My son is four and he was watching Pokémon today. While I was watching with him, I starting thinking about our group’s ongoing D&D exploits and realized that my players tend to believe that they HAVE TO HAVE A HEALER in the group.


They just need to remember to use the local Pokémon Center.

No, really.

I should explain?

Okay, you asked for it.

A Pokémon Center ( ポケモンセンター) is a type of service in Pokémon that provides regulatory services for Pokémon Trainers. Pokémon Centers are found in most towns and cities of the Pokémon world; every major city or town holds a Pokémon Center. Some Pokémon Centers can be found outside of towns next to large forests or caves. Pokémon Centers are built where many Trainers gather and the area becomes popular. This is to accommodate those Trainers in need and serve as a resting spot. The most common service the Pokémon Center offers is healing Pokémon free of charge.

As we all know, spellcasting services are available during adventures.  Any settlement the size of a town or larger can offer some spellcasting services. Characters need to be able to travel to the settlement to obtain these services. Alternatively, if the party finishes an adventure, they can be assumed to return to the settlement closest to the adventure location.

Spell services generally available include healing and recovery spells, as well as information-gathering spells. Other spell services might be available as specified in the adventure. The number of spells available to be cast as a service is limited to a maximum of three per day total, unless otherwise noted.

Sounds kind of like a Pokémon Center to me. Are you buying into it yet?

So the adventurers rolls into town, dragging themselves to the local Pokémon Center for some help from Nurse Joy. I mean, actually calling it a Pokémon Center in the game might just be silly so you can call it whatever you like. Here are some suggestions:


  1. Nurse Joy’s Healing Emporium
  2. The Bent Copper Healing and More
  3. The Slippery Rock Stitchery
  4.  Thumb and Hammer Chop Shop
  5.  White Willow Medical Clinic
  6. Gentle Repose Medical Center
  7. Heartstone Hospital
  8. Happy Endings Emergency Care
  9. St. Ambrose’s Respite
  10. Heckem Slashem Hospital

Anyway, Sometimes bad things happen, and characters get poisoned, diseased, or die. These are the services that are supposed to be available in most towns within the D&D 5th edition world:

Spellcasting Services and Cost
Cure wounds (1st level) 10 gp
Identify 20 gp
Lesser restoration 40 gp
Prayer of healing (2nd level) 40 gp
Remove curse 90 gp
Speak with dead 90 gp
Divination 210 gp
Greater restoration 450 gp
Raise dead 1,250 gp

A character still affected by diseases, poisons, and other similar effects at the conclusion of an adventure can spend downtime days recuperating until such time as he or she resolves the effect to its conclusion. If a character doesn’t resolve the effect between sessions, that character begins the next session still affected by the debilitating effect.

So their best course of action is ..wait for it … to go to see Nurse Joy at the Pokémon Center!

A character who dies during the course of the adventure has a few options at the end of the session (or whenever arriving back in civilization) if no one in the adventuring party has immediate access to a raise dead or revivify spell, or similar magic.

A character subject to a raise dead spell is affected negatively until all long rests have been completed during an adventure. Alternatively, each downtime day spent after raise dead reduces the penalty to attack rolls, saving throws, and ability checks by 1, in addition to any other benefits the downtime activity might provide.

So again … their best course of action is to go to see Nurse Joy at the Pokémon Center!

So even though you might not want to refer to the local place of healing as a Pokémon Center, that’s what I decided to ramble about today while I blogged. I’m going to have to work a “Nurse Joy” into one of my sessions soon.

Have fun out there and keep rollin’ sixes!




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