Equipment (Digimon Supplement)

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Developed Equipments[edit]

Due to the numerous item potential that can incorporate Digivice, Digimon Energy (Digi-Energy), and more; technology has been able to develop in a unique way. While technology resembles anything from medieval times to futuristic technology, weaponry generally stagnates as everyone tends to use things more focused on Digimon. A similar occurrence takes place with vehicles, as there are some cars and buses, though sometimes other things exist as well. All exchanges are done in bits if in the Digital World, GP in the Real World.

Weapons[edit]

To Be Filled In.

Armor[edit]

To Be Filled In.

Adventuring Gear[edit]

To Be Filled In.

Tools[edit]

To Be Filled In.

Digimon Cards[edit]

The following listed below are different Digimon Cards that can be used for Digi-Modify. At current, there are different sets of Digimon Cards that are either based on canon cards from the Digimon Tamers series or the Digimon card Game. The following is a list of Digimon Cards and their effects, conditions, and more, all broken down into different sets. When you obtain a Digimon Card Deck Box, you can start collecting and using Cards.

You are limited to 1 card per turn and no more than 5 cards can be used per battle. The cards you use are placed face-down within your deck box until their cooldown period ends. Some cards require you to Discard, which means you randomly choose 1 or more cards within wherever the specified space(Deck Box or Hand) to place face-down within your deck box until their cooldown period ends. Cards placed face-down in any way cannot be used in any way.

When you have less than 10 cards available, you may look and decide which to use at your leisure and GM/DM's discretion. When you have 10 cards or greater available, shuffling and drawing should be considered but is ultimately up to your GM/DM. If drawn in this way, your starting hand is 5 cards and you draw 1 card per turn, except for your first turn in which you only gain the 5 cards for your starting hand.

All cards that are faced down can be re-used and shuffled into your deck after a short rest, long rest, or at dawn.

You and your GM/DM may discuss the option of preparing cards. Once you reach a significant number of cards(for example, 30 cards), you may prepare cards as you would prepare spells. Suggested methods would be to prepare cards 80% of your total, equal to half your total cards, or limited to your proficiency bonus * 4. This is an optional feature but should be consistent among all Digi-Destined/Tamer's playing unless feats specify which method you use.

You can collect cards much like spellbooks, by rolling critical hits, or by overcoming impressive odds in battle. You and your GM/DM can discuss the best method to introduce more cards. You cannot obtain a card that matches any Crest(s) that your Digi-Destined may have, as it's meaningless since your Crest already provides the benefits of said card.

Card rarity should be limited by certain character levels.

  • Recommended:
    1. Common Cards: Common and unrestricted.
    2. Uncommon Cards: This should be rare until 6th level is reached in the Digi-Destined/Tamer Class.
    3. Rare Cards: This should be extremely rare until 10th level is reached in the Digi-Destined/Tamer Class.
    4. Legendary Cards: This should be nigh impossible to find, let alone obtain until 15th level is reached in the Digi-Destined/Tamer Class.

Your GM/DM has discretion on adjusting the rarity availability.


Design Note: For GM/DM's Discretion: While it is ideal to introduce unique cards, at some point, it would be more beneficial and practical to any player if they received duplicates. As shown, there are limits to certain cards per Digi-Destined/Tamer so discretion is needed when offering duplicates and if you will/will not reach those limits. Cards are broken into sets based on either an overarching theme as listed below or real-life sets as needed. GM/DM's discretion is advised when} determining how many sets should be available in a campaign, and whether there are cards available in multiple sets. At the end of this page there will be a template for customizing and designing your own cards for utilization if there's a specific card you may want that isn't currently available.

Card Creation Abilities[edit]

When a Digi-Destined/Tamer obtains 11 or more cards, they gain the ability to craft cards. By sacrificing 4 Cards when gaining a Player Level Up, over the course of 2d4+2 Hours, a new card will be forged. This is determined by the GM/DM and can not be a card they already possess nor can it be a card being sacrificed in this way to create this new card. The card can be a custom one or one of the cards listed below.

  • If the cards sacrificed in this way are all of the same rarity, roll a d20; on a 15 or higher the Digi-Destined/Tamer will receive a card of one higher rarity.
  • If the cards sacrificed in this way are all of the same set, roll a d20; on a 15 or higher the Digi-Destined/Tamer will receive a new card within the set.
    • Both of these can be stacked to give you a new card within the set of a higher rarity.

Base Set[edit]

The following is a list of cards contained within the Base Set for Digi-Destined/Tamer's to use as appropriately determined by the DM. Each Card will be listed with the following template and also given its own heading for fast travel:

Card Name

Prerequisites: If the Card has any requirements to utilize. Typically this will PURELY be a Digivice, but sometimes cards will require other cards you must have.

Cooldown: The cooldown period of the card.

Rarity: The card rarity; either: Common, Uncommon, Rare, or Legendary.

Duration: When the card effect takes place.

Limit: The card maximum a Digi-Destined/Tamer can have.

Description: The description of the card.

Tamer Cards (Base Set)[edit]

The following is a list of the Tamer Cards within the Base Set:

Memory Card: Taichi "Tai" Yagami[edit]

Prerequisites: Any Model Digivice.

Rarity: Common

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Charisma (Intimidation) Check until the end of your Digimon's next turn.

Memory Card: Yamato "Matt" Ishida[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Charisma (Persuasion) Check until the end of your Digimon's next turn.

Memory Card: Sora Takenouchi[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 1 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Charisma Check until the end of your Digimon's turn.

Memory Card: Mimi Tachikawa[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Intelligence (Nature) Check until the end of your Digimon's next turn.

Memory Card: Koushiro "Izzy" Izumi[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 2 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Intelligence (Investigation) Check and Intelligence (History) Check until the end of your Digimon's turn.

Memory Card: Joe Kido[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Wisdom (Medicine) Check until the end of your Digimon's next turn.

Memory Card: Kari Kamiya[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon emits a bright light for 30 ft., and dim light for an additional 30 ft. until the end of your Digimon's next turn.

Memory Card: Takeru "T.K." Takaishi[edit]

Prerequisites: Any Model Digivice.

Rarity: Rare

Cooldown: 2 Rounds

Limit: 2 per deck

Description: After activating this Digimon Card, your Digimon gains advantage on any Intelligence (Arcana) Check and Wisdom (History) until the end of your Digimon's next turn.

Ability Cards (Base Set)[edit]

The following is a list of the Ability Cards within the Base Set:

Weak Healing[edit]

Prerequisites: Any Model Digivice.

Rarity: Common

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains 1d12 + your proficiency bonus temporary hit points.

Agumon Agility[edit]

Prerequisites: Any Model Digivice

Rarity: Common

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon's movement costs half as much until the end of this turn, and your Digimon gains +1 AC until the end of their next turn.

Angemon Wings[edit]

Prerequisites: Any Model Digivice, Child Digimon or Higher

Rarity: Common

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains 3 White Wings on the left side of its back and 3 White Wings on the right side of its back. Until the end of your Digimon's next turn, they gain a flying speed equal to their movement speed.

Weak Digi-Energy Restoration[edit]

Prerequisites: Any Model Digivice

Rarity: Common

Cooldown: 2 Rounds

Limit: 3 per deck

Description: After activating this Digimon Card, your Digimon gains 1d4 + your proficiency bonus in Digi-Energy and you lose the same amount of Digi-Vice Energy / 2 (minimal 1).


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