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Bruh, I just thought of a great version of a fantasy Pokemon Trainer class for DnD. Then again, it may already have an adaptation and haven't heard of it.
This is entirely homebrewed so remember, you can tweak it where you want or need to.
Okay, here it is, a Runemaster.
They have a series of Runes on their bodies. 6 in total, cause that will be the limit a person can have. It has a Rune Spirit in each Rune, aka pokemon. The spirit can be described as the Pokemon, Stand, or your own creation (speak to your DM), at any evolution you want.
They're summoned for 10 minutes or until dismissed. If a Spirit is defeated, it scatters it's energy and has to reform in it's Rune, meaning it can't be summoned for 24 hours. Rune Spirits heal automatically between summonings, but if dismissed by command, it can't be summoned again for 10 minutes. If time runs out for a Spirit, it has to go back to the Rune, and can be summoned again at full health in 1 minute (still uses a spell slot per summoning). When a Spirit's time runs out, you can summon a different one on your next turn.
Limit at 1 spirit at a time. They cannot act unless you use an action to command them. If you want, you can roleplay as the Spirits.
For reference, it's stats are done by levels, such as 2 dnd levels or 10 pokemon levels per spell level. At levels 7 & 8, the increase will be 3 levels or 15 pokemon levels, so when you get a level 9 spell summoning, you get a level 20 Spirit or a level 100 pokemon.
By the numbers, the Spirit will have to contend with increases in ability scores and HP for leveling up. Such as a level 1 spirit having base stats of 16 hp, AC 13, and base stats of 10 ability scores, +10 hp, +1 AC, +1 to hit, and +2 ability points in every category up to level 9 (+1 ability points if you feel that's more balanced).
If you're trying for more custom spirits then you could go for a more freestyle point system to match the stats of your Rune Spirit more accurately.
Such as having 60 ability points and putting them in different categories. Or having them be large (10x10x10) at the cost of Int, Wis, and Cha increases. Give them the ability to fly at the cost of HP and several moves. Whatever you want. Confer with your DM.
Each Spirit can have 4 attacks, moves, or techniques. Spirits can have their own spells, weapons, and abilities, perhaps with a limit on each move, to prevent spamming. Spirits can still perform basic actions.
For damage dice rolls, add 1 die per 2 spell levels of Rune Spirit summoned, so that the character can remain viable for late game. (1-2: 1d, 3-4: 2d, 5-6: 3d, 7-8: 4d, 9: 5d)
For Pokemon type spirits, the moves can be similar to the games, but this will take some prep, for each move will need stats and DM review and approval.
Lvl 7 Heal, apply healing to one target within 5 ft., 4D10+4+Wis. 8 uses.
Lvl 5 Toxic, +7 to hit, apply poison to one target, 3D6 poison damage per turn, for 10 turns or until constitution save. 15 uses.
Etcetera.
As for the character themselves, they're using constitution and wisdom proficiency modifiers, have a d6 hit die, and simple martial training. Much like a sorcerer, except for the wisdom spell modifier, I chose that cause ya gonna need wisdom to lead ya Spirits.
Skills you can choose include Animal handling, Arcana, Persuasion, Intimidation, Medicine, Nature, Performance, Survival.
They only have 3 cantrip's for spells (choose wisely), and only get 3 Runemaster spells to use.
Spirit Heal- Heal spirit for 1d12 per level of spell cast.
Spirit Revive-lvl 4 spell, a Rune Spirit can be revived and summoned at half of max health in addition to it's summoning cost. +1d8 HP per spell level above 4.
Spirit Shield- Lvl 1 spell, A Spirit can block an attack meant for it's Runemaster or another creature. A Spirit within 5ft of a creature can redirect an attack to it and add 4 AC to itself until it's next turn. Only cast at lvl 1.
Level 5 bonus- summon 2 Spirits at one time, you can use your one action to command both Rune Spirits.
Level 8 bonus- you can have a single Rune Spirit become a cantrip level spell. It will be summoned at level 3 and stays indefinitely until dismissed and summoned again.
Level 11 bonus- you can expend a spell slots of the same level when casting a Spirit to extend the time from 10 minutes to an hour.
Optional- For Resistances and Weaknesses, You can have a Spirit resist up to 1 type of damage, but must take double damage to up to 1 other type of damage, to keep it balanced.
Level 15 bonus- both Spirits gain bonus actions in addition to your action and bonus action.
Level 18 bonus- When a spirit finishes it's time, whether 10 minutes or an hour, the spell slot used to summon it is refilled upon returning to the Runemaster.
EDIT: So it has come to my attention that there is in fact a homebrewed Dnd class similar to this called the summoner by Youtuber Blain Simple. Just to let you know.
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It was their connection to one another through the ley lines of Azeroth that gave them strength, clarity, and a bond that lifted each other up through the darkest of days.
Runemaster Sabrod Lamora and Ley Walker Verdy Taylor practicing combat stances and meditation.
Artist: Deti