Pokemon Trainer

by Littleax

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Monster Trainer

An stern elf sits next to a chubby penguin. The penguin shoots a small beam of cold, freezing a practice dummy solid, and the elf's sour expression lightens. The elf tosses the penguin a fish, and writes the progress of their training in a large tome.

A man whistles as he walks down a dark street with an oversized lizard on his shoulder. As he passes by each lamppost, the lizard flicks an ember off its flaming tail and lights it. When the man turns the corner, the street is bright.

A gnome walks through a cave that reeks of goblin. She turns a corner, and after a few steps, realizes she's walked into a dead end. As the snickering goblins behind her come into view, she snaps her fingers, and there's a crackle of electricity as an elemental appears between her and her foes.

All of these characters are Monster Trainers, who's powers are defined by their relationships with the elemental monsters they adventure with.

Magical Monsters

Monster Trainers empower mundane beasts with elemental rituals, and can harness their raw arcane power and allow them to channel it into spells. Neither the Trainer nor the Monster has real magical ability in their own right, but together, they can cast spells rivaling those of the most powerful Wizards and Sorcerers.

While a trainer might not have the tenacity of a Fighter, the skills of a Rogue, or the arcane aptitude of a Wizard, their ability to train multiple Monsters and adapt to different situations makes them a welcome addition to any adventuring party.

Explorers and Travelers

Many trainers find that their monsters perform best when exposed to new situations to learn from. Thus, it's a common practice for the best trainers to constantly be traveling the world, allowing their monsters to discover the world as they discover their power. Some trainers even search out other trainers to learn from as they travel.

Becoming a Trainer

As a trainer, you should decide how you interact with your Monsters. Have you been raising them since they were born, training them to be an ideal companion, or did you choose to empower an already tough animal which seemed well suited to combat? Do you have a friendly relationship with your Monsters, like a Ranger with an Animal Companion, or are you more strict and detached with your training?

Why did your character choose to become a trainer? Did they desire magical power, but never had the talent to become a Wizard? Is training Monsters a common practice where they come from, with schools dedicated to the craft? Maybe you accidentally became a trainer after a spell you were testing on an animal went awry? You should also work with your DM to decide whether elemental Monster training is unique to your character or a common practice in the world.

Quick Build

You can quickly make a Trainer by following these guidelines. First, make your highest ability score Charisma for the Leader subclass, or Intelligence for the Tactician subclass, followed by Constitution. Next, Choose the Water type for your Monster, and increase its Strength. Finally, choose the Outlander background.

Class Features

As a Monster Trainer, you have the following class features.

Hit Points

Hit Dice: 1d6 per trainer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per trainer level after 1st.

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, Insight, Intimidation, Medicine, Nature, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a sling and 10 bullets, (b) a quarterstaff, or (c) two daggers
  • A summoning focus bound to a Monster
  • (a) a dungeoneer's pack or (b) an explorer's pack

Trained Monster

As a monster trainer, you've dedicated your life to raising and training Pocket Monsters, elementally infused beasts which you can call to your aid with a summoning focus.

Monster Creation

At 1st level, you have control of one Monster, and will be able to summon more as you level up. Use the Monster Creation section in the back of this supplement to determine your Monster's stats. At level 1, you can only have one Monster bound to a summoning focus at a time.

Summoning Monsters

When you roll initiative, you can summon one Monster using its focus if you are not surprised. As long as you are holding a monster's focus, you can summon that monster using an action or bonus action on your turn. Summoned Monsters appear in an unoccupied space within 10 feet of you. If a Monster is reduced to 0 hit points, it automatically recalls and is stabilized if you are within 60 feet of it. You can also recall Monsters as a bonus action while holding their focus. Recalled Monsters are sent to a demiplane and put in stasis, and do not take or heal damage, make saving throws against conditions, or feel the effects of the passage of time until they are resummoned.

Trainer
Level Proficiency Bonus Features Training Points Point Maximum Spell Slots Slot Level
1st +2 Trained Monster, Guided Explorer, Innate Casting 1 1st
2nd +2 Training Points, Avoidance 1 2 1st
3rd +2 Trainer Style 3 2 2nd
4th +2 Ability Score Improvement 5 2 2nd
5th +3 7 2 3rd
6th +3 Monster Hatching 11 7 2 3rd
7th +3 Trainer Style Feature 13 8 2 4th
8th +3 Ability Score Improvement 15 9 2 4th
9th +4 17 10 2 5th
10th +4 Overcharge Monster 19 11 2 5th
11th +4 Bonded Casting (6th level) 21 12 3 5th
12th +4 Ability Score Improvement 23 13 3 5th
13th +5 Monster Hatching, Bonded Casting (7th Level) 27 14 3 5th
14th +5 Trainer Style Feature 29 15 3 5th
15th +5 Bonded Casting (8th Level) 31 16 3 5th
16th +5 Ability Score Improvement 33 17 3 5th
17th +6 Bonded Casting (9th Level) 35 18 4 5th
18th +6 Trainer Style Feature 37 19 4 5th
19th +6 Ability Score Improvement 39 19 4 5th
20th +6 The Power that's Inside 40 20 4 5th

Controlling Monsters

Monsters act on your initiative, and will not act on their own unless they are too far away to hear your commands or you are unconscious, in which case they will prioritize defending themself, defending you, or finding you above all else. While within 60 feet of one of your summoned monsters, if that monster can either see or hear you, you can use an action on your turn to command it take an action, bonus action, and move up to its speed. If one of your Monsters can take a reaction, you must use your reaction to command it to take its reaction. If you cannot, the Monster does not use its reaction. If you have multiple Monsters, you can summon more than one monster at a time, but you can still only control one with your action.

Hit Points and Recovery

Monsters have a base hit point total of 10 + their Constitution modifier, and have a hit die of 1d10. When you level up, choose one of your Monsters. That Monster gains an additional hit die and its maximum hit points increase by 1d10 + its Constitution modifier, or 6 + its Constitution modifier (Your choice). During a short rest, each of your summoned Monsters can spend hit dice to heal. During a long rest, each of your summoned Monsters heals to its hit point maximum and regains half its hit dice.

Death

In the unfortunate event that one of your Monsters dies, you can restore it to life by performing a ritual with materials costing 50 gold pieces times your trainer level. You do not need the Monster's corpse to perform this ritual. Alternatively, you can perform a ritual costing 25 gold pieces times your trainer level to imbue a new beast with elemental power, creating a new Monster, after which you can reallocate training points and hit dice to it the next time you finish a Long Rest.

Guided Explorer

Monster trainers are known for traveling across the land, overcoming challenges with their Monster allies. At 1st level, you are skilled in navigating both natural and urban environments with the help of your Monsters. You gain the following benefits:

  • You can speak, read, and write Primordial.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You always know which direction your Summoning Foci and Summoned Monsters are in, unless they are in another plane of existence.
  • Your Monsters can forage for enough food for themselves and you without direction as long as they are summoned in an area with natural food sources.

Innate Spellcasting

Although Monster Trainers themselves have no magical abilities, the monsters they train have the potential to cast potent elemental magic. See the Spells Rules section of the players handbook for the general rules of spellcasting, and the Spell List section of this document for the spell lists by elemental type.

Cantrips

Each of your monsters knows two cantrips, as determined by its elemental type. See the elemental type step of the Monster Creation section of this document for the cantrips your monsters know.

Spell Slots

The Trainer table shows how many spell slots you have, which can be used to command your monsters to cast spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To command a monster to cast one of its known spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest with your monsters.

For example, when you are 5th level, you have two 3rd-level spell slots. To command a monster to cast the 1st-level spell Burning Hands, you must spend one of those slots, and the monster will cast it as a 3rd-level spell.

Spells Known of 1st level and higher

Each of your monsters can learn up to 2 spells of 1st level or higher from their respective elemental type's spell list. The spells your monsters can learn must be of a level no higher than your spell slot level as shown in the Trainer table.

When you gain a level in this class, each of your monsters can choose a spell they know and replace it with another spell from their elemental type's spell list, which must also be a level no higher than your spell slot level as shown in the Trainer table.

Monsters and Concentration

The spells cast by your Monsters are only made possible as a result of your training and bonding with them. When a Monster casts a spell with concentration, the Trainer must concentrate on the spell. The Monster cannot concentrate on the spell. If you recall the Monster that cast the spell originally, you can no longer concentrate on that spell.

Training Points

Starting at 2nd level, your training begins to pay off, and your monster unlocks some of its hidden potential. You have a pool of Training Points as shown by the Training Points column of the Monster Trainer class table. These points can be spent on any of your monsters, giving them new abilities or improved stats. You can reallocate training points when you level up, but a single monster cannot have more training points than shown in the Point Maximum column of the Monster Trainer table.

Avoidance

Also at 2nd level, you get much better at staying out of the way and allowing your monsters to fight for you. Your speed increases by 5 feet, and you can take the Disengage action as a bonus action.

Trainer Style

Starting at 3rd level, you cement your training style. Choose between Tactician and Leader, both detailed at the end of this class description. Your choice grants you features at 3rd, 7th, 14th, and 18th level.

Ability Score Improvement

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. Alternatively, you can choose to increase your training point pool by 2 instead of increasing an ability score.

Monster Hatching

At 6th level, and again at 13th level, one of your Monster Eggs hatches. Use the Monster Creation section in the back of this supplement to create a second or third monster. You may allocate hit points or training points to the new monster. This also increases the maximum number of monsters you can carry to 2 or 3 respectively.

Overcharge Monster

At 10th level, you can use a special summoning technique to overcharge your Monsters with elemental energy. Make a second stat block for each Monster you own, called an overcharged stat block. This stat block is identical to its normal stat block but treats your proficiency bonus as 1 higher than normal and can use an additional 5 training points to purchase abilities. These points aren't affected by your Point Maximum and don't count against your Training Points total. When a monster is summoned, you can choose to overcharge it, granting it temporary hit points equal to twice your Trainer level and causing it to use its overcharged stat block. The temporary hit points and the transformation both last up to 1 minute, or until the Monster is recalled. Once you use this ability, you cannot use it again until you finish a long rest.

Bonded Casting

At 11th level, you and your Monsters learn how to cast powerful spells by channeling your magical energies together. You gain one 6th level spell slot. This spell slot follows the normal rules for innate casting, although you must finish a long rest, rather than a short rest, to be able to use it again.

At higher levels, you gain more spell slots following these rules: one 7th-level slot at 13th level, one 8th-level slot at 15th level, and one 9th-level slot at 17th level. You regain all of these slots when you finish a long rest.

The Power that's Inside

At 20th level, you've discovered a much more efficient way to empower your Monster allies. You have 10 additional training points to allocate for your Monster's overcharged stat block rather than 5. Additionally, you can now overcharge a Monster once per short or long rest, rather than once per long rest.

Training Styles

Different trainers have different ideals when it comes to training monsters, and those ideals affect how they train and fight.

Tactician

Tactically minded trainers believe that the most effective way to fight is through careful calculations and manipulation of the battlefield. Tacticians may seem cold to their monsters, but they believe that maintaining hard boundaries with their monsters is necessary for the best training.

Battlefield Tactics

Starting when you follow this training style at 3rd level, you train your beasts to respond to a number of tactics calls. You know the following calls, which be used as bonus actions on your turn and target one of your summoned monsters within 60 feet of you.

"Press the Advantage!"

Until the start of your next turn, one of your Summoned Monsters adds your intelligence modifier to damage rolls for attacks made with advantage.

"Brace Yourself!"

Until the start of your next turn, one of your Summoned Monsters adds your intelligence modifier to Strength, Dexterity, and Constitution saving throws.

"Reposition!"

One of your Summoned Monsters can immediately move half its speed without provoking opportunity attacks.


You can use one of these abilties once. Once you do, you must finish a short rest before you can do so again.

Book of Monsters

Starting at 7th level, you create a book of monsters, a magical item that provides information about creatures you've seen. After seeing a creature, you can use the book to learn its weaknesses, resistances, attack damage types, and special abilities over the course of your next short rest.

Trained Allies

At 14th level, your battlefield tactics improve to include allies that are not just your Monsters. You can now use your tactics calls on any ally rather than your Summoned Monster. Additionally, you learn the following call, which you can use as a reaction when an ally scores a critical hit or kills an enemy.

"No Mercy!"

The targeted ally can use its reaction to immediately make one weapon attack against a creature within 30 feet of it.

Tactical Genius

Starting at 18th level, you have unparalleled control over the battlefield. You can no longer be surprised, and you roll initiative checks with advantage. Additionally, on your first turn in combat, your Summoned Monster has advantage on attack rolls against enemies that have not acted yet.

Leader

Leader trainers form a more friendly bond with their Monsters than Tacticians, believing the best way to make a Monster obedient is to simply have it like you. While they might not master the battlefield as the Tacticians do, the bond between Leaders and their Monsters is undeniably stronger.

Bonded Training

Starting when you choose to follow this training style at 3rd level, the affection between you and your monster partners allows you to bolster your Monster's fighting spirit by giving it encouragement. You know the following calls, which be used as bonus actions on your turn and target one of your summoned monsters within 60 feet of you.

"Hang in There!"

One of your Summoned Monsters gains temporary hit points equal to half your trainer level (rounded down) + your Charisma modifier. These temporary hit points last for 1 minute.

"Watch my Back!"

One of your Summoned Monsters moves its speed towards you without provoking opportunity attacks.

"Strike together!"

One of your Summoned Monsters adds your Charisma modifier to damage rolls made against creatures adjacent to you until the start of your next turn.


You can one of these abilities. Once you do, you must finish a short rest before you can do so again.

Friendly Monsters

Starting at 7th level, your monsters learn how to assist you better in social situations. For each of your Monsters, choose Persuasion, Intimidation, or Deception. Your monster gains proficiency in that skill. Additionally, when you make a Persuasion, Intimidation, or Deception check, one of your summoned Monsters can take the aid another action for free if they are proficient in the skill.

Bonded Allies

At 14th level, the bond between you and your Monsters extends to all your allies. You can use the calls from your Bonded Training on any of your allies, rather than just your Monsters. Additionally, you learn the following call, which can be used as a reaction when an ally is targeted by an attack by a creature within 5 feet of it.

"Counterattack!"

The targeted ally can use its reaction to make a single melee weapon attack against the triggering creature.

Freeing Shout

At 18th level, you can give a shout of encouragement to your Monsters to free them from restraining conditions. As a bonus action on your turn, you can allow one of your Monsters to immediately make a saving throw against an effect causing the Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Restrained, or Stunned conditions. Once you use this ability, you can't use it again until you finish a short rest.

Monster Creation

Creating your monster companions is just as important as creating a trainer. Follow this step-by-step process to create a Monster.

Step 1: General Form and Base Stats

Choose what your monster companion looks like. This determines how it moves, its physical appearance, and how it interacts with its environment. Also, choose what kind of natural weapon the Monster uses to attack. Monsters cannot use weapons or armor other than their natural weapons and armor.

The Monster has base stats based on the Monster Template stat block at the end of this section. Choose Strength, Dexterity, or Wisdom. The Ability Score you choose increases by 3. The Monster's Proficiency bonus is equal to yours.

Step 2: Elemental Type

Choose between Fire, Water, Earth, or Air. Your Monster knows two cantrips based on its type, each of which it can cast as an action, and has a Vulnerability and Resistance based on its Type.

Element Weakness Resistance Cantrips
Fire Acid Cold Firebolt, Control Flames*
Earth Cold Lightning Thorn Whip, Druidcraft
Water Lightning Fire Ray of Frost, Shape Water*
Air Fire Acid Shocking Grasp, Gust*

The Monster's Spellcasting ability is Wisdom. Its spell save DC and Spell Attack bonus are as follows:

Spell Save DC: 8 + Proficiency Bonus + Monster's Wisdom Modifier

Spell Attack Bonus: Proficiency Bonus + Monster's Wisdom Modifier

Step 3: Training Points

If you are level 1, skip this step. Otherwise, head to the next section to purchase improvements for you monster using Training Points.


Monster Template

Small Monstrosity, Trainer's Alignment


  • Armor Class 12 + Dexterity Modifier (Natural Armor)
  • Hit Points Constitution Score + Allocated HP
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (0) 6 (-2) 12 (+1) 10 (0)

  • Saving Throws Wisdom, Constitution
  • Skills Perception, Survival
  • Damage Vulnerabilities Element-Based Vulnerability
  • Damage Resistances Element-Based Weakness
  • Senses Darkvision 60'
  • Languages Primordial, Understands Common but does not speak
  • Challenge N/A

Actions

Slam, Scratch, Bite, or other Natural Weapon. Melee Weapon Attack (Proficiency + Str Mod) to hit, Reach 5ft., one target. Hit: 1d8 + (Str Mod) Piercing, Bludgeoning, or Slashing damage.

Training Upgrades

Training upgrades represent all the ways your monsters grow as a result of your training. Monsters will gain new abilities, grow in size, and become more effective in combat as you level up. This section is split into three parts: Spell upgrades, Ability upgrades, and Stat upgrades.

Ability Upgrades

Monsters have various combat abilities they can learn. These are specific to the Monster's Element, and cost 2 points unless they state otherwise. Upgrades can only be taken once per Monster unless they state otherwise.

Fire Abilities

Flickering Body

The Monster can take the Disengage action as a bonus action.

Blaze

When at half its health or below, the Monster adds its Wisdom modifier to damage rolls for spells.

Flash Fire

When the Monster takes fire damage, it can use its reaction to cast Absorb Elements as a spell like ability. Once it uses this ability, it can't use it again until it finishes a short or long rest.

Careful Blast

When the Monster casts a damaging spell with an area of effect and a saving throw, it can choose one creature to have advantage on the saving throw.

Steady Heat

When the Monster rolls a 1 on a damage die for a spell of 1st level or higher, it may reroll that die. It must keep the new result.

Magma Armor

The Monster has immunity to fire damage.

Overheat

The Monster can cause one of its spells to deal additional fire damage to 1 target equal to half your trainer level. If it does, it can't cast spells other than cantrips until it finishes a short or long rest.

Blazing Recovery

By spending a short rest near a source of heat such as a campfire, the monster can choose to empower its next spell. If it does, the next damaging spell it casts deals additional fire damage equal to half your trainer level to one target. Once it does, it can't use this ability again until it finishes a long rest.

Flame Burst (3 points)

When the Monster deals damage to a creature with a spell of 1st level or higher, each creature within 5 feet of that creature takes fire damage equal to the monster's Wisdom Modifier if they were not affected by the spell. A creature can only take this damage once per turn.

Earth Abilities

Pollen Hazard

The monster spews an allergy causing pollen. Creatures within 5 feet of the monster have disadvantage on checks made to concentrate on spells.

Arena Trap

The ground in a 10 ft. radius around the Monster is considered difficult terrain for enemies.

Effect Spore

When the monster is hit with an attack by a creature within 5 feet of it, it can use its reaction to release spores, forcing the creature to make a Constitution saving throw against your spell save DC. On a failure, that creature is poisoned until the end of its next turn.

Sleep Spores

After the Monster deals damage to a creature, that creature falls unconscious as if under the effect of the sleep spell if their remaining hit points are less than the Monster's Spell Attack Bonus.

Harvest (1 point)

At the dawn of each day, the Monster grows 1d4 fruits on its body, which can be harvested without harm to it. When eaten as an action, the fruits restore 1 hit point.

Burrowing

The Monster has a Burrow speed of 20 ft. It does not leave a tunnel behind as it burrows.

Vine Whip

The Monster can use a bonus action to attempt to pull a creature of no more than 1 size category larger than it towards it. It makes a spell attack roll against a creature within 30 feet. On a success, the target is pulled 15 feet towards the Monster.

Tremorsense

The Monster has Tremorsense 10'.

Aromatherapy

The Monster and allies within 10 feet of the Monster have advantage on saving throws against poison.

Ingrain

The Monster can plant its roots in the ground as a bonus action. While planted, it gains temporary hit points equal to its wisdom modifier at the start of each of its turns. However, its speed is reduced to 5 ft. until it retracts its roots as a bonus action.

Grassy Surge

When the Monster is summoned, the overgrowth effect of the Plant Growth spell occurs centered on it with a 15 foot radius.

Lightning Rod

Allies within 10 feet of the Monster have resistance to Lightning damage.

Water Abilities

Freezing Aura

The Monster has an aura of cold in a 5 foot radius around it. Enemies that enter the aura or start their turn in it take cold damage equal to half the Monster's Wisdom modifier (rounded up).

Swift Swim

The Monster has a swim speed of 30 ft. and can breathe water as if it were air.

Water Absorb

The Monster can heal an additional 1d10 + its Constitution modifier hit points if it spends at least one hit die during a short rest which it spends with at least 3/4 of its body submerged in water.

Multiscale

The Monster has resistance to all damage while its current hit points are equal to its maximum hit points.

Huge Power

When the Monster makes a natural weapon attack, it can choose to take a -5 penalty to the attack roll. If it does, the attack deals an additional 10 points of damage if it hits.

Water Bubble

While the Monster is underwater, it creates pockets of air around its allies. When the Monster enters a body of water, up to 10 creatures within 30 feet of the Monster can breathe underwater for up to 30 minutes before they start to drown.

Tidal Rush

If the Monster hits a creature with a melee attack, it can choose to push the creature 5 ft. away from it.

Thick Fat

The Monster has Immunity to cold damage, and is considered naturally acclimated to cold climates.

Ice Fang

The Monster adds half its Wisdom modifier (rounded up) in Cold damage to its natural weapon attacks.

Rough Skin

The first time an attack using a natural weapon hits the Monster in a turn, the attacker takes damage equal to the Monster's Strength modifier.

Shell Armor

The Monster has a base armor class of 14 + your proficiency bonus.

Damp Aura

Allies within 10 feet of the Monster have resistance to Fire damage.

Air Abilities

Flying

The Monster has a 20 ft. fly speed.

Lightning Quick (1 point)

The Monster's speeds increase by 5 ft. This upgrade can be taken up to 4 times.

Gale Wings

The Monster can make 1 natural weapon attack as a bonus action while its current hit points equal its hit point maximum.

Wild Charge

The Monster's natural weapons deal an additional 2 points of lightning damage if it moves at least 30 feet in a straight line towards its target before attacking.

Volt Absorb

The Monster is resistant to lightning damage and immune to effects causing the paralyzed condition.

Illuminate (1 point)

The Monster shines bright light in a 30 foot radius and dim light in a 60 foot radius. This effect can be turned on or off using the Monster's bonus action.

Trickster

The Monster has advantage on attack rolls made against enemies unaware of its presence.

Quick Attack

The Monster does not provoke attacks of opportunity from creatures it has made attacks against this turn. Additionally, the Monster can use either its Strength or Dexterity modifier for attacks and damage with its natural weapons.

Plasma Fists

The Monster's natural weapon attacks deal an additional 1 point of lightning damage on a hit. When the monster scores a critical hit using a natural weapon, the target must make a Constitution saving throw against the Monster's spell save DC. On a failure, they are paralyzed until the end of their next turn.

Focus Energy

The Monster's natural weapons score a critical hit on a roll of 19 or 20.

Stat Upgrades

Any Monster can take these upgrades. These upgrades can be selected multiple times if it makes sense given the upgrade's effect. They cost 1 point unless stated otherwise.

Skill

The Monster becomes proficient in the Athletics, Acrobatics, Intimidation, Performance, or Stealth skill.

Saving Throw (2 points)

The Monster becomes proficient in one type of saving throw it is not already proficient in.

Ability Score Increase

The Monster's Strength, Dexterity, or Wisdom score increases by 1 for every point spent on this upgrade. This upgrade can't increase a score above 18, or 20 if you are of at least 8th level. If this upgrade is selected as one of the upgrades Overcharge Monster grants, the maximum for each score is 24.

Size Increase (2 points)

The Monster's size increases by 1 step, to a maximum of large. Its damage die increases by 1 step. If this upgrade is being selected as one of the upgrades Overcharge Monster grants, the maximum size is Huge rather than Large.

Finesse

The Monster can use either its Strength or Dexterity modifier for attacks and damage with its natural weapons.

Mold Breaker

The Monster's natural weapons count as magical for the purposes of overcoming damage resistance.

Expanded Mind

The Monster learns one spell from its elemental spell list. This spell must be of a level you have spell slots for (through innate or bonded casting), and does not count against the total spells the monster knows.

This spell can be replaced with another spell on the monster's spell list that you have spell slots for when you gain a level in this class.

Multiattack (2 points)

The Monster gains the following action:

Multiattack. The Monster makes 2 attacks using its natural weapons.

You must be of at least 5th level to choose this upgrade. You can take this upgrade twice. You must be of at least 11th level to do so. When you do, the multiattack action increases to 3 attacks, rather than 2.

Wonder Guard (3 points)

The Monster has resistance to nonmagical piercing, slashing, and bludgeoning damage. This upgrade can only be selected using training points granted by Overcharge Monster.


Spell Lists by Element


Air Spells
1st Level
  • Catapult
  • Expeditious Retreat
  • Jump
  • Feather Fall
  • Fog Cloud
  • Thunderous Smite
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Dust Devil
  • Earthbind
  • Gust of Wind
  • Invisibility
  • Misty Step
  • Warding Wind
3rd Level
  • Fly
  • Gaseous Form
  • Haste
  • Nondetection
  • Sending
  • Thunder Step
  • Wind Wall
4th Level
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Storm Sphere
5th Level
  • Control Winds
  • Far Step
  • Steel Wind Strike
  • Wall of Force
6th Level
  • Investiture of Wind
  • Wind Walk
  • Chain Lightning
7th Level
  • Reverse Gravity
  • Teleport
  • Whirlwind
8th Level
  • Control Weather
  • Power Word Stun
9th Level
  • Time Stop
Earth Spells
1st Level
  • Cure Wounds
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Goodberry
2nd Level
  • Barkskin
  • Healing Spirit
  • Locate Animals or Plants
  • Maximillian's Earthen Grasp
  • Prayer of Healing
  • Spike Growth
3rd Level
  • Erupting Earth
  • Mass Healing Word
  • Meld into Stone
  • Plant Growth
  • Revivify
  • Wall of Sand
4th Level
  • Aura of Life
  • Grasping Vine
  • Stone Shape
  • Stoneskin
5th Level
  • Mass Cure Wounds
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
6th Level
  • Bones of the Earth
  • Heal
  • Investiture of Earth
  • Move Earth
  • Wall of Thorns
7th Level
  • Regenerate
  • Resurrection
8th Level
  • Animal Shapes
  • Earthquake
9th Level
  • Mass Heal
Fire Spells
1st Level
  • Burning Hands
  • Chromatic Orb (Fire Only)
  • Color Spray
  • Faerie Fire
  • Hellish Rebuke
  • Searing Smite
2nd Level
  • Agnazzar's Scorcher
  • Continual Flame
  • Dragon's Breath
  • Flaming Sphere
  • Flame Blade
  • Heat Metal
  • Pyrotechnics
3rd Level
  • Blinding Smite
  • Call Lightning
  • Daylight
  • Fireball
  • Stinking Cloud
4th Level
  • Elemental Bane (Fire Only)
  • Fire Shield
  • Sickening Radiance
  • Wall of Fire
5th Level
  • Cloudkill
  • Conjure Elemental (Fire Only)
  • Dawn
  • Flame Strike
  • Immolation
  • Wall of Light
6th Level
  • Disintegrate
  • Investiture of Flame
  • Sunbeam
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Fire Storm
  • Prismatic Spray
8th Level
  • Incendiary Cloud
  • Sunburst
9th Level
  • Meteor Swarm
Water Spells
1st Level
  • Armor of Agathys
  • Compelled Duel
  • Create or Destroy Water
  • Grease
  • Ice Knife
  • Mage Armor
  • Shield
  • Shield of Faith
2nd Level
  • Hold Person
  • Magic Weapon
  • Snilloc's Snowball Storm
  • Warding Bond
  • Web
3rd Level
  • Elemental Weapon (Cold Only)
  • Sleet Storm
  • Slow
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Control Water
  • Otiluke's Resilient Sphere
  • Watery Sphere
5th Level
  • Creation (Makes objects out of Ice Only)
  • Hold Monster
  • Wall of Force
6th Level
  • Investiture of Ice
  • Otiluke's Freezing Sphere
  • Tenser's Transformation
  • Wall of Ice
7th Level
  • Forcecage
  • Sequester
8th Level
  • Control Weather
  • Tsunami
9th Level
  • Storm of Vengeance
 

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