Digi-Destined/Tamer (Digimon Supplement)
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Creating a Digi-Destined or Tamer[edit]
A group of the 8 Digi-Destined from Digimon: Adventure (1999). Digimon Adventure |
- Quick Build
You can make a Digi-Destined or Tamer quickly by following these suggestions. Firstly, Intelligence should be your highest ability score, followed by Charisma, then Wisdom.
Class Features
As a Digi-Destined/Tamer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Digi-Destined/Tamer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Digi-Destined/Tamer level after 1st
- Proficiencies
Armor: Light
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom or Charisma, and Intelligence or Constitution
Skills: Choose three: History, Investigation, Nature, Animal Handling, Survival, Perception, Performance, Persuasion, Intimidation, and Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- common clothes
- (a) any two simple weapons (Including Modern Weapons, and possibly Futuristic Weapons in some campaigns) or (b) any one martial weapon (Including Modern Weapons, and possibly Futuristic Weapons in some campaigns)
- (a) A dungeoneer's pack or (b) An explorer's pack
- Any Model Digivice
- D-Pad
- If you are using starting wealth, you have 4d4 x 10 GP in funds.
Level | Proficiency Bonus |
Features | Digivice Energy | Unarmed Damage Die | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Orders, Digi-Egg, Digivice Energy | 1 + Cha Mod | 1d4 | - |
2nd | +2 | Digivolution, Digi-Vice Blast | 2 + Cha Mod | 1d4 | +10 Feet |
3rd | +2 | Digivolution(2), Tamer Path | 3 + Cha Mod | 1d4 | +10 Feet |
4th | +2 | Ability Score Improvement | 4 + Cha Mod | 1d4 | +10 Feet |
5th | +3 | Orders(2), Digivolution(3), Digimon Training | 5 + Cha Mod | 1d4 | +10 Feet |
6th | +3 | Tamer Path, Digi-Vice Restrain | 6 + Cha Mod | 1d4 | +15 Feet |
7th | +3 | D-Port | 7 + Cha Mod | 1d4 | +15 Feet |
8th | +3 | Ability Score Improvement | 8 + Cha Mod | 1d4 | +15 Feet |
9th | +4 | Orders(3), Digivolution(4) | 9 + Cha Mod | 1d4 | +15 Feet |
10th | +4 | Tamer Path | 10 + Cha Mod | 1d6 | +20 Feet |
11th | +4 | Digi-Vice Purify | 11 + Cha Mod | 1d6 | +20 Feet |
12th | +4 | Ability Score Improvement | 12 + Cha Mod | 1d6 | +20 Feet |
13th | +5 | Digi-Vice Tame | 13 + Cha Mod | 1d6 | +20 Feet |
14th | +5 | Orders(4), Digivolution(5) | 14 + Cha Mod | 1d6 | +25 Feet |
15th | +5 | Partner Warp Evolution, Tamer Path | 15 + Cha Mod | 1d6 | +25 Feet |
16th | +5 | Ability Score Improvement | 16 + Cha Mod | 1d6 | +25 Feet |
17th | +6 | Tamer Path | 17 + Cha Mod | 1d6 | +25 Feet |
18th | +6 | Digivolution(6) | 18 + Cha Mod | 1d6 | +30 Feet |
19th | +6 | Ability Score Improvement, Jogress | 19 + Cha Mod | 1d6 | +30 Feet |
20th | +6 | Partner Warp Evolution(2), Tamer Path | 20 + Cha Mod | 1d8 | +30 Feet |
Digi-Egg[edit]
Starting at 1st level, your arrival into the Digital World has allowed you to gain a mysterious Egg. This Egg will belong to a Tamer Digimon family. Usually, you only get 1 Digi-Egg naturally, and others obtained have very high chances to hatch into Digimon that won't fall under Tamer Digimon.
Orders[edit]
Starting at 1st level, you can use your Digi-Vice to give 2 Commands to your Digimon. While Digimon can act independently, giving out Orders can allow your Partner Digimon to undergo specific actions that a Digimon normally wouldn't be able to do, or may not have done at that moment.
At 5th level, you can use your Digi-Vice to give 3 Commands. At 9th Level, you can use your Digi-Vice to give 4 Commands. At 14th Level, you can use your Digi-Vice to give 5 Commands.
Commands[edit]
Commands are actions you can tell your Digimon Partner to take specifically, though performing a Command may cost Digi-Vice Energy. You can obtain different Commands through a variety of ways, the most common being through reaching Digi-Destined/Tamer Levels as shown in the chart above. The following is the list of Commands you can give to your Digimon:
- Attack - For 1 Digi-Vice Energy, your Digimon Partner will make an Attack as a Free Action. This lets you use one of Digimon's Attacks.
- Defend - For 1 Digi-Vice Energy, your Digimon Partner will be under the effects of the Dodge action as a Bonus Action.
- Digivolve - Depending on the Digimon, your partner may or may not be able to undergo Digivolutions. Each Digivolution will take a different amount of Digi-Vice Energy depending on the Digivolution being undergone. A Digivolve Action will take your Digimon Partners full turn and they can only go up by 1 stage per turn (Child -> Adult. Adult -> Perfect. Perfect -> Ultimate.). Unless stated otherwise, the following Digivolutions take the listed Digi-Vice Energy:
- Adult Digivolution - 1 Digi-Vice Energy
- Perfect Digivolution - 3 Digi-Vice Energy
- Ultimate Digivolution - 5 Digi-Vice Energy
- Digirevert - Depending on the Digimon, your partner may or may not be able to return to a lower-stage form to conserve energy. Digi-Reverting can be done as a Bonus Action to go down 1 stage, or a Full-Turn action to go down 2 Stages. (Ultimate -> Perfect, Perfect -> Adult, Adult -> Child, Child -> Baby II, Baby II -> Baby I.)
Digi-Vice Energy[edit]
Starting at 1st level, you can use your Digivice allows you to harness Digital Energy. Your access to this energy is represented by a number of Digi-Vice Energy. Your Digi-Vice Energy is calculated by adding the Digi-Vice Points Column of the Digi-Destined/Tamers table to your Charisma modifier.
This Energy can be used to fuel various features, hereon referred to as Digi-Features. At 1st Level, you simply have access to this Energy but no way to put it to use other than through a command.
When you spend a Digi-Vice Energy, it is unavailable until you finish a short or long rest. At the end of a long rest, you regenerate all expended Digi-Vice Energy, while once per day at the end of a short rest you may regenerate a number of Digi-Vice Energy equal to your level.
Some of your Digi-Features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
- Digi-Vice Energy effect save DC = 10 + your proficiency bonus + your Charisma modifier
- Digi-Vice Energy attack modifier = Your proficiency bonus + Charisma modifier
Digivolution[edit]
Starting at 2nd level, your Tamer Digimon can undergo a process of metamorphosis called Digivolution. This process makes them far stronger and allows them to become creatures that mere humans usually can't compete against, but other Digimon can. Your Digi-Egg hatches and becomes one of the Tamer Digimon Baby I Digimon. The Tamer Digimon Baby I Digimon Form is chosen at random, as listed at the end of this page. Usually, Partner Evolution isn't permanent and can be reverted if willed upon by the Tamer or if the Digimon is capable, they can undergo another Digivolution.
Starting at 3rd Level, your Tamer Digimon will digivolve into a Tamer Digimon Baby II Digimon. The Tamer Digimon Baby II Digimon Form is chosen at random, as listed on the Baby I Digimon's Page.
Starting at 5th level, your Tamer Digimon will digivolve into a Tamer Digimon Child Digimon. The Tamer Digimon Child Digimon Form is chosen at random, as listed on the Baby II Digimon's Page.
Starting at 9th level, your Tamer Digimon CAN digivolve into a Tamer Digimon Adult Digimon if you use the Command Digivolve action. The Adult Form it can digivolve into varies greatly and does not have to be the same every time. The Adult Forms each require specific Digimon to meet specific requirements in order to Digivolve into them, as listed on the Child Digimon's Page. The Adult Form lasts for 18 Seconds.
Starting at 14th level, your Tamer Digimon CAN digivolve into a Tamer Digimon Perfect Digimon if you use the Command Digivolve action. The Perfect Form it can digivolve into varies greatly and does not have to be the same every time. The Perfect Forms each require specific Digimon to meet specific requirements in order to Digivolve into them, as listed on the Child / Adult Digimon's Page. The Perfect Form lasts for 24 seconds. Additionally, the time your Digimon may stay in the Adult Form increases to 30 Seconds.
Starting at 18th level, your tamer Digimon CAN digivolve into a Tamer Digimon Ultimate Digimon if you use the Command DIgivolve action. The Ultimate Form it can digivolve into varies greatly and does not have to be the same every time. The Perfect Forms each require specific Digimon to meet specific requirements in order to Digivolve into them, as listed on the Child / Adult / Perfect Digimon's Page. The Ultimate Form lasts for 30 seconds. Additionally, the time your Digimon may stay in the Perfect Form increases to 48 Seconds. Additionally, the time your Digimon may stay in the Adult Form increases to 1 Minute.
Digi-Vice Blast[edit]
Starting at 2nd level, you can manifest the Digi-Vice Energy into an attack. By spending 1 Digi-Vice Energy you can fire a beam of Digital Energy. All creatures in a 60 ft. long, 25 ft. wide line must make a Charisma saving throw. If they fail, they take 2d10 radiant damage. On a success, they take half as much damage. You can increase this damage by 1d10 for every additional Digi-Vice Energy spent, increase its length by 10 ft., and increase its width by 5 ft.
Tamer Path[edit]
Starting at 3rd level, your Digi-Vice gains a feint hue indicating that you can select a path for yourself, all detailed under Tamer Paths. You gain new features from your path at 6th, 10th, 15th, 17th, and 20th level.
Ability Score Improvement[edit]
Starting at 4th level, and again at 8th, 12th, and 16th 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. If you do, you may choose to take a Digital Feat.
Digimon Training[edit]
Starting at 5th level, you may train your Digimon to increase one of their ability scores of your choice by 2, or two of their ability scores of your choice by 1. You can't increase an ability score above 30 using this feature. You may also train your Digimon to increase their Hit Point Maximum by 1d8 for every hour of training the Digimon does. Every 3 Hours of Training, your Digimon gains 1 Level of Exhaustion. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. If you do, you may choose to take a Digital Feat. You may only train your Digimon once for a maximum of 8 hours with a minimal of 1 hour training, regaining use of this feature at the end of a Long Rest for both you and your Digimon.
Digi-Vice Restrain[edit]
Starting at 6th level, you can manifest the Digi-Vice Energy to restrain other Digimon. By initially spending 1 Digi-Vice Energy as a cost, you fire a whip of Digital Energy. One creature in a 60 ft. long, 25 ft. wide sphere must make a Charisma saving throw. If they fail, they gain the Restrained and Stunned status condition for 1d3 Minutes. At the start of the creature's turn, they may make a Charisma Saving Throw, ending the status conditions early on a success, with nothing happening on a failure.
D-Port[edit]
Starting at 7th level, you've learned how to manifest the Digi-Vice Energy to either return back to the Human World, travel throughout the Digital World, or enter the Digital World if you're in the Human World. By spending 7 Digi-Vice Energy and through Concentration for 1 Minute, you make a portal to the Human World that stays open for 1 Minute, or until 7 Humans and 7 Digimon go through it. Likewise, by Spending 7 Digi-Vice Energy and through Concentration for 1 Minute, you make a portal to the Digital World that stays open for 1 Minute or until 7 Humans and 7 Digimon go through it. By spending 3 Digi-Vice Energy while in the Digital World you can make a portal instantly to another part of the Digital World.
Digi-Vice Purify[edit]
Starting at 11th level, you can manifest the Digi-Vice Energy to purify a Digimon of a status condition. For 8 Digi-Vice Energy your Digivice shoots an energy beam at one Digimon of your choice, ending the following effects if any are affecting the Digimon: Blinded, Deafened, Paralyzed, Petrified, Poisoned, Stunned, Berserk, Bloodlust, Burning, Burned, Chilled, Envenomed, Frozen, Hallucinating, Inebriated, Rasped, Sick, Slowed, Staggered, and any diseases affecting the target.
Digi-Vice Tame[edit]
Starting at 13th level, you've learned how to Tame other Digimon. When you come across a Digimon not owned by a Tamer/Digi-Destined, you may make an Animal Handling Check/Roll with a DC depending on the Digimon's Level. Upon success, that Digimon becomes charmed by you for 1 Minute. You can only charm up to 3 Digimon at any one time.
- Baby I - DC 5
- Baby II - DC 10
- Child - DC 15
- Adult - DC 20
- Perfect - DC 25
- Ultimate - DC 30
Partner Warp Evolution[edit]
Starting at 15th level, you gain a new Command option to Warp Evolve. As your Digimon's bonus action, for 3 Digi-Vice Energy, your Digimon can Warp Evolve to its Perfect form.
Starting at 20th level, your Warp Evolve Command is increased in efficiency. As your Digimon's bonus action, for 5 Digi-Vice Energy your Digimon can Warp Evolve to its Ultimate form.
Jogress[edit]
Starting at 19th level, when you find a Tamer and their Partner-Digimon who can be in complete sync with you and your Partner-Digimon, you can undergo Digimon Jogress, also known as Joint Evolution. Most Digimon can't undergo this special power-up, but for those who can it makes them stronger than the majority can ever dream, sometimes allowing the Jogress Digimon to digivolve further than thought possible. Each Tamer must spend 10 Digi-Vice Energy and then their two Digimon will merge, creating a new more powerful Digimon. The Jogress Digimon has an advantage on all Attack Rolls and takes the highest Ability Scores of each of its component Digimon. The Jogress Digimon has the added Hit Point Maximum of both components Digimon * 3. Jogress Digimon lasts for 1 Minute, and at the end of that 1 Minute, the Jogress Digimon returns back to the two Digimon it's made of, with both Digimon being inflicted 3 Levels of Exhaustion.
Tamer Paths[edit]
All Digi-Destined/Tamers follow one of the following paths. By taking a subclass, you gain its Unique Class Digivice Function, listed at the bottom of its path description. Features that require a form of maintenance at the end of each of your turns, such as the loss of hit points, loss of Digi-Vice Energy, or creation/loss of Digi-Vice Energy, immediately end if you become unconscious.
At 3rd level, you chose one of the following subclasses:
Tamer Digimon[edit]
Upon reaching 2nd Level, your Digi-Egg will hatch into any Digimon and become a "Partner Digimon". These Digimon use the Digital Monster class but cannot undergo any Digivolution above Child Level without their Digi-Destined/Tamer.
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