example, Solar Beam is a Grass-Type move, not because of how it harms enemies, but because it’s powered by plant-like photosynthesis. However, these moves are the exceptions rather than the rule, so the DM should just try to catch them when it comes up. It helps that the move damage of Pokemon moves is usually pretty intuitive. For example, Solar Beam is Radiant Damage.
Multiclassing Trainer
Prerequisites
In order to multiclass into and out of Pokemon Trainer, you must have at least 13 Wisdom and 13 Charisma. This represents your judgement and leadership skills required to be a Trainer.
Multiclassing into Trainer
When you multiclass into Trainer, you do not necessarily immediately gain any of the items associated with Pokemon Trainers, such as Pokeballs or a Pokedex. However, you will know how to use these items and a DM should make these items relatively easy to acquire.
You also do not necessarily gain a starter Pokemon right away, but you do know how to catch Pokemon. It is up to you to hunt down a Pokemon and capture it.
Pokémon Proficiency
A Pokemon’s Proficiency bonus is equal to their master’s proficiency bonus.
Pokémon Mortality
In Pokemon, explicit death is a rare occurrence, and when it does happen, it’s pretty dramatic. This is in stark contrast to D&D, which often has a fairly blase attitude on death. Adventurers are often constantly in mortal danger and kill very frequently (even good-aligned parties that aren’t “murderhobos”).
Ultimately, this comes down to D&D and Pokemon having different target demographics, and tone. Satoshi, the creator of Pokemon, wanted death to be treated with a lot of weight when it does happen. Gygax, by contrast, is the creator of Tomb of Horrors.
In keeping with the philosophy of Chainmail and Charizards, I consider it necessary that Pokemon are perfectly mortal creatures that can and possibly will die alongside other creatures. This chapter handles mechanics and flavor for Pokemon dying.
Alterations to Trainer Law
When one becomes a Pokemon Trainer, they often do so with a mission to preserve life, and to grow the bond between Trainer and Pokemon for the betterment of both. The purpose of Pokemon Battling is to grow both Trainer and Pokemon, win or lose. To this end, Trainers in Poke5e and the like are strongly discouraged from using Pokemon in any lethal capacity or for having them attack enemies.
However, a Trainer serving alongside adventurers should consider that, under extreme circumstances, these principles are at least temporarily rescinded. The threats a Trainer will face are cruel, dangerous, and difficult to stop. If the enemy threatens sentient life, lethal force must be considered as a last resort. For example, if a Pokemon Trainer finds themselves having to defend a town from an invading orcish army, they are within their right to have their Charmeleon kill the invaders. It is unlikely the attackers will show them or their Pokemon any mercy either.
Likewise, against particularly evil Pokemon Trainers, battles cease to be friendly competitions but life-and-death struggles. Trainers who use their Pokemon for sinister and lethal ends are a vile perversion of the ethos of your standard Pokemon Trainer, and must be stopped.
Pokémon Death
When a Pokemon is dropped to zero hit points, unless by an enemy deliberately trying to use less-than-lethal force (such as a friendly Pokemon battle), the Pokemon collapses and makes death saving throws like a PC would. If it fails 3 death saving throws, it dies.
Returning a dying Pokemon to its Pokeball does not stabilize it, and it will continue to make death saving throws inside its ball, and may very well die there. Healing spells and moves may target a Pokemon that is in its ball, however.
In addition, while a Pokemon is downed, you may send out another. If the downed pokemon is stabilized, you may return it or a new one to their Pokeball.
Trainer Morale
The bond between Trainer and Pokemon is very strong. A Pokemon’s death will almost invariably be a traumatizing experience for a Trainer, and it will weigh heavily on their mind long after. It is common for Trainers who lose a Pokemon to consider it in some manner their fault, and they may be haunted by the question of if there were any choices they could have made that would have saved them.
If you are using any kind of morale or sanity rules, of which many have been made, a Trainer losing a Pokemon should be a serious blow to their sanity, almost as bad as a humanoid friend dying.
Trainer's Legacy
So, let’s examine the reverse scenario. The Trainer has died, but some of their Pokemon survive.
Other Trainers can pick up the Pokemon off their corpses and use them. Alternatively, at the DM’s discretion, there may be some kind of lock on the Pokeballs that requires them to be ‘unlocked’ first. A machine similar to a Trading Machine can pull this off.
At the DM’s discretion, there may be a loyalty penalty for Trainers who were strangers (or even enemies) to the deceased Trainer. However, if they were friends, especially if they knew each other well, there should be no penalty at all.
If there are no other Trainers in the party, they may still attempt to use the Pokemon, but the Pokemon are still considered “Trainerless”.