PTU: Brann's Homebrew Player Handbook
Brann's PTU Homebrew
Table Of Contents
What is PTU?
Using This Handbook
How To Play
Chapter 1: Character Creation
Chapter 2: Classes
Chapter 3: Backgrounds
Chapter 4: Equipment
Armor and Shields
Adventuring Gear and Kits
Chapter 5: Pokemon
Chapter 6: Skills
Advantage and Disadvantage
Chapter 7: Adventuring
Chapter 8: Combat
Movement and Positioning
Actions in Combat
Making an Attack
Damage and Healing
Chapter 9: Spellcasting
Chapter 10: Spells and Moves
Appendix A: Conditions
Appendix B: Gods
Appendix C: Important Charts
What is PTU?
PTU, Pokemon Tabletop United is a pen and paper roleplaying game where players take on the role of adventures and trainers within the world of Pokemon. Pokémon Tabletop United is designed to handle a variety of different ideas for Pokémon tabletop RPG campaigns. Pokémon Tabletop United runs the gamut of tabletop roleplaying game dice. You’ll use a number of d6s for most common Skill checks, d20s for accuracy rolls in combat, and a variety of other dice for rolling damage in combat, from d4s to d12s. This system provides rules for combat on a grid, though it isn’t necessary to play the game. Distances can be abstracted, but the option is there if you prefer gaming with a mat and minis.
Using This Guide
The Player’s Handbook is divided into three parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3. If you come across a game concept in part 1 that you don’t understand, consult the book ’s index.
Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories o f activity in the game: exploration, interaction, and combat.
Part 3 is all about magic. It covers the nature of magic in the worlds of Pokemon, the rules for spellcasting, and the huge variety of spells available to magic-using characters (and monsters) in the game.
How to Play
1. The DM describes the environment. The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room , what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “W e’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or som e other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal com bat against a mighty dragon. In certain situations, particularly combat, the action is m ore structured and the players (and DM) do take turns choosing and resolving actions. But m ost of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM ’s verbal descriptions to set the scene. S om e DMs like to use music, art, or recorded sound effects to help set the m ood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.
Chapter 1: Character Creation
The first step in playing PTU is to create an adventurer for the player, yourself, to play as throughout the game. Your character will comprise of your imagination, some roleplaying aspects, and some in game mechanics carefully mixed to create a life-like person. In Brann's Homebrew of PTU, there are no races, as with classic PTU. The first step taken is to choose a class. The classes are strikingly similar to those found in Dungeons and Dragons 5e, with alterations to fit the Pokemon theme and world. Most classic PTU classes can be found implemented within these classes. At any time in character creation the physical appearance, personality traits, back story, and alignment can be formed. All of these are up to the character, and you can find assistance threads for personality, back story, and alignment here. Character creation can be a group discussion, so that players can create a well rounded group of multiple classes, or done privately. The choice is yours.
Think about the type of character you wish to be. Whether you wish to be a powerful fighter, a righteous cleric, or a shady rogue, focus on the finer details to flesh out your character. Many things will be formed throughout the campaign, but you should start off knowing a lot about your character. Do not be afraid to add weaknesses to your character as well, as this helps make for realism, and adds the opportunity for story arcs. Did your characters parents get killed, and revenge is a task you strive for? Is your character of the scholarly type and in search of research? These are the details you should look for in when you start.
<u>Step 1. Choose A Class</u>
Each adventurer needs a class to start with, and many characters can gain additional classes as the story and game progress. Classes are a broad term of explanation into your character's skills. How your character responds in both combat and non-combat encounters can be greatly defined by the class in which you choose. Classes are defined and explained in Chapter 2.
Your character gains hit points and hit dice based on their class. At Level 1, your character has a single hit dice with the die type being defined by your class. For hit points, your class defines the base HP, and gains a bonus based on your constitution modifier from Step 3.
Each class gains a proficiency bonus, which starts as +2 for starting characters. This bonus applies to many things, such as: Attacks with proficient weapons, attacks for spells, ability checks for proficient skills, ability checks on proficient tools, saving throws in proficient skills, and saving DCs on spells.
<u>Step 2. Create Your Background: Choose Edges and Features</u>
Every good adventurer will have a variety of skills at their disposal. Some of these are inate while others have been honed by years of study or experience. Edges represent training and development of skills. Each edge has a Skill Requirement before it is accessed, and once unlocked this becomes another skill that your character possesses. Features are more like abilities, whether arcane, mental, or physical. Your adventurer's experience or training will have granted them the ability to perform these Features. Both Edges and Features can be found in Chapter 3, along with Stats.
<u>Step 3. Determine Ability and Skill Scores</u>
Most of your character does will depend on one of their six abilities, or the derivative skills: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Abilities and skills are better defined in Chapter 6. Each ability has a score, marked by numbers you assign. Certain classes favor specific abilities, and most classes require specific skill advantages. To generate your ability scores, players may choose one of two methods. The first is randomly generated, where the player will roll four six sided dice (4d6) to determine the value, rolled in the order each abilitiy is listed above. Alternatively, a player may choose to give specific abilities certain values and leave chance out of it. In this case, the player chooses the following values and assigns them as they see fit: 15,14,13,12,10,8.
Abilities have modifiers based on their score, which is also recorded on your character sheet.
Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered. A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious. A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.
There are 17 Skills which are derivative of the Abilities. As with Abilities, these are described in detail in Chapter 6. The 17 Skills are Acrobatics, Athletics, Combat, Charm, Command, Focus, General Education, Guile, Intimidate, Intuition, Medicine, Perception, Pokemon Education, Occult, Stealth, Survival, and Technology. Much like abilities, each of these will be used by your character in various skill checks and encounters. Unlike Ability Checks, which use a d20 plus a modifier, Skill Checks use a number of d6 based on your character's skill rank. Looking to your class's Skill requirements, players choose one skill to set at Rank Adept, one skill to set at Rank Novice, and three skills to set at Rank Pathetic with all other skills be set to Rank Untrained. See the chart below for reference and dice for Skill Checks.
|Rank #||Rank Name||Dice Roll||Level Requirement|
<u style=“font-size: 1.25em;”>Step 4. Choose Equipment</u>
Your class and background determine your character's starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in Chapter 4. Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class, as shown in Chapter 4. Extensive lists of equipment, with prices, also appear in that chapter. If you wish, you can also have one trinket at no cost (see the trinket table at the end of Chapter 4). Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 6 has more information on carrying capacity.
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear arm or or carry shields, however. Without arm or or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in Chapter 4. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in Chapter 4. Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.
For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.
• For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
• For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
A s your character goes on adventures and overcomes challenges, they gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level. When your character gains a level, their class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.
|Experience Points||Level||Proficiency Bonus|
Chapter 2: Classes
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal naturekeen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds o f their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
|Level||Proficiency Bonus||Features||Rages||Rage Damage|
|1st||+2||Rage, Unarmored Defense||2||+2|
|2nd||+2||Reckless Attack, Danger Sense||2||+2|
|4th||+2||Ability Score Improvement||3||+2|
|5th||+3||Extra Attack, Fast Movement||3||+2|
|8th||+3||Ability Score Improvement||4||+2|
|9th||+4||Brutal Critical (1 die)||4||+3|
|12th||+4||Ability Score Improvement||5||+3|
|13th||+5||Brutal Critical (2 dice)||5||+3|
|16th||+5||Ability Score Improvement||5||+4|
|17th||+6||Brutal Critical (3 dice)||6||+4|
|19th||+6||Ability Score Improvement||6||+4|
As a barbarian, you gain the following class features:
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d 12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Combat, Intimidate, Perception, Intuition, and Survival
You start with the following equipment, in addition to the equipment granted by your background : • (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your Pokemon must have a Loyalty of 4 or higher in order to attack while you rage, or must pass a Command Skill Check of 10. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
<u>Ability Score Improvement</u>
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Path of the Berserker [+HP] Requirements: Novice Combat, Novice Intimidate
For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
You may use the Moves Rage and Flail, as a weapon attack.
<u>Power of Rage [+HP]</u>
Moves: Choose Enduring Rage, or White Flame. You gain the chosen Ability.
<u>Lessons In Rage and Pain [+HP]</u>
Prerequisites: Berserker, Adept Intimidate
Effect: While you have at least 1 Injury, add +X to your Damage Rolls with Rage, Flail, Fury Swipes, Thrash, and Weapon Attacks. X is equal to your Intimidate Rank plus the number of Injuries you have. You do not lose Hit Points from being Heavily Injured, and Injuries beyond the 5th do not lower your Maximum Hit Points.
Prerequisites: Berserker, Adept Combat
Condition: You must be Enraged to use this Feature Effect: You may immediately take your turn with Priority. If you do, you are instantly cured of Slowed and Stuck, and for the rest of this turn gain a +2 Bonus to Critical Hit Range, +2 Bonus to Movement Speed, and +2 Bonus to Acrobatics, Athletics, Combat, and Intimidate Checks.
<u>Crash and Smash [+HP]</u>
Prerequisites: Frenzy, Expert Combat
Effect: You learn the Moves Double Edge and Thrash. You may use these moves as a Weapon Attack when wielding Melee Weapons.
<u>Push it to the Limit [+HP]</u>
Prerequisites: Lessons in Rage and Pain, Expert Intimidate
At-Will – Free Action
Trigger: You hit with a Berserker Move or Weapon Attack
Effect: Immediately gain one Injury before resolving the triggering attack. You gain a Tick of Temporary Hit Points and may cure yourself of a Persistent Status Affliction. The triggering attack doubles your damage bonus from Lessons in Rage and Pain.
Path of the Roughneck [+DEF] Requirements: Novice Athletics, Intimidating Presence
Fear is a powerful tool in battles, and Roughnecks understand that well. As a Roughneck beats down their opponents, they also demoralize them and make it harder for their foe to fight back the longer the fight goes on and the more scare tactics they can apply. To make matters even worse for their opponents, Roughnecks know how to outlast their enemies in a fight, and they will shrug off blows that would knock out lesser fighters.
Trigger: You hit a foe with an Attack once per encounter
Effect: The foe loses a Combat Stage in the Stat of your choice
At-Will – Swift Action
Trigger: You hit a foe with the Terrorize Manipulation
Effect: Until their next turn, the target has their Initiative lowered to 0. For one full round, attacks against them cause them to Flinch on 17+ or have their existing Flinch Range increased by +4.
Scene x2 – Free Action
Target: You take Massive Damage or Intercept a Damaging Attack.
Effect: Resolve Damage as if the triggering attack was resisted one step. The triggering foe then loses 2 Combat Stages in the Attack Stat used by the triggering Attack.
Prerequisites: Roughneck, Adept Intimidate
Effect: You learn the Moves Mean Look and Chip Away.
<u>Fearsome Display [+DEF]</u>
2 AP – Swift Action
Trigger: You use Leer or a Roughneck Move
Effect: The Move gains additional effects.
» Leer: Attacks against affected foes gain a +2 Bonus to their Critical Range for one full round.
» Chip Away: The target is considered Vulnerable against this attack.
» Headbutt: The target has their Initiative set to 0 until the end of their next turn.
» Glare: The target loses 2 Speed Combat Stages. This occurs whether Glare hits or misses.
» Mean Look: The target is Suppressed.
» Endure: You gain two Ticks of Temporary Hit Points.
» Slack Off: You are cured of one Status Affliction.
<u>Cruel Gaze [+DEF]</u>
Prerequisites: Roughneck, Expert Intimidate
Effect: You learn the Moves Glare and Headbutt.
<u>Tough as Nails [+DEF]</u>
Prerequisites: 3 Roughneck Features, Master Intimidate
Effect: You learn the Moves Endure and Slack Off.
In the worlds of Pokemon, words and music are not just vibrations of air, but vocalizations with pow er all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words o f the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charm s and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do alm ost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown am ong other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
|Level||Proficiency Bonus||Features||Cantrips||Spells Known|
|1st||+2||Spellcasting, Bardic Inspiration (d6)||2||4|
|2nd||+2||Jack of All Trades, Song of Rest (d6)||2||5|
|3rd||+2||Bard College, Expertise||2||6|
|4th||+2||Ability Score Improvement||3||7|
|5th||+3||Bardic Inspiration (d8), Font of Inspiration||3||8|
|6th||+3||Countercharm, Bard College Feature||3||9|
|8th||+3||Ability Score Improvement||3||11|
|9th||+4||Song of Rest (d8)||3||12|
|10th||+4||Bardic Inspiration (d10), Expertise, Magical Secrets||4||14|
|12th||+4||Ability Score Improvement||4||15|
|13th||+5||Song of Rest (d10)||4||16|
|14th||+5||Magical Secrets, Bard College Feature||4||18|
|15th||+5||Bardic Inspiration (d12)||4||19|
|16th||+5||Ability Score Improvement||4||19|
|17th||+6||Song of Rest (d12)||4||20|
|19th||+6||Ability Score Improvement||4||22|
The Bard table show s how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level or Higher
You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as show n on the table. For instance, when you reach 3rd level in this class, you can learn one new spell o f 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your bard spells. Your m agic com es from the heart and soul you pour into the perform ance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
You can use a musical instrument (found in Chapter 4) as a spellcasting focus for your bard spells.
You can inspire others through stirring w ords or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you w ho can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of tim es equal to your Charisma modifier (a minim um of once). You regain any expended uses w hen you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th level.
<u>Jack of All Trades</u>
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
<u>Song of Rest</u>
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures w ho can hear your perform ance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
<u>Ability Score Improvement</u>
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
<u>Font of Inspiration</u>
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The perform ance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
By 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. C hoose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells K now n colum n of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast o f their accom plishm ents, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
<u>College of Lore</u>
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tom es and peasant tales. Whether singing folk ballads in taverns or elaborate com positions in royal courts, these bards use their gifts to hold audiences spellbound. W hen the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble w ho keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self important figures of authority.
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.
<u>College of Valor</u>
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
<u>College of Taste</u>
Requirements: Basic Cooking, Novice Intuition
Anyone that puts a little effort into it can whip up a snack, but Chefs are true culinary masters. Chefs love to collect recipes and make food for themselves and their allies. Their choice of recipes dictates their utility; they can cook up anything from Bait to Vitamins. Whatever Chefs choose to specialize in, they are sure to leave their allies satisfied. Many Chefs don’t travel, preferring to find gainful employment at a restaurant or other establishment; the best chefs can gain quite a lot of fame and even good money this way. Other Chefs take up the profession precisely because they’re always on the road, and learning to cook yourself cuts down on costs.
You gain access to any Chef Recipe you qualify for.
Hits the Spot
Trigger: You or your Pokémon trade in a Digestion Buff
Effect: The target gains Temporary Hit Points equal to your Intuition Rank doubled. These Temporary Hit Points stack from any Temporary Hit Points granted by Accentuated Taste, the Digestion Buff or by the Lunchbox Ability.
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points remaining
Effect: The target loses 2 Tutor Points and gains the Gluttony Ability.
Effect: Whenever you create a Snack with a Chef Feature, you may assign it a Taste chosen from Salty, Sour, Spicy, Dry, and Sweet. Tasty Snacks must be assigned their corresponding Taste. Whenever a Pokémon trades in a Digestion Buff from a Snack with an assigned Taste they do not dislike, they gain the following bonuses:
» Salty: The user gains 5 Temporary Hit Points. This stacks with any Temporary Hit Points gained through Chef Features, the Lunchbox Ability, and the Digestion Buff.
» Spicy: Increase the user’s Critical Hit Range by 1.
» Sour: Increase the user’s Evasion against damaging attacks by 1.
» Dry: Increase the user’s Effect Range of all attacks by 1.
» Bitter: The user gets a +1 Bonus to all Save Checks.
» Sweet: Increase the user’s Initiative by 5.
Trigger: You or an ally trades in a Digestion Buff from an item with a Taste
Effect: The target gains a Digestion Buff according to the Taste of the Snack granting the Buff. This Digestion Buff matches that of the corresponding basic Tasty Snack recipe.
Effect: Your Pokemon can benefit from a maximum of 7 Vitamins.
Prerequisites: 4 Chef Features, Master Intuition
At-Will – Extended Action
Ingredient 1: Leftovers, Preserves, or a Snack made with Chef
Ingredient 2: Leftovers or Preserves
Effect: You mix the two ingredients into one Snack that has the same effect as its ingredients. The two ingredients must be different items.
Effect: You create a Salty Surprise, Spicy Wrap, Sour Candy, Dry Wafer, Bitter Treat, or Sweet Confection.
Effect: You may create the following items, based on your Intuition Rank
» Novice: “Enriched Water” for 4GP
» Adept: “Super Soda Pop” for 6GP
» Expert: “Sparkling Lemonade” for 12GP
» Master: “MooMoo Milk” for 25GP
Effect: The user may trade in this Snack’s Digestion Buff when being hit by an attack to gain 5 Temporary Hit Points. If the user likes Salty Flavors, they gain 10 Temporary Hit Points Instead. If the user dislikes Salty Food, they become Enraged.
Prerequisites: Hits the Spot
Ingredients: Ingredients valuing 100GP, 1 hour prep time
Effect: You create up to five Hearty Meals, which may be consumed by Trainers as an Bonus Action. When consumed, that Trainer gains an additional Bonus Action until the end of their next extended rest, immune to Poison, and gain +2 to AC. A Trainer may only be under the effect of one Hearty Meal at a time. Hearty Meals not consumed within 20 minutes of being created lose all flavor and all effect.
Effect: The user may trade in this Snack’s Digestion Buff when making a Physical attack to deal +5 additional Damage. If the user prefers Spicy Food, it deals +10 additional Damage instead. If the user dislikes Spicy Food, they become Enraged.
Prerequisites: Culinary Appreciation
Cost: 15gp or Honey.
Effect: You may create Bait. For 5gp more, you may create Bait as Super Bait or Vile Bait instead. Super Bait works like regular Bait, but you may add your Intuition Rank to 1d20 Rolls made to attract Pokémon. Vile Bait works like regular Bait, but Pokémon that eat it are Poisoned.
Effect: The user may trade in this Snack’s Digestion Buff when being hit by a Physical Attack to increase their Damage Reduction by +5 against that attack. If the user prefers Sour Food, they gain +10 Damage Reduction instead. If the user dislikes Sour Food, they become Enraged.
Prerequisites: Accentuated Taste
Ingredients: $50, any Berry, Herb, or Mushroom, Jar or bottle
Effect: The user creates x2 Units of Preserves from the Berry, Herb, or Mushroom. Preserves have the same effect as the consumable from which they were made.
Effect: The user may trade in this Snack’s Digestion Buff when making a Special attack to deal +5 additional Damage. If the user prefers Dry Food, it deals +10 additional Damage instead. If the user dislikes Dry Food, they become Enraged.
Prerequisites: Complex Aftertaste
Effect: You create Leftovers
Effect: The user may trade in this Snack’s Digestion Buff when being hit by a Special Attack to increase their Damage Reduction by +5 against that attack. If the user prefers Bitter Food, they gain +10 Damage Reduction instead. If the user dislikes Bitter Food, they become Enraged.
Effect: The user may trade in this Snack’s Digestion Buff to gain +4 Evasion until the end of their next turn. If the user prefers Sweet Food, they gain +4 Accuracy as well. If the user dislikes Sweet Food, they become Enraged.