Tamer Path: App Drive (Digimon Supplement)

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Tamer Path: App Drive[edit]

These Tamers are those who have modified their Digimon through different Digital Apps. These Apps allow Digimon to utilize specific capabilities unique to certain apps. Upon choosing this path, a Digimon becomes classified as an 'Appmon' as well. Appmon is related to smartphone apps and has an Appmon Chip specific to them. Almost all Appmon gain two retractable cables somewhere on their body as well, which can be used to activate different App Drive capabilities. Unless stated otherwise, your Digimon can only be under the effect of 1 App Drive at a time.

App Feature: Identify[edit]

At 3rd level, your Digi-Vice has obtained a new capability that shows off an innate App Drive ability. Your Digi-Vice becomes linked with your D-Pad or Smartphone, whatever it is you have, granting you a new command. As an order/command you can take for 1 Digi-Vice Energy, you can use the Identify feature. By pointing your Digi-Vice at a Digimon, you learn the CR/Level of the Digimon, the number of Maximum Hit Points, and the Digi-Energy it has. Additionally, you learn the Digimon Stage of Digimon (Baby I, Baby II, Child, Adult, Perfect, Ultimate, Fusion, etc.) by spending an additional 1 Digi-Vice Energy.

App Drive: Global Link[edit]

At 6th level, as a full turn action, you manifest a Globemon Chip, linking the Globemon and your Partner Digimon. For the next 1 minute, your Digimon gains advantage for all Intelligence Saving Throws. Additionally, your Digimon gains a +2 to their AC, becoming more aware of their surroundings thanks to the Global Link. Similarly, your Digimon may use the following attacks while under the effects of Global Link:

Globe Blast

Cost: 3 Digi-Energy

Range: The Digimons Movement Speed Radius

By spending 3 Digi-Energy, as an action the Digimon manifests an orb of Energy that has an appearance similar to that of a globe. They then throw it at any creature within range and the creature must make an Intelligence Saving Throw, taking 2d6 damage on a failure, or half as much on a success.

Globe Imprisonment

Cost: 2 Digi-Energy

Range: Globe Blast Range

Requirements: Globe Blast

By spending 2 Digi-Energy, when you use Globe Blast, as a bonus action you may apply a thick layered Ring of Yellow Digi-Energy around it. If the Globe Blast hits the creature it's targeting, it must also roll a Constitution Saving Throw, being restrained on a failure for 1 minute, with nothing happening on a success. At the end of each of their turns, the creature that is restrained by Globe Imprisonment can make an Intelligence Saving THrow, ending the effect early on a success.

Globe Trotters

Cost: 1 Digi-Energy

Range: Self

By spending 1 Digi-Energy, your Digimon increases its speed to maneuver around faster than before. For the next 30 seconds, the Digimon gains a +1 to AC and its movement speed is doubled. Additionally, any movements while Globe Trotters are active do not provoke Opportunity Attacks. You can only be under the effects of 1 Globe Trotters per turn, and if Globe Trotters is used again it merely resets the timer back to 30 seconds.

App Drive: Network Link[edit]

At 10th level, as a full turn action, you manifest a Network Chip, linking the Network and your Partner Digimon. For the next 1 minute, your Digimon gains advantage for all Charisma Saving Throws. Additionally, your Digimon gains a +2 to their attack and damage rolls. Similarly, your Digimon may use the following attacks while under the effects of Network Link:

Network Booster

Cost: 1 Digi-Energy

Range: Self

By spending 1 Digi-Energy, as a bonus action, for the next 1 minute, you have advantage on any attempts to charm a creature, and any creature you are trying to charm has disadvantage on saving throws to resist being charmed. Additionally, you have advantage on any attempt to persuade a creature.

Network Slam

Cost: 1 Digi-Energy

Range: A creature within 5ft of you

By spending 1 Digi-Energy, as a bonus action whenever you take the attack action on your turn, you increase the ability to modify a target's data or the way their brain functions. On a successful hit, the hit creature must make a Charisma Saving Throw with a DC equal to the Tamer's Level + Partner Digimon's Level/CR. On a success, that creature is charmed by the Tamer and Partner Digimon for the next minute. On a failure, nothing happens.

Network Blast

Cost: 3 Digi-Energy

Range: The Digimons Movement Speed Radius

By spending 3 Digi-Energy, as an action the Digimon manifests an orb of Digi-Energy that has an appearance similar to that of the internet icon. They then throw it at any creature within range and the creature must make a Charisma Saving Throw, taking 2d6 damage on a failure, or half as much on a success.

App Drive: Game Link[edit]

At 15th level, as a full turn action, you manifest a Game Chip, linking the Game and your Partner Digimon. With this chip, you've found a way to cheat the system, being quite capable and having full attunement to the game. For the next 1 minute, your Digimon gains advantage for all Dexterity Saving Throws. Additionally, after your Digimon makes an attack roll you can roll an additional d8, adding the result to the attack roll. Similarly, your Digimon may use the following attacks while under the effects of Game Link:

Game Blast

Cost: 3 Digi-Energy

Range: The Digimons Movement Speed Radius

By spending 3 Digi-Energy, as an action the Digimon manifests an orb of Digi-Energy that has an appearance similar to that of a dice icon. They then throw it at any creature within range and the creature must make a Dexterity Saving Throw, taking 2d6 damage on a failure, or half as much on a success.

Game-Core Alter

Cost: 3 Digi-Energy

Range: A creature within 5ft of you that you can see

By spending 3 Digi-Energy, as an action the Digimon stares at one creature within range that they can see, causing the creature to make a Dexterity Saving Throw. On a failure, the creature's Digi-Energy, if any, is reduced by 1d6, or half as much on a success.

Game Sword

Cost: 2+ Digi-Energy

Range: Longsword Range

By spending 2 Digi-Energy, you create a sword of Digi-Energy. This sword has the same properties as a longsword, but can be wielded with one hand instead of two. At the end of each turn you have this active, you must spend 1 Digi-Energy to maintain it. Using a weapon in this way lets you benefit from anything your unarmed strikes would benefit from.

App Drive: App-Volution[edit]

At 17th level, as a full turn action, you are capable of manifesting an App-Volution Chip to link to your Partner Digimon. For the next minute, your Digimon Partner can be under the effects of 2 App Drive instead of one. Additionally, if this is used due to the effect of App Drive: Ultimate Link, the Partner Digimon gains Temporary Hit Points equal to their Maximum Hit Points and their current Digi-Energy is doubled.

App Drive: Ultimate Link[edit]

At 20th level, you've found a way to manifest all of the App Drive Link's into one Ultimate Link. As a full turn action, for the next 1 minute, your Digimon Partner gains the benefits of "App Drive: Global Link", "App Drive: Network Link", "App Drive: Game Link", and "App Drive: App-Volution". This feature can only be used once, regaining use of this feature at the end of a short rest or at dawn.


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