Adapting D&D 5e for Pokémon (Work-In-Progress)
There have been a couple really great adaptations of D&D 5e for Pokémon. I would heartily recommend them!
This is less of a premade player's handbook and more of an on-the-fly set of conversion methods that you can use based on the regular Pokémon and Moves from the games. Bulbapedia is your best friend for easily finding those numbers.
Creating Your Trainer
Because most of the versatility of skills, abilities, and "magic" is found in Pokémon and not their trainers, your trainer character will be a little less independently powerful than a typical D&D character.Origin
Time to mish-mash D&D Race and D&D Backgrounds together into one conglomeration that will serve as our trainer's origin. Ability ScoresIncrease one ability score by 2 and a different ability score by 1. Save Proficiency
Choose 1 saving throw proficiency. Skill Proficiencies
Choose 3 skill proficiencies.
Choose 1 tool proficiency. Recommended options:
Note: If you want to get funky with it and have Definitely Inhuman player characters, check out the Build-a-Body Workshop.
Class: Trainer
For the sake of this document, we're going to consider anyone who works extensively with Pokémon to be a Pokémon Trainer in terms of class mechanics. To summarize for now, being a trainer allows you to catch, befriend, care for, and battle with Pokémon. You need a valid Trainer's License to carry more than 2 Pokémon with you at any time (unless you're working as a transporter, which has its own permit to bear) or to battle with other trainers in any setting. You have a maximum of 6 Pokémon you can carry with you at one time (again, unless you have a transporter's permit). Becoming a level 1 Pokémon Trainer means you have received your Trainer's License and a starter Pokémon, as well as a localized PokéDex. (Depending on your setting, your PokéDex may be a complete printed guide, a haphazard collection of unfinished notes, an app for your Rotom phone, or a separate device.) You also gain proficiency in your choice of either Pokémon Handling (WIS) or Pokémon Knowledge (INT). You start the game with 5 PokéBalls, 3 Potions, and 1 Town Map of your hometown and local area. Trainer SpecsAt level 3, you can choose a specialization for your trainer that will provide a target set of benefits to help you reach your goals. You can also choose a local Pokémon Professor (or equivalent authority) who will sponsor and guide your training, research, and caretaking of your Pokémon. Options:
Pokémon Mechanics
Determining Pokémon Stats
For today's example, we're going to be using one of my favorite Pokémon, Mawile. She's a Steel/Fairy type from Generation III.Stat to Stat Mapping
HP -> Constitution
Attack -> Strength
Defense -> Armor Class
Special Attack -> INT or CHA
Special Defense -> WIS or INT
Speed -> Dexterity
left over: 1 of INT/WIS/CHA
Attack -> Strength
Defense -> Armor Class
Special Attack -> INT or CHA
Special Defense -> WIS or INT
Speed -> Dexterity
left over: 1 of INT/WIS/CHA
Mawile Stats
Constitution: 10 (+0)
Strength: 17 (+3)
Natural Armor: 17 (+3)
Charisma: 11 (+0)
Wisdom: 11 (+0)
Dexterity: 10 (+0)
Intelligence: 7 (-2)
Strength: 17 (+3)
Natural Armor: 17 (+3)
Charisma: 11 (+0)
Wisdom: 11 (+0)
Dexterity: 10 (+0)
Intelligence: 7 (-2)
In this case, Mawile's AC would be 13 (10 + 0 + 3).
Let's take a look at her game stats from Bulbapedia. She's a Pokémon who doesn't evolve, and her base stats are middling at best. Let's work out what her D&D stats would be as a level 1 Pokémon.
First, which stat is which? HP is CON, ATK is STR, and Speed is DEX. DEF would translate to the Natural Armor bonus, which can be treated as a "normal" stat to get the modifier, which is then added to the Armor Class (which equals 10 + Dexterity modifier).
It gets a little more unpredictable with the Special -> mental stat set, though. I'd call Special Attack either INT or CHA and Special Defense either WIS or INT, based on the flavor of the Pokemon and its Type(s).
Now, Mawile is more about bite force and savagery than precision and accuracy, so I'd pick her Special Attack as CHA and say her Special Defense is WIS. That leaves INT without a corresponding stat, but we'll get to that in a moment.
Let's talk numbers. Double the Pokemon's base stat, then divide by 10. That means Mawile's 50 HP becomes 100, then 10, which makes sense as a mediocre CON stat. Her ATK and DEF are both 85, which doubles to 170 and then divides to 17. That's a +3 modifier for her STR and her AC. Her DEX is the same as her CON, and both her CHA and WIS would be 11, giving her a +0 modifier.
Now, what about her missing INT? I'd propose a default INT for most non-Psychic-Type Pokemon should be 6 or 7, which is a -2 modifier. In D&D, that's a pretty low intelligence for a person but much higher than a normal animal, which fits where most Pokemon seem to be. Fairy Types tend to be a little smarter than average, so let's put Mawile at a 7. I'd say 8 would be a reasonable score for a Psychic Type or a Pokemon noted as particularly intelligent, like Lapras.
Capturing Pokémon
FINDING A POKEMON...
1. Choose your starting location on map's edge, then roll 1d20 + your proficiency bonus.
2. If you roll 12 or higher, there is a sound of a Pokemon in that direction.
If you roll under 12, you hear nothing. Move to an adjacent space of your choice.
3. If you roll a 20 or higher, roll 1d20 again; you hear two pokemon in different directions.
You can choose either direction and may visit both in whichever order.
4. If you roll 2 natural 20s, whatever you find in 1 of the 2 locations is Shiny (DM's choice).
5. Move to the location of the Pokemon sound. To determine which Pokemon you find, use this to generate a biome-appropriate list and roll 1d10 to see which from the list appears.
Caring for your Pokémon
Bonding with your Pokemon
This is optional, but a Bond system can represent your relationship with your Pokemon and give a trained Pokemon that extra boost that comes from having a trainer working consistently with it. A positive Bond bonus can enhance your battling prowess and your Pokemon's skill checks and saving throws; a negative Bond bonus worsens your odds and can put you at risk of your Pokemon disobeying or even abandoning you. Freshly-caught Pokemon start at Bond 0, but starter pokemon or wild pokemon who willingly chose you can start at Bond +1. Stolen Pokemon start at Bond -1. A positive Bond bonus cannot be higher than the trainer's proficiency bonus; a negative Bond penalty can go to -3 before the pokemon tries to escape/abandon you. Major events can change a Bond rating. Save your Pokemon's life at risk of your own? Gain a Bond point. Ignore your Pokemon's warnings and use them as cannon fodder? Lose a Bond point. Depending on the day-to-day treatment of your Pokemon, your Bond level may rise or fall over time at the DM's discretion. (If you make a mistake and lose a Bond point, you can regain it with enough TLC during downtime; likewise though, neglect your Pokemon consistently and you'll lose a Bond point without a major catalyzing incident.)Healing your Pokemon
This is a bit flexible. You could keep it very D&D with standard comestible Potions that work on Pokemon the same as player characters, ignore Revives as a separate mechanic, let Pokemon use their hit dice to heal on a short rest, and everyone recovers fully from a long rest. On the other hand, if you'd like to be more on the Pokeverse side of things, you can use spray Potions to recover HP if your Pokemon's conscious, but need to use a Revive to rouse them from unconsciousness (or take them to a Pokecenter). Instead of using their hit dice during a short rest to heal, maybe you need to feed them in order to trigger that kind of healing. You could even say that Pokemon don't recover on a long rest, but only at a Pokecenter, or maybe they just don't recover any spent hit dice until they visit a Pokecenter. Or y'know, mix it up. Regular D&D Potions work for people and Pokemon both. Hit dice can be used during a short rest, and everyone recovers on a long rest. Pokecenters can provide a long rest's benefits to your Pokemon over the course of a short rest. But if your Pokemon gets knocked unconscious (drops to 0 HP), it automatically goes back to its pokeball and cannot be retrieved until healed fully at a Pokecenter. (This means Pokemon do not risk death or have to make death saving throws, but can also leave you very dangerously stranded.)Pokémon Combat
Combat generally follows regular D&D combat with initiative, rounds, attacks of opportunity, attack and damage rolls, AC and HP. Specifically for Pokémon settings, in a 1v1 trainer battle, the trainers roll initiative and all of their participating Pokémon act on their turn (such as for double battles). When Pokémon are out of their balls and can react independently to an unexpected situation, they will roll initiative independent of their trainer and use their own stats. Pokémon will usually defend themselves and take the Dodge action unless commanded otherwise, though some Pokémon may be aggressive enough to automatically attack any threat.Commanding your Pokémon
Free action: commanding your Pokémon to move on their turn(s). You can always direct them to go towards or away from a general point. Action: commanding your primary Pokémon to act in battle. This includes movement + Pokémon action + Pokémon bonus action. Your Pokémon will add their Bond bonus to their attack rolls, skill checks, and saving throws while it's your primary focus. Bonus action: commanding a secondary Pokémon to act in battle. This includes movement + Pokémon action OR Pokémon bonus action. This Pokémon will not add their Bond bonus to their rolls, only their own proficiency bonus. Reaction: commanding any of your Pokémon to take their reaction (when it's not a held action). Any Pokémon can take an attack of opportunity as per standard D&D rules without a command from you. Movement: you can always move up to your full speed (as allowed by terrain/obstacles) on your turn, regardless of what commands you give to Pokémon. In addition to the above, you as the trainer can also make skill checks like Perception or Investigation as an action (and use your bonus action to command one of your Pokémon without the Bond bonus), or you can use objects (including Potions and PokéBalls) as a bonus action (and still use your action to command your Pokémon). But what if you have more than 2 Pokémon in battle at a time???You can use your bonus action to command them as a group to do the same thing, e.g. Attack That Guy or Protect That Guy. It will be up to each Pokémon what ability or Move they use to fulfill that request, and any Pokémon who has a negative Bond bonus may ignore your command.
Types and Damages
Easy peasy lemon squeezy. Super Effective damage is doubled. Not Very Effective is halved (round down). If you need to know what your Pokémon's weaknesses and resistances are, refer to Bulbapedia. If you're immune to a type then you're immune to its damage, not its status moves. If the move gets STAB, add the Pokémon's proficiency bonus to the damage.Pokémon Moves
Let's talk about how to adapt game-canon Pokémon moves to D&D 5e on the fly, using a couple common attacks: Crunch and Dazzling Gleam. Which stat?If the move is physical, choose either STR or DEX as best befits the move. If the move is special, choose INT, WIS, or CHA as best befits the move. For example, Crunch is a move based on crushing something in your jaws or talons, so it would be Strength-based. Fury Swipes, a multi-hit attack, would be all about speed and could use Dexterity instead. For Special moves, use your Pokemon's Special Attack stat. For Mawile, that'd be Charisma (as we established in an earlier section for a clever Psychic Type like Kadabra, it would be Intelligence; for an intuitive Grass Type like Bulbasaur, you could choose Wisdom. Roll for attack
Roll 1d20 + your Pokémon's proficiency bonus to hit (vs the target's AC). If you are actively commanding your Pokémon in battle, you can add your Bond bonus to the attack roll. Accuracy
Take the original move's % accuracy, subtract from 100, and divide by 10 - then subtract that final number from your attack roll. This is less terrifying than it sounds - if you have 80% accuracy, that means your attack roll has -2. Damage dice
Although I am extremely tempted to say "roll n d4s based on damage", let's think about this. Add the relevant stat bonus (the one you rolled to hit) as damage to the dice:
Instead of subtracting move accuracy from your attack roll, add it to the target's saving throw. (If it's an accuracy of 90, they get a +1 to their saving throw to avoid the move.) To determine what kind of save to make, consider what the move is trying to inflict.