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Ace Trainer

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0% found this document useful (0 votes)
45 views3 pages

Ace Trainer

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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1st - Battle Superiority, Ace Power.

2nd - Fast Learner, Battle Strategy


3rd - Feature (Subclass), Cunning Tactics
4th - Ability Score Improvement, Ace Surge
5th - Alert
6th - Feature (Subclass)
7th - Second Ace
8th - Ability Score Improvement
9th - Critical Moment
10th - Feature (Subclass)
11th - Signature Move
12th - Ability Score Improvement
13th - Battle Formation
14th - Third Ace
15th - Feature (Subclass)
16th - Ability Score Improvement
17th - Expert Learner
18th - Vigilant
19th - Ability Score Improvement
20th - Battle Bond

Battle Superiority. You learn two battle techniques of your choice from the battle technique list below.
To use a battle technique you must spend a trainer dice. You gain another battle technique at 5th, 10th,
and 15th level.

You gain a number of trainer dice equal to your proficiency bonus, those dice are d6s. A trainer die is
expended when you use it. You regain all of your expended trainer dice when you finish a short or long
rest. The trainer dice increases to a d8 at 5th level, d10 at 10th level, and d12 at 15th level.

Dodge - As a split second decision you command your pokemon to dodge an incoming move. As a
reaction to your pokemon getting hit by an attack or failing a dex save you can roll your trainer dice and
add the result to the pokemon's AC or dex save for that move.

Insight - You see ahead and notice your Pokémon's attack is going to miss. As a reaction to your pokemon
missing an attack you can roll your trainer dice and add it to the attack's hit roll for that attack.

Defense - When your Pokemon gets hit, you can command them to block some of the incoming damage.
As a reaction to your pokemon being damage you can roll your trainer dice and reduce the damage your
pokemon took by the number rolled.

Strike - You command your pokemon to hit where it hurts. As a reaction to your pokemon hitting an
attack you can roll your trainer dice and add the result to the damage roll.

Aid - You give your pokemon quick pointers on how to better complete a task. As a reaction to your
pokemon failing a skill check you can roll your trainer dice and add the result to the check.

Rush - You command your pokemon to charge into battle. When initiative is rolled for one of your
pokemon you can roll your trainer dice and add it to your pokemon's initiative.

Ace Power. Choose one of your pokemon, that pokemon adds your proficiency bonus to their damage
rolls, initiative, AC, and whenever they finish a short or long rest they gain temporary hit points equal to
your proficiency bonus + their constitution mod.

Fast Learner. You are skilled at training your pokemon in learning new moves. You can spend a total of 30
hours to teach one of your pokemon a move from their type below power 60. While spending time
training a pokemon you cannot train another one at the same time.

Battle Strategy. Your quick thinking allows you to easily take advantage of the situation. Your pokemon
gains advantage on its next attack when it hits with a super effective move or when it hits a critical hit.

Cunning Tactics. You've watched battles for as long as you can remember which allows you an insight to
situations others don't have. You may command one of your Pokémon to use their bonus action to take
the Dash, Disengage, or Hide actions.

Ace Surge. You command your pokemon to tap into its training and push its limits. On its turn, you can
make one of your pokemon take one additional action. Once you use this feature, you must finish a short
or long rest before you can use it again.

Alert. You have enhanced your senses to be able to quickly react to anything. You gain a second reaction
and you cannot be surprised.

Second Ace. Choose another pokemon to benefit from Ace Power. Additionally both of your Aces now
also add half your proficiency to the skills and saves their not proficient with.

Critical Moment. Whenever you or your pokemon makes an ability check, attack roll, or saving throw
you can choose to forgo standard rolling and roll a d20, on a 1-10 the result is a crit fail, on a 11-20 its a
crit success. You can use this feature proficiency times per long rest.

Signature Move. Through intense training and repeated use you can make one of your pokemon master
one of its moves. To make a move its signature a pokemon must use the move in 10 battles in different
back to back days, be used in a significant battle, and train with the move for total of 50 hours. When a
move successfully becomes a signature move it does not count towards the 4 moves a pokemon can
learn, gains a +1 to hit and damage, and gains an extra die of damage. A pokemon can only have one
signature move at a time.

Battle Formation. As long as an ally is within 5 ft of a target you and your pokemon's attacks have
advantage against them.

Third Ace. Choose another pokemon to benefit from Ace Power. Additionally all of your Ace's attacks
add half your proficiency bonus to hit or DC.
Expert Learner. Your skills at training pokemon have grown to an incredible amount. You can spend a
total of 60 hours to teach one of your pokemon a move from their type below power 120. You can spend
an extra 40 hours to teach a move that is unusual to that pokemon, like an ice move on a fire type. While
spending time training a pokemon you cannot train another one at the same time.

Vigilant. You gain a thrid reaction and you and your pokemon cannot be stunned or flinched.
Additionatly you have advantage on dex save that you can.

Battle Bond. Choose one of your Aces. While in battle using that Ace you can enter in a perfect sync and
act as if you had become one. As an action after atleast 5 turns with this pokemon out in battle you can
activate this battle bond form, while in this form your pokemon gains the following benefits:

· You add your HP with your pokemon's, sharing one health pool.

· You add double your stat modifiers to your pokemon's stats.

· You add your full proficiency bonus to your pokemon's hit and DC.

· You add double your proficiency bonus to your pokemon's damage.

· You add double your proficiency to your pokemon's AC.

· Your pokemon's speed doubles.

· Your pokemon can use a boosted super version of its Signature move as an action, this move has
its damage tripled and range doubled, and it gains some sort of special effect decided by you
and the gm. Once this move is used you roll a d6 at the start of each of your turns regaining the
use of the move on a roll of 6.

If the HP pool reaches 0 you and your pokemon fall uncoscious and the form ends, the bonded form also
ends when you move further than 60 feet from your pokemon, you lose your synchrony with it, or 1
minute passes since the form was activated. Once the form ends you and your pokemon gain 1d4+1
levels of exhaustion.

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