Digital Monster (Digimon Supplement)

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Creating a Digital Monster[edit]

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An Ultimate Digimon apart of the Royal Knights group, Alphamon. Digimon Adventure: Tri
Quick Build

You can make a Digital Monster or Tamer quickly by following these suggestions. Firstly, Charisma should be your highest ability score, followed by Dexterity, then Intelligence.


Design Note: If you are playing as a Partner Digimon, some features may be unavailable to you, such as Digivolving on your own. You still gain features from this class normally, with the exception of any features that specifically state they aren't accessible to Partner Digimon.

Class Features

As a Digital Monster you gain the following class features.

Hit Points

Hit Dice: 1d12 per Digital Monster level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Digital Monster level after 1st

Proficiencies

Armor: Light, Medium, Heavy
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Charisma, Intelligence, and Strength or Dexterity
Skills: Choose three: Acrobatics, Athletics, Arcana, History, Insight, Perception, Survival, Persuasion, Intimidation, Deception, Stealth and Sleight of Hand

Equipment

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

  • common clothes
  • If you are using starting wealth, you have 4d4 x 100 Bits in funds.

Table: The Digital Monster

Level Proficiency
Bonus
Features Digi-Energy Technique Basic Digi-Fu Unarmored Movement
1st +2 Digivolution, Digi-Energy, Basic Digi-Fu, Unarmored Defense 3 + Cha Mod 1 + Cha Mod + Proficiency Bonus 1d6 -
2nd +2 Digivolution(2), Unarmored Movement 6 + Cha Mod 2 + Cha Mod + Proficiency Bonus 1d6 +10 Feet
3rd +2 Digivolution(3), Deflect Missile, Digi-Path 9 + Cha Mod 3 + Cha Mod + Proficiency Bonus 1d6 +10 Feet
4th +2 Ability Score Improvement, Training, Extra Attack 12 + Cha Mod 4 + Cha Mod + Proficiency Bonus 1d6 +10 Feet
5th +3 Digi-Energy Strike 15 + Cha Mod 5 + Cha Mod + Proficiency Bonus 1d8 +10 Feet
6th +3 Digi-Belief, Digitection, Digi-Path 18 + Cha Mod 6 + Cha Mod + Proficiency Bonus 1d8 +15 Feet
7th +3 Resistant, Digi-Speed 21 + Cha Mod 7 + Cha Mod + Proficiency Bonus 1d8 +15 Feet
8th +3 Ability Score Improvement, Unarmored Movement(2) 24 + Cha Mod 8 + Cha Mod + Proficiency Bonus 1d8 +15 Feet
9th +4 Digi-Charge, Digi-Path 27 + Cha Mod 9 + Cha Mod + Proficiency Bonus 1d10 +15 Feet
10th +4 Extra Attack(2), Digi-Skill 30 + Cha Mod 10 + Cha Mod + Proficiency Bonus 1d10 +25 Feet
11th +4 Mastered Digi-Speed, Digi-Charge(2) 32 + Cha Mod 11 + Cha Mod + Proficiency Bonus 1d10 +25 Feet
12th +4 Ability Score Improvement, Mastered Digitection, Digi-Path 34 + Cha Mod 12 + Cha Mod + Proficiency Bonus 1d10 +25 Feet
13th +5 Mastered Digi-Energy 36 + Cha Mod 13 + Cha Mod + Proficiency Bonus 1d12 +25 Feet
14th +5 Digivolution(4), Super Technique, Extra Attack(3) 38 + Cha Mod 14 + Cha Mod + Proficiency Bonus 1d12 +35 Feet
15th +5 Resistant(2), Limit Break, Digi-Path 40 + Cha Mod 15 + Cha Mod + Proficiency Bonus 1d12 +35 Feet
16th +5 Ability Score Improvement, Advanced Training 42 + Cha Mod 16 + Cha Mod + Proficiency Bonus 1d12 +35 Feet
17th +6 Mastered Digi-Energy Strike 44 + Cha Mod 17 + Cha Mod + Proficiency Bonus 2d8 +35 Feet
18th +6 Advanced Training 46 + Cha Mod 18 + Cha Mod + Proficiency Bonus 2d8 +45 Feet
19th +6 Ability Score Improvement, Digi-Belief(2) 48 + Cha Mod 19 + Cha Mod + Proficiency Bonus 2d8 +45 Feet
20th +6 Digi-Path 50 + Cha Mod 20 + Cha Mod + Proficiency Bonus 2d8 +45 Feet

Digi-Energy[edit]

Starting at 1st level, your mere existence has allowed you to tap into the energy that your harness, known as Digi-Energy. This energy is represented by a number of Digi-Energy, of which is calculated by adding the Digi-Energy Column of the Digital Monsters table to your Charisma modifier. The Digi-Energy can be fueled for several features, such as Techniques, Feats, or Class Features.

At 1st level, you may only know the Basic Techniques. You know a number of Techniques equal to adding the Technique Column of the Digital Monsters table to your Charisma Modifier and Proficiency bonus.

You may gain Super Techniques starting at 14th level. If you are using the Beyond 20th Level Variant Rule, you gain Advanced Techniques starting at 25th level, Ultimate Techniques starting at 40th level, Mega Techniques starting at 50th level, and Unknown Techniques starting at 55th level.

When you spend a Digi-Energy, it is unavailable until you finish a short or long rest. At the end of a short rest, you regain Digi-Energy equal to your Digital Monster Level + your proficiency bonus + your Charisma modifier. At the end of a long rest, you regain all expended Digi-Energy. Some features or techniques allow you to alter how you regain Digi-Energy.

Some of your Digi-Energy features or just features in general require your target to make a saving throw to resist the feature’s effects. Additionally, unless stated otherwise, techniques from this class and subclasses use the Digi-Energy attack modifier. The saving throw DC and Digi-Energy attack modifier is calculated as follows unless stated otherwise:

Digi-Energy effect save DC = 10 + your proficiency bonus + your Charisma modifier
Digi-Energy attack modifier = your proficiency bonus + Charisma modifier
Charging[edit]

Techniques that require charging are considered fully charged on initiative count 20(losing all ties), X rounds after you use your action to begin charging, where X represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. While charging, you can move using your movement speed unless otherwise stated. Firing a charged feature can be done as a free action, or as a reaction to it becoming fully charged. For every round you charge a Technique, you may add your Digi-Energy attack modifier bonus to its damage an additional time. If you are attacked while charging a technique, you must make a concentration check equal to your Digi-Energy effect save DC - 4.

  • For example if my Digi-Energy effect save is 20, I have a DC of 16 on the concentration check.

Digivolution[edit]

Starting at 1st level, you hatch from a Digi-Egg and undergo a process called Digivolution. This process changes you entirely and allows you to become a new Digimon, typically chosen by your DM. At 1st level and following hatching from a Digi-Egg, you become a Baby I Digimon and all of your ability scores increase by 2, to a maximum of 20. If you are a Partner Digimon, you become a Baby I Digimon when your Tamer reaches Digi-Destined/Tamer Class Level 2. You still gain these benefits after you digivolve.

Starting at 2nd level, you Digivolve straight into a Baby II Digimon. This digivolution is permanent and is typically chosen by your DM. After digivolving into a Baby II Digimon all of your Ability Scores increase by 2, to a maximum of 20. If any Ability Score is at 20 already, you may gain a feat instead. Additionally, you gain a permanent +1 bonus to your attack and damage rolls. If you are a Partner Digimon, you become a Baby II Digimon when your Tamer reaches Digi-Destined/Tamer Class Level 3. You still gain these benefits after you digivolve.

Starting at 3rd level, you Digivolve straight into a Child Digimon. This digivolution is permanent and is typically chosen by your DM. After digivolving into a Child Digimon all of your Ability Scores increase by 2, to a maximum of 25, and your Ability Score maximum is increased by 5 to 25 for each Ability Score. Additionally, you gain a permanent +1 bonus to your attack and damage rolls. If you are a Partner Digimon, you become a Child Digimon when your Tamer reaches Digi-Destined/Tamer Class Level 5. You still gain these benefits after you digivolve.

Starting at 14th level, you Digivolve straight into an Adult Digimon. This digivolution is permanent and is typically chosen by your DM. After digivolving into an Adult Digimon, all of your Ability Scores increase by 3, to a maximum of 25. If any Ability Score is at 25 already, you may gain a feat instead. Additionally, you gain a permanent +2 bonus to your attack and damage rolls. If you are a Partner Digimon, you can digivolve into an Adult Digimon when your Tamer reaches Digi-Destined/Tamer Class Level 9. If you are a Partner Digimon, Digivolving to Adult and above is impossible alone and can only be done through a Tamer. If you are a Partner Digimon, Digivolving to Adult is not permanent, but you gain these benefits while classified as an Adult Digimon, though lose them immediately if you de-digivolve.

Basic Digi-Fu[edit]

Starting at 1st level, you have a pretty basic comprehension of fighting through the arts of Digi-Fu with unarmed strikes.

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Digital Monster levels, as shown in the Basic Digi-Fu column of the Digital Monster table.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike.
  • If you use the Attack action with an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense[edit]

Starting at 1st level, while wearing no armor or wielding no shield, your AC equals 10 + your Charisma modifier + your Dexterity modifier.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet. This bonus increases when you reach certain Digital Monster levels, as shown in the table.

Starting at 8th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missile[edit]

Starting at 3rd level, you can use your reaction to deflect or catch a ranged attack when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your Digital Monster level. If you reduce the damage to 0, you can catch the ranged attack if it is small enough for you to hold in at least one hand, at most two hands, and you have at least the number of hands free. If you catch a ranged attack in this way, you can spend 1 Digi-Energy to make a ranged attack with the ranged attack you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your current proficiencies, and the attack has a normal range of 20 feet and a long range of 60 feet.

Digi-Path[edit]

Starting at 3rd level, you choose what Path you would like to follow, all detailed under Digi-Paths. You gain new features from your path at 6th, 9th, 12th, 15th, and 20th level.

Additionally, if you are using the Beyond 20th Level Variant Feature, you may choose an additional Path to follow at 21st level, gaining the next feature at the 27th, 33rd, 39th, 45th, 51st, and 57th level.

Ability Score Improvement[edit]

Starting at 4th level, and again at 8th, 12th, 16th, and 20th 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, while classified as a Child Digimon, you can't increase an ability score above 20 using this feature. If you are of the X-Antibody Digimon Subrace and a Child Digimon, you can't increase an ability score above 30 using this feature. While classified as an Adult Digimon, you can't increase an ability score above 30 using this feature. While classified as an X-Antibody Digimon Subrace Adult Digimon, you can't increase an ability score above 40 using this feature.

If you are classified as a Perfect Digimon, you can't increase an ability score above 40 using this feature. If you are of the X-Antibody Digimon Subrace and a Perfect Digimon, you can't increase an ability score above 50 using this feature. If you are classified as an Ultimate Digimon, you can't increase an ability score above 50 using this feature. If you are of the X-Antibody Digimon Subrace and an Ultimate Digimon, you can't increase an ability score above 60 using this feature.

When gaining an ability score increase, you may opt to lose a +2 (or the +1 in two Ability Scores) from this bonus. In return, you may gain a feat of your choice.

Training[edit]

Starting at 4th level, you can harness the ability to train productively as you're getting used to your body. You can take 5 hours to train, and it all must be done at once. You can do 6 different types of training, each one providing different results. You can only train once without a training bonus, and cannot train again until the current training bonus has worn off.

Strength Training = You spent 5 hours training your Strength in different ways, which allows you to increase your Strength Ability Score by +2 for 2d10 hours.
Dexterity Training = You spent 5 hours training your Dexterity in different ways, which allows you to increase your Dexterity Ability Score by +2 for 2d10 hours.
Constitution Training = You spent 5 hours training your Constitution in different ways, which allows you to increase your Constitution Ability Score by +2 for 2d10 hours.
Intelligence Training = You spent 5 hours training your Intelligence in different ways, which allows you to increase your Intelligence Ability Score by +2 for 2d10 hours.
Wisdom Training = You spent 5 hours training your Wisdom in different ways, which allows you to increase your Wisdom Ability Score by +2 for 2d10 hours.
Charisma Training = You spent 5 hours training your Charisma in different ways, which allows you to increase your Charisma Ability Score by +2 for 2d10 hours.

Extra Attack[edit]

Starting at 4th level, whenever you take the attack action, you can attack twice instead of once. Starting at 10th level, whenever you take the attack action, you can attack three times instead of once. Starting at 14th level, whenever you take the attack action, you can attack four times instead of once.

Digi-Energy Strike[edit]

Starting at 5th level, as long as you have at least 1 Digi-Energy, you may spend 1 Digi-Energy as a bonus action at the start of your turn, turning all of the unarmed strikes that you make for the rest of the turn to count as magical for the purpose of overcoming resistances.

Digi-Belief[edit]

Starting at 6th level, you've developed a Digi-Belief; core beliefs you follow as a Digimon that represent your own personal feelings. There are several Digi-Beliefs, each one a representation of an attribute in some way. Courage, Friendship, Love, Sincerity, Knowledge, Reliability, Hope, Light, Kindness, Miracles, and Destiny. These beliefs highlight one of the core attributes you've discovered in yourself. Starting at 19th level, you may select an additional Digi-Belief as long as it is different from any of the Digi-Belief you already have.

"No matter what...my courage will guide me!" = Digi-Belief Courage
  • You have courage in your actions, no matter what. As an additional reaction to being targeted by an attack roll or saving throw, you may cause the attack to hit you, or you may fail the saving throw, but reduce the damage to half. You may only use this feature once per turn, and only three times per day, regaining all uses of this feature at dawn.
"Please...be my friend!" = Digi-Belief Friendship
  • You believe that each action can motivate someone to become your friend, no matter what. After rolling combat initiative, you may take a turn immediately to try and convince the creature you're fighting to just talk this out. The creature must make a Charisma Saving Throw with a DC equal to your Digi-Energy saving throw dc with disadvantage, being charmed by you for 1 minute on a success, nothing happening on a failure. As long as you don't take the attack action since rolling for initiative, you may retry this at the start of each of your turns. You may attempt to charm a creature in this way once per turn as an action, and only twice per day, excluding the initial attempt through initiative, regaining all uses of this feature at dawn.
"Because...I love you!" = Digi-Belief Love
  • You believe that each action you perform is done out of love, no matter what. When you reduce a creature to 0 Hit Points but do not outright kill them, you may make a Charisma Saving Throw with a DC equal to that Creatures Level or CR. On a success, that creature regains 1 Hit Point and loses the Unconscious Status Condition if they have it, succeeding all their death rolls as well. Additionally, that creature is charmed by you for the next 1 hour and regards you as True Love for the next 1 Hour, willing to do almost anything for you within reason. You may only use this feature three times per day, regaining all uses of this feature at dawn.
"I refuse to lie about this, and you should too!" = Digi-Belief Sincerity
  • You believe that each action you perform must be backed with sincerity, no matter what. Whenever a creature would use the Insight Skill on you to see if you're deceiving them, they automatically fail as you're telling nothing but the truth. As an action, you can declare your next turn's action so long as it targets another creature. This action has advantage if it is an attack roll, or the target has disadvantage on its saving throw. You may only use this feature four times per day, regaining all uses of this feature at dawn.
"The path to success is through knowledge!" = Digi-Belief Knowledge
  • You believe that knowledge informs every decision you should make, no matter what. You gain proficiency in Intelligence Saving Throws, or expertise if you already have proficiency. Additionally, you gain expertise in the following skills: Arcana, History, Investigation, Nature, and Religion.
"You can count on me like one, two, three and I'll be there--because all I want is to be reliable!" = Digi-Belief Reliability
  • You believe in being a reliable Digimon no matter what. And through this regard, you gain proficiency in Wisdom Saving Throws, or expertise if you already have proficiency. Additionally, you gain expertise in the following skills: Insight, Medicine, Perception, and Survival.
"I"ll hold out hope for a better, brighter future!" = Digi-Belief Hope
  • You believe in a hope that can make anything better, no matter what. Once per turn, as an action, you may expend 2 Digi-Energy, using the Bless Spell that targets yourself and up to two other creatures of your choice without the components. Additionally, for every 2 additional Digi-Energy you spend, you can target an additional creature. You may
"Whenever there's darkness, I'll be the light that shines through it all!" = Digi-Belief Light
  • You believe in a light that can never be extinguished and that you are that light, no matter what. Whenever you would be in darkness, you emit bright light for 20 feet, and dim light for another 10 feet. Additionally, you are always under the effects of Darkvision, as if it was permanent. Whenever you make any attacks against a creature of any Evil Alignment, you may expend 1 Digi-Energy to force the targeted creature to make a Charisma Saving Throw with a DC equal to your Digi-Energy saving throw dc. On a failure, that target is under the effects of the Cleanse condition. On a success, nothing happens. You may use this feature once per turn as a bonus action, up to four times per day while it is nighttime, or up to eight times per day while it is daytime, regaining all uses of this feature at dawn.
"Through kindness, anything is possible!" = Digi-Belief Kindness
  • You believe that all anyone needs is a kind influence in their life, no matter what. People naturally tend to seek you out because of your kindness. Whenever you talk to people, they're more inclined to give you the answers you seek. You have advantage on all Investigation, Insight, Perception, and Persuasion saving throws.
"I believe in the power of miracles!" = Digi-Belief Miracles
  • Your belief that miracles are possible has allowed you to maintain faith that there is always a better outcome, no matter what. Whenever you would fail a Saving Throw, you may choose to succeed it instead, or whenever you would be targeted by an attack roll, you may choose to have the attack miss. You may use this feature three times per day, regaining all uses of this feature at dawn.
"If you don’t like your destiny, don’t accept it. Instead, change it the way you want it to be!" = Digi-Belief Destiny
  • Your belief in the ability to change destiny to your favor has allowed you to maintain faith that destiny isn't set in stone and can be changed, no matter what. Whenever you would be reduced to 0 Hit Points but not killed outright, you may regain all lost Hit Points in Temporary Hit Points and gain 2 Levels of Exhaustion. You may use this feature once per day, regaining all uses of this feature at dawn.

Digitection[edit]

Starting at 6th level, you've found a way to sense out different Digimon's presences so long as they don't exceed your level * 2. You may spend 3 Digi-Energy to know the location of any Digimon within 4 * your Movement Speed Radius whose level/cr is equal to your level * 2 or less. Additionally, any creatures within range that are invisible become visible to you.

Resistant[edit]

Starting at 7th level, your strength as a Digimon becomes more potent, allowing you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Wisdom and Intelligence
  • Repulsion - Charisma

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you may change the ability modifier that determines your Digi-Energy attack modifier and Digi-Energy effect save DC to any of the chosen abilities.

Starting at 15th level, you may choose an additional ability score to benefit from this effect.

Digi-Speed[edit]

Starting at 7th level, you can spend 2 Digi-Energy to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance and movement speed is doubled for the turn.

Digi-Charge[edit]

Starting at 9th level, your Digi-Core has evolved slightly and allows you to regain some extent Digi-Energy. You can spend a full turn action to regain 1d6 + Your Digital Monster Level + Your Charisma Modifier Digi-Energy once, regaining use of this feature at the end of a long rest.

Starting at 11th level, your Digi-Core has grown again with its ability to Digi-Charge, allowing you to regain Digi-Energy in a more effective way. You can spend a full turn action to regain 1d6 + Your Digital Monster Level + Your Charisma Modifier Digi-Energy once per turn instead of once per long rest.

Digi-Skill[edit]

Starting at 9th level, your Digi-Core enhances your skills once more. You may gain proficiency in two additional skills you do not have proficiency in, or gain expertise in two skills you have proficiency in.

Mastered Digi-Speed[edit]

Starting at 10th level, you gain mastery over your Digi-Speed. You may take the Dash, Disengage, or Hide action as a bonus action, and your jump distance and movement speed is doubled for the turn with no Digi-Energy cost.

Mastered Digitection[edit]

Starting at 12th level, you've mastered the ability of Digitection. You can sense a Digimon's presence in a much more skilled way, losing the majority if not all of its restrictions but enhancing the cost. You may spend 4 Digi-Energy to know the location of any Digimon within 5 * your Movement Speed Radius. Additionally, any creatures within range that are invisible become visible to you.

Mastered Digi-Energy[edit]

Starting at 13th level, you've finally mastered your usage of Digi-Energy within your attacks involving Digi-Energy. When you take the attack action with a Technique that uses the Digi-Energy Attack Modifier, you may add your Digi-Energy Attack Modifier an additional time. Additionally, you may convert 5 Digi-Energy into 1 Super Digi-Energy as a full turn action. You may have a maximum Super Digi-Energy equal to your Digital Monster Level, and they only last for 1 minute. During that minute, when you charge a technique, you may accelerate the process for a more immediate attack, overcharging your attack with Super Digi-Energy. When you use your action to charge or begin charging a technique with a charging time of at least half a round and a Digi-Energy cost, you may spend 1 Super Digi-Energy to consider it charged for a round. You may do this as many times as your Proficiency bonus divided by 2 rounded down per turn. It still must pass initiative 20 to be considered fully charged. Techniques that have a charging time of half a round don't gain your Digi-Energy attack modifier to damage per round considered charged in this way.

Limit Break[edit]

Starting at 15th level, you've found a way to break through your limits and stay standing even when others think you should give up. When you are under 1/4 of your hit point maximum, all of your Ability Scores increase by +2, to a maximum of 2 over your current Ability Score Maximum, returning to normal should you go over 1/4 of your hit point maximum. Additionally, if you drop to 0 hit points, you may immediately take a turn before you would fall unconscious. You may do this once, regaining all uses at the end of a short rest.

Advanced Training[edit]

Starting at 16th level, and again at 18th level, you may pick an additional Digi-Path to gain the first feature of, an individual weapon, armor, skill proficiency, or the ability to use and learn three new Techniques that you meet the requirements for. You may forgo the above to increase your maximum hit dice by 1, increase your movement speed by 10 ft., and increase your Digi-Energy maximum by 3 points. Increasing your maximum hit dice in this way is treated as if you gained a level.

Mastered Digi-Energy Strike[edit]

Starting at 17th level, you've perfected the ability to attack with Digi-Energy. As long as you have at least 1 Digi-Energy, your unarmed strikes count as magical for the purpose of overcoming resistance and immunities.

Digi-Paths[edit]

All Digimon follow at least one of the following paths. Any techniques gained from subclass features do not count toward your technique limit. By taking a subclass, you gain its Unique Path Techniques, listed at the bottom of the path description, which acts as any other technique. 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-Energy, or creation/loss of Digi-Energy, immediately end if you become unconscious. If you are not using the Beyond 20th Level variant rule, any features with a level requirement above 20th should instead be treated as epic boons with a 20th level requirement. At 3rd level, you chose one of the following subclasses:

Techniques[edit]

Techniques are classified in a variety of ways, ranging from Basic Techniques to Unknown Techniques. While each classification of techniques is different, this is usually because some techniques are just stronger than others or maybe more challenging to perform. While typically each Digimon Species have its own attacks that each species uses (I.E. Agumons' Baby Flame), instead Techniques are learned through levels and can be used by any Digimon species so long as you meet the requirements for the technique. Each technique has a primary damage type used for a handful of features, as indicated in the description of the techniques.

Basic Techniques[edit]

The fundamentals of all techniques, or the Basic Techniques, are the building blocks for any other techniques that may be used. These Basic Techniques are typically the most common version of techniques seen because of their low costs in comparison to higher-level moves.


Strike Barrage

Cost: 1 Digi-Energy

As a bonus action immediately after you take the Attack action on your turn, you make two unarmed strikes.


Sturdy Defense

Cost: 1+ Digi-Energy

As an action, or a bonus action for 1 additional Digi-Energy, or a reaction for 2 additional Digi-Energy, you receive half as much damage from all sources, but cannot willingly move until your next turn.


Attack Exchange

Cost: 1+ Digi-Energy

As a reaction when an attack roll is made against you, you make an unarmed attack against the attacker. For 1 additional Digi-Energy, this attack has advantage on the attack roll.


Digi-Surge

Cost: 10 Digi-Energy

You make one action as a free action.


Digi-Energy Transference

Cost: 1+ Digi-Energy

Requirements: Digitection OR Mastered Digitection Feature

As an action, you can transfer any amount of Digi-Energy that you currently have to a creature within your Digitection range. You can also use your Digi-Energy to transfer other types of resources to that creature, using the Currency Exchange System (C.E.S.) for the appropriate exchange rates. Any transferred Digi-Energy or other transferred resources cannot push that creature over its maximum amount for that resource.


Core Repression

Cost: 0 Digi-Energy

As a free action, bonus action, or reaction on your turn, you may select up to 1/10th of your maximum hit points, Digi-Energy, AC, and/or the damage of all attacks you make, rounded down. These are locked away within your "Digi-Core" where you can not access them. You may remove up to 1/10th of your maximum hit points, Digi-Energy, AC, and/or penalty to damage rounded down from the "Digi-Core" as a free action, bonus action, or reaction.


Sledgehammer

Cost: 1 Digi-Energy

As part of an unarmed strike, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You may only make one sledgehammer attack per turn.


Acid Bubble

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small circle of acid toward one creature within range. The attack and damage rolls use your Digi-Energy attack modifier, and if the attack hits the targeted creature take 1d4 acid damage. You may spend additional Digi-Energy, firing another Acid Bubble for every 1 additional Digi-Energy spent in this way.


Bomberhead

Range: Attack Range

Cost: 2+ Digi-Energy

As a bonus action whenever you make an attack that has a damage die, you may spend 2 Digi-Energy to cause all creatures within the attack range to make a Constitution Saving Throw, being knocked prone on a failure, or nothing happening on a success. You may spend 1 additional Digi-Energy to turn this into a free action.


Fireworks Revolution

Cost: 3 Digi-Energy

As an action, you may fire off a trail of smoke within a 20 ft. long, 40 ft. wide sphere. Every creature within the sphere must make a Constitution Saving Throw, taking 1d4 bludgeoning damage on a success. On a failure, the smoke around that creature goes off like a firework, dealing 1d8 force damage and knocking the creature prone.


Crack-Crack-Crackle

Cost: 1 Digi-Energy

After rolling for initiative, you may spend 1 Digi-Energy to cause your body to make an intense sound of crackling as a warning. One creature who you can see that can hear sounds must make a Wisdom (Insight) Check, and on a failure, they gain the Frightened condition for 1d4 turns. On a success, nothing happens.


Adhesive Bubbles

Cost: 2 Digi-Energy

As an action, you may fire off a small bubble that contorts into a ring on its target. Every creature in a 20 ft. long, 10 ft. wide line must make a Dexterity saving throw or get restrained on a failure, with nothing happening on a success.


Jamming Powder

Cost: 2 Digi-Energy

As a bonus action whenever you take the attack action on your turn, the targeted creature must also make a Wisdom (Perception) Check or become confused for 1d4 turns on a failure.


Little Iron Bead

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small circle of iron toward one creature within range. If the attack hits the targeted creature, they take 1d4 bludgeoning damage. You may spend additional Digi-Energy, firing another Little Iron Bead for every 1 additional Digi-Energy spent in this way.


Static Electricity

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small circle of iron toward one creature within range. If the attack hits the targeted creature, they take 1d4 lightning damage. You may spend additional Digi-Energy, firing another Static Electricity for every 1 additional Digi-Energy spent in this way.


Small Iron Spike

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small spike of iron toward one creature within range. If the attack hits the targeted creature, they take 1d4 piercing damage. You may spend additional Digi-Energy, firing another Small Iron Spike for every 1 additional Digi-Energy spent in this way.


Fiery-Heated Bubble

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small blast of fire toward one creature within range. The attack and damage rolls use your Digi-Energy attack modifier, and if the attack hits the targeted creature take 1d4 fire damage. You may spend additional Digi-Energy, firing another Fiery-Heated Bubble for every 1 additional Digi-Energy spent in this way.


Painted Water Blast

Range: Your movement speed radius

Cost: 2+ Digi-Energy

As a bonus action, you may fire a small blast of paint-mixed water toward up to 3 creatures within range. The attack and damage rolls use your Digi-Energy attack modifier, and if the attack hits the targeted creature take 1d4 cold damage. You may spend additional Digi-Energy, firing another Painted Water Blast for every 1 additional Digi-Energy spent in this way at any creature previously targeted by a Painted Water Blast.


Blood Eye--Harsh Movement

Range: Your movement speed radius

Cost: 4 Digi-Energy

As an action, you may target one creature within range. That target must succeed a Charisma or Wisdom Saving Throw, becoming confused for 1d4 turns on a failure, nothing happening on success. While confused in this way, the creature must spend all of its movement to move the direction farthest from you, taking no other actions on this turn. Moving in this way does not provoke attacks of opportunity.


Blood Eye--Reaction Reduction

Range: Your movement speed radius

Cost: 4 Digi-Energy

As an action, you may target one creature within range. That target must succeed a Charisma or Wisdom Saving Throw, becoming confused for 1d4 turns on a failure, nothing happening on success. While confused in this way, the creature can not take any reactions.

Blood Eye--Still Mind

Range: Your movement speed radius

Cost: 4 Digi-Energy

As an action, you may target one creature within range. That target must succeed a Charisma or Wisdom Saving Throw, becoming confused for 1d4 turns on a failure, nothing happening on success. While confused in this way, the creature can not take any actions other than to move.


Blood Eye--Focused Attacker

Range: Your movement speed radius

Cost: 4 Digi-Energy

As an action, you may target one creature within range. That target must succeed a Charisma or Wisdom Saving Throw, becoming confused for 1d4 turns on a failure, nothing happening on success. While confused in this way, the creature must take the attack action on their turn and make one unarmed strike on one creature within range. If there are no creatures within range, they must use their action instead to move closest to any creatures they can see.


Glare Eye

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small blast of light from your eye toward one creature within range. The attack and damage rolls use your Digi-Energy attack modifier, and if the attack hits the targeted creature take 1d6 radiant damage. You may spend additional Digi-Energy, firing another Glare Eye for every 1 additional Digi-Energy spent in this way.


Smoke

Range: Your movement speed radius

Cost: 2 Digi-Energy

By spending 2 Digi-Energy you produce smoke from your body that covers a select range for 1d4 minutes. While the smoke is covering the select area, when you take the disengage action it does not provoke Opportunity Attacks.


Seed Cracker

Range: Your movement speed radius

Cost: 1+ Digi-Energy

As a bonus action, you may fire a small seed toward one creature within range. The attack and damage rolls use your Digi-Energy attack modifier, and if the attack hits the targeted creature take 1d6 bludgeoning damage. You may spend additional Digi-Energy, firing another Seed Cracker for every 1 additional Digi-Energy spent in this way.


Puff Balloon

Range: Self

Cost: 2+ Digi-Energy

As a bonus action, you control the air around your body to gain access to the ability to fly. You gain a hovering speed equal to your movement speed for 1 minute.


Digi-Fireball

Range: 60 ft radius

Cost: 6 Digi-Energy

As an action, you manifest a bright ball of flames and fire it toward a target within range. That creature must make a Dexterity Saving Throw, taking 3d6 fire damage on a failure and igniting all objects on the creature, including items being worn or carried. Additionally, they are under the effects of Burning for 1d4 turns. On a success, they only take 3d6 fire damage.


Hot Breath

Range: 60 ft radius

Cost: 6 Digi-Energy

As an action, you manifest a bright ball of flames and fire it toward a target within range. That creature must make a Dexterity Saving Throw, taking 3d6 fire damage on a failure and igniting all objects on the creature, including items being worn or carried. Additionally, they are under the effects of Burning for 1d4 turns. On a success, they only take 3d6 fire damage.


Flame Shot

Range: 60 ft radius

Cost: 2+ Digi-Energy

As a bonus action, you manifest a smaller version of a Digi-Fireball, firing it at That creature must make a Dexterity Saving Throw, taking 1d6 fire damage on a failure and igniting all objects on the creature, including items being worn or carried. On a success, they only take 1d6 fire damage. You may increase the damage of Flame Shot by an additional 1d4 fire damage for every 1 additional Digi-Energy spent, up to a maximum increase equal to half your proficiency bonus(minimum 1).


Hair Mist

Range: Your movement speed radius

Cost: 2+ Digi-Energy

As a bonus action, your body produces hair that shrouds the area and covers it for the next 1 minute. During this time, you can take the disengage action as a free action.


Powerful Acid Bubble

Range: Your movement speed radius

Requirement: Acid Bubble

Cost: 1+ Digi-Energy

As a free action whenever you use Acid Bubble, you may add an additional 1d4 acid damage. You may spend an additional 1 Digi-Energy for every additional Acid Bubble you fire after the first, adding 1d4 acid damage to every Acid Bubble. This damage roll uses your Digi-Energy Attack Modifier.


Poison Bubble

Range: Your movement speed radius

Cost: 3 Digi-Energy

As a bonus action, you may fire 1 poisonous bubble toward any one creature within range. That target must make a Constitution Saving Throw, becoming poisoned for 1d4 turns and becoming Envenomed for the same amount of turns they are poisoned on a failure. On a success, the creature takes 1d6 poison damage instead. The attack and damage rolls use your Digi-Energy attack modifier.


Pacifier

Range: Your movement speed radius

Cost: 1 Digi-Energy

As a bonus action, you may fire 1 bubble of air toward any one creature within range. The attack and damage rolls use your Digi-Energy attack modifier, and if the attack hits the targeted creature take 1d4 thunder damage.


Angel Dust

Range: Your movement speed radius * 5

Cost: 10 Digi-Energy

As a full-turn action, you unleash dust within the range that can have some pretty devastating effects. Every creature of your choice within range must make a Constitution Saving Throw, falling under the Unconscious condition for the next 1 minute on a failure, or half as long on success.


Soft Feathers

Range: Self

Cost: 2+ Digi-Energy

As a bonus action, you grow feathers on your body until the end of your turn. Anytime you are touched or touch a creature, you may choose to have them take 1d4 lightning damage. You may spend 1 additional Digi-Energy, increasing the duration by an additional turn for every additional Digi-Energy spent this way. You may instead spend 2 additional Digi-Energy, increasing the damage of Soft Feathers by an additional 1d4 for every 2 Digi-Energy spent this way. The attack and damage rolls use your Digi-Energy attack modifier.


Static Cloud

Range: 15 ft. in every direction

Cost: 3 Digi-Energy

As a bonus action, you emit a cloud of electricity within range. At the end of every creature turn within the cloud of your choosing, they take 1d4 lightning damage. The damage rolls use your Digi-Energy attack modifier.


Ear Slap

Range: Unarmed Strike

Cost: 1 Digi-Energy

As part of an Unarmed Strike, the target must succeed on a Constitution saving throw or be knocked prone.


Transformation

Range: Self

Cost: 3 Digi-Energy

As an action, you transform into a person, creature, or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image. Creatures must make an Investigation check to notice that you aren't what you appear to be. If it saw you performing this Basic Technique, it automatically succeeds. Your statistics remain the same. You cannot become a light source, armor, tool, vehicle, or a creature with a different size category and you can not recreate a magical effect.


Easy Cutter

Range: Range of the attack

Cost: 3 Digi-Energy

Whenever you take the attack action, all attacks deal an additional 1d6 slashing damage and an additional 1d4 piercing damage. The damage rolls use your Digi-Energy attack modifier. You can only use Easy Cutter once per round.

Super Techniques[edit]

The more evolved techniques, or the Super Techniques, are stronger versions of the Basic Techniques. They also focus more on specialization, which the Basic Techniques typically lacked.



Advanced Techniques[edit]

When you bring Super Techniques to the next level and develop techniques further, you utilize Advanced Techniques. Advanced Techniques are powerful attacks that are the midway segment between the Basic and Mega Techniques, and Advanced Techniques are typically enough to bring even Adult Digimon to their knees after just a few attacks.





Ultimate Techniques[edit]

Ultimate Techniques are a level of power that is used by only the most advanced of Digimon. They enhance Digimon in ways not even Advanced Techniques could.






Mega Techniques[edit]

Mega Techniques are those that transcend what a Digimon should normally be capable of, providing in some cases unique techniques that can completely make the tides of battle in their favor if used correctly.





Unknown Techniques[edit]

Unknown Techniques are techniques brought to the upper limit, being given the classification of Unknown due to the fact the true extent of these techniques is never discovered, except by those of the Highest order.


Class-Specific Optional Variant Rules[edit]

In this section, you will find optional rules that can alter the way the class is played. These rules aren't meant to be forced on everything and are instead optional things that you can do which alter the class. Hence why this is the Class-Specific Optional Variant Rules.

Feats & Boons[edit]

When you would be granted an Ability Score Improvement, you can instead gain a Digi-Feat instead.

Random Digivolution[edit]

This class offers freedom of choice to an extent, though when it comes to Digivolution typically it's either you or the DM that determines it. However, you and/or the DM may want a more realistic approach to determining how you Digivolve, from what, and to whom. This rule would allow you to determine what you'd digivolve into(Based on how the Card Game lets any Red Card Digivolve into XYZ, etc., etc.) at random, and here is an optional rule if this is what you're after:

In character creation, or when your Tamer reaches Digi-Destined/Tamer 2nd level, roll a d50. The results will determine the Digimon you become after hatching from a Digi-Egg, or in simpler terms, it determines the Baby I Digimon you start off as.

Baby I Digimon Roll Results
1-10 11-20 21-30 31-40 31-50
1 = Algomon (Baby I) 11 = Curimon 21 = Nyokimon 31 = Pupumon 41 = Torikara Ballmon
2 = Bombmon 12 = Dodomon 22 = Pafumon 32 = Pururumon 42 = Tsubumon
3 = Bommon 13 = Dokimon 23 = Paomon 33 = Pusumon 43 = Yukimi Botamon
4 = Botamon 14 = Fufumon 24 = Peti Meramon 34 = Puttimon 44 = Yuramon
5 = Bubbmon 15 = Jyarimon 25 = Petitmon 35 = Puwamon 45 = Zerimon
6 = Chibickmon 16 = Keemon 26 = Pipimon 36 = Puyomon 46 = Zurumon
7 = Chicomon 17 = Ketomon 27 = Pitchmon 37 = Pyonmon 47 = Reroll
8 = Choromon 18 = Kuramon 28 = Popomon 38 = Relemon 48 = Reroll
9 = Cocomon 19 = Leafmon 29 = Poyomon 39 = Sakumon 49 = Reroll
10 = Cotsucomon 20 = Mokumon 30 = Punimon 40 = Sunamon 50 = Reroll

When you reach 2nd level, or when your Tamer reaches Digi-Destined/Tamer 3rd level, roll a d50. The results will determine the Digimon you become following gaining enough strength to Digivolve from the Baby I stage, or in simpler terms, it determines the Baby II Digimon you become.

Baby II Digimon Roll Results
1-10 11-20 21-30 31-40 31-50 51-60
1 = Algomon (Baby II) 11 = Chocomon 21 = Hiyarimon 31 = Monimon 41 = Poromon 51 = Torikara Ballmon
2 = Arkadimon Baby 12 = Culumon 22 = Hopmon 32 = Moonmon 42 = Pukamon 52 = Tsumemon
3 = Babydmon 13 = Cupimon 23 = Kakkinmon 33 = Negamon 43 = Puroromon 53 = Tunomon
4 = Bibimon 14 = Dorimon 24 = Koromon 34 = Nyaromon 44 = Pusurimon 54 = Upamon
5 = Bosamon 15 = Flamon 25 = Kozenimon 35 = Otamamon 45 = Puyuyumon 55 = Vitium (Baby II)
6 = Budmon 16 = Frimon 26 = Kyaromon 36 = Pagumon 46 = Pyocomon 56 = Wanyamon
7 = Caprimon 17 = Gigimon 27 = Kyokyomon 37 = Peti Meramon 47 = Sakuttomon 57 = Xiaomon
8 = Chapmon 18 = Goromon 28 = Minomon 38 = Pickmon 48 = Sunmon 58 = Yarmon
9 = Chibimon 19 = Gummymon 29 = Missimon 39 = Pinamon 49 = Tanemon 59 = Reroll
10 = Chicchimon 20 = Gurimon 30 = Mochimon 40 = Pokomon 50 = Tokomon 60 = Reroll

When you reach 3rd level, or when your Tamer reaches Digi-Destined/Tamer 5th level, roll a 3d50. The results will determine the Digimon you become following gaining enough strength to Digivolve from the Baby II stage, or in simpler terms, it determines the Child Digimon you become.

Child Digimon Roll Results
1-15 16-30 31-45 46-60 61-75 76-90 91-105 106-120 121-135 136-150
1 = Agumon 16 = Agumon Hakase 31 = Falcomon (2006 Version) 46 = Kotemon 61 = Kudamon 76 = Kudamon (2006 Version) 91 = Kunemon 106 = Labramon 121 = Lalamon 136 = Liollmon
2 = Black Agumon 17 = Agumon (2006 Version) 32 = Flamon 47 = Lopmon 62 = Ludomon 77 = Lunamon 92 = Minidekachimon 107 = Modoki Betamon 122 = Monitamon 137 = Monodramon
3 = Algomon (Child) 18 = Candmon 33 = Floramon 48 = Morphomon 63 = Muchomon 78 = Mushmon 93 = Neamon 108 = Nise Agumon Hakase 123 = Otamamon 138 = Otamamon (Red)
4 = Allomon 19 = Chikurimon 34 = Funbeemon 49 = Palmon 64 = Patamon 79 = Pawn Chessmon (Black) 94 = Pawn Chessmon (White) 109 = Penmon 124 = Petit Mamon 139 = Phascomon
5 = Alraumon 20 = Clear Agumon 35 = Gabumon 50 = Pico Devimon 65 = Pillomon 80 = Piyomon 95 = Plotmon 110 = Pomumon 125 = Proto Gizmon 140 = Psychemon
6 = Angoramon 21 = Commandramon 36 = Gabumon (Black) 51 = Pulsemon 66 = Renamon 81 = Santa Agumon 96 = Sangomon 111 = Shamamon 126 = Shoutmon 141 = Sistermon Blanc
7 = Arkadimon Child 22 = Coronamon 37 = Gammamon 52 = Sistermon Blanc (Awake) 67 = Snow Goburimon 82 = Solarmon 97 = Soundbirdmon 112 = Spadamon 127 = Sparrowmon 142 = Starmons
8 = Armadimon 23 = Culumon 38 = Ganimon 53 = Ryudamon 68 = Sunarizamon 83 = Swimmon 98 = Terriermon 113 = Terriermon Assistant 128 = Tinkermon 143 = Reroll
9 = Bacomon 24 = Cutemon 39 = Gaomon 54 = Kokuwamon 69 = Kokabuterimon 84 = Toy Agumon 99 = Toy Agumon (Black) 114 = Tukaimon 129 = Tyumon 144 = Reroll
10 = Bakumon 25 = Dokunemon 40 = Gaossmon 55 = V-mon 70 = Koemon 85 = Vorvomon 100 = White Lopmon 115 = Wormmon 130 = Yuki Agumon 145 = Reroll
11 = Bearmon 26 = Dondokomon 41 = Gazimon 56 = Kodokugumon Child 71 = Zenimon 86 = Zubamon 101 = BEMmon 116 = DORUmon 131 = Ghostmon 146 = Reroll
12 = Betamon 27 = Dracomon 42 = Gizamon 57 = Kamemon 72 = Guilmon 87 = Dracumon 102 = Goburimon 117 = Junkmon 132 = Tentomon 147 = Reroll
13 = Gomamon 28 = Jellymon 43 = Blucomon 58 = Elecmon 73 = Black Guilmon 88 = Jazamon 103 = Bokomon 118 = Elecmon (Violet) 133 = Gumdramon 148 = Reroll
14 = Bun 29 = Ekakimon 44 = Hackmon 59 = Iguneetmon 74 = Burgamon 89 = Espimon 104 = Hagurumon 119 = Hyokomon 134 = Bushi Agumon 149 = Reroll
15 = Hawkmon 30 = Herissmon 45 = Falcomon 60 = Impmon 75 = Ebi Burgamon 90 = Keramon 105 = Yuki Agumon (2006 Version) 120 = Tyutyumon 135 = Tinpet 150 = Reroll

Equal Stats[edit]

This optional rule is for those who want the starting stats of a Digimon to equate to the same total, instead of leaving what the stats end up being up to chance. This rule is set in place so that all Baby I Digimon have the same stat total, just spread out differently. If you use this rule, upon character creation instead of rolling for your stats, each stat is set to 5 instead. From there, you have 40 stat points that you may put in any stat of your choosing. Your starting stats cannot exceed 20 from this rule.

  • Example: My Baby I Digimon is Dodomon and all of my Ability Scores are 5. I put 15 points into my Dexterity Score, bringing it to 20. I can't put any more points in the Dexterity Score, and I have 25 points remaining. I put another 15 points in my Constitution Score, bringing it to 20. I can't put any more points in the Constitution Score, and I have 10 points remaining. Lastly, I put all of my remaining points in my Charisma Score, bringing it up to 15. From there, my stats look as follow: Strength = 5, Dexterity = 20, Constitution = 20, Intelligence = 5, Wisdom = 5, Charisma = 15. I still have a base stat total of 70, but my points are put in specific areas to allow me to specialize in what I want to specialize in.

Beyond Level 20[edit]

The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.

Multi-Classing[edit]

Cannot be Multi-Classed into this Class.


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